It’s the bridge that connects places… to more different places, but that are actually places inside the same place.
I got some normal map fails on the rope so may need to try again there, but finally getting to grips with Xnormal. It’s really a great little program for baking maps.
And a dude that I made a couple days ago. I like his mouth, because he’s happy that he’s about to take down some bad guys.
I found an interesting way to make rope using the screw modifier on a ven diagram like circle layout coupled with the curve modifier. It makes for easy roping.
And for the character, my new favorite method of modeling is to use the shrink wrap modifier coupled with a solidify, really fast and easy to make changes.
Looking forward to animating this guy.
I made a game for the LD 35 jam. It didn’t go as planned, and spent time in all the wrong places. As a result I have buggy mechanics… Making an AI was a first though and for that alone the jam was totally a success. It’s very rewarding trying to program the computer to fight you. At one point I had him being totally unbeatable because he would block perfectly every time, which was actually quite fun, the clink of the swords makes for a great feeling, especially when you successfully block an incoming attack.
Check the game out on my Ludum Dare Page
I added a bunch of small details that people probably wont notice, but I think it’s fun to add them.
Gameplay video of my compo build.
Working on a 1 button runner game for the makegamessa comp this month.
Finally have a playable game loop.
Here’s a link to my entry on the forums:
and to some more info on the games page
Killing time with this guy would be fun. Settled with killing time painting him.
Reference was used. Instead of going for colors accurate to the reference, I tried using a limited pallet of Red and Orange and Grey, something I had fun with getting the cools from desaturated oranges. Things I like about this one are the high saturated spots leaking trough everywhere.
Some drawings of leFem I like the 2nd and 4th because of the elongated proportions.
Some Speed Modeling and Texturing. Solidify modifier in blender is awesome combined with the unwrap magic of 3dCoat and the materials of substance painter, and rendered real time in unreal the process is really fun.
Sculpt practice, couple things I don’t quite like, particularly the overall lumpiness, the thigh area and the edges seem to lack clean definition. Quilt is really outta whack with it turning to a non diamond pattern at the back, might revisit the general leg thing. Also no weapon yet!
Here’s a Character Test I’ve done trying to learn a PBR workflow with Blender to Substance Painter to Unity 5 and Unreal 4. Interesting to see that the shaders give different results straight out the box something to do with the roughness calculations… more learning required.
Cheets Low Poly