
I wouldn't normally show off SP on here since the visuals aren't finished (the last stretch has been working on gameplay and audio), but I hope this early screenshot cleanses your palate after all the fnaf 1 slop.
Next up
I was trying to ragebait other modelers with that last post. Yes I know better ways to polgonize a curve.
Mary (x4)
Literally the only thing that carried over from my old way of doing things to my new way is Mary's eye texture. These two models are actually linking to the same iris texture under the highlights for the eyes. I thought that was kind of cool.
Toy Mary looking for an audience.
Per my last post, here's what 17 extra hours of targeted work can change.
It's a cyclic process; long periods of virtually no change while you figure out what's wrong, then the breakthrough leads to rapid changes in hours.
I guess so.
Mary Christmas! Here's a huge devlog about Halo 2, Portal, and how those games changed how I chose to texture a wall.
Generating an entire wall of any shape from a predefined mesh is so much nicer than trying to hard model all these details.
A bohrok just followed me.




















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