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3 years ago

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




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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.

a bonbon candy!

(bonus points if you recognize the candy brand)

wanted to try low poly modelling with crocotile 3D again, it was lots of fun!

: Crocotile 3D (Modelling, Render), Aseprite (Textures, Final Touches)

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 🌊

Introducing quick access to Heavy Attacks for crowd control in Lobo! ⚔️ But there's a catch: these powerful moves consume stamina. Use them wisely and strategize before engaging in combat! #LoboGame #GameDev #IndieDev

Perfect your timing, and a successful parry will be your reward! ⚔️ #GameDev #IndieDev #LoboGame

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.