I will be posting my progress in creating 3D Characters for Video Games. I will be using Blender, Substance Painter and Unreal Engine.
Today is Day One - Modeling Character in Blender
Next up
Why are headshots so satisfying?
It’s the perfect balance between risk and reward.
But be careful—in Lobo, a missed shot means trouble. The noise and enemy reactions will alert nearby foes! 🎯🔫
Quickly testing my comic shader in real time for Lobo! Using custom depth passes, I can selectively colorize specific meshes.
Turning limitations into features, part 2!
Check out the latest improvements to my Dynamic Comic Strip for storytelling in Lobo. I've enhanced the aesthetics with a new shader and added introductory animations and dynamic text for comic blurbs.
Blocking out the design for a new level and running tests in Unreal Engine for my game Lobo. Excited to see how it all comes together! 🚧🎮
Otis in Underwater 🌊
Yesterday was the final day of SAGE 2024! ^^ So many amazing games, fangames, and mods this year!
Looking forward to next year!
Here's something I've been working on during the week of SAGE to celebrate the event this year! ^^
Crowd control and combat in Lobo: The player has a set number of tokens. Enemies check for available tokens to see if they can engage. If a token is available, they attack. If not, they circle the player and wait their turn.
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