

3D Ghibli Style scene rendered in Eeve with Blender.
Very tricky to get the style right, still room for improvement.
It took me 5 days to create the scene from scratch...
What do you think?
Next up
In Lobo, camps are more than a save point. Stay close to the campfire long enough, and you can heal, recover your health, and take in the views. A quiet pause in a harsh world.
For Lobo, I wanted simple settings. No ray tracing or upscalers so it runs on any PC. Inspired by The Last of Us Part II, I added my own touch.
Essentials: resolution, volume, rebind keys, camera, and language.
What settings matter most to you?
Some lore moments get a brief frame. Used sparingly, only when it matters. After all, this is an adventure game.
Also added small physics reactions when pulling weapons from bodies. Subtle, but satisfying.
Don't miss out on your chance to design a Game Jolt sticker!
Post YOUR design for a sticker inspired by Arcane, League of Legends, and Nail Art!
After "Design a #GXNailArt Sticker!" ends, we'll pick 3 winners (AND give them one of a kind trophies!)
In this peek, enemies dodge attacks while player moves close-gap with new attacks. Combat feels fair and fun.
@Miles_Games ![]()
is a Jolter to Watch, 3D modeler, 2D artist, Music composer, and Game developer!! Follow @Miles_Games
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before the quest ends on December 23 and you'll get Coins!
I made an Ogre as a custom MetaHuman, but in the Zelda: Breath of the Wild style. Made with Polyhammer, Blender, Substance Painter, and Unreal Engine 5.
Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.
This week's Fan Art Friday celebrates The Amazing Digital Circus! Accept the quest in your quest log to get started.
We Are Not Alone in the Fog | Lobo WIP
Quick peek showcasing one of the environments in Lobo.
We are not alone in the fog, and they definitely don’t come alone.
Combat design, environment design, and sound design are still in progress.










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