



Today I have been working on my textures and fixing the fur that was overlapping some areas of the armor and accessories... What do you think about the texturing so far?
Next up
Tried turning MetaHumans into anime inspired characters while keeping Control Rig, Live Link, and GASP fully working. Inspired by Breath of the Wild, Guilty Gear, and Studio Ghibli. A fun mix of tech, design and art. 🎨
In Lobo The Howl Within the end is always clear, but the path is an adventure full of combat, choices, and mystery.
In Lobo: The Howl Within, death isn’t the end, it’s part of the story. Fall damage keeps you grounded, and when you die, your gear drops where you fell. Return if you dare — your enemies will still be waiting.
Your fellow Jolters are still hard at work making GREAT #GameJoltColors25 art!
There's still time for YOU to be part of it. Check your quest log to get started.
All artists are tagged below! 🔽
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?
animating wip
One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?
Every good adventure hides something behind a waterfall. In Lobo, when you reach the bridge, you’ll spot a small hint, easy to miss, but hard to forget.
Follow it, and you might just uncover something special. Exploration will be rewarded.
@CoconutCreamPie
Thank you for supporting me
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.














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