11 months ago

A Dragon Ball-Inspired Version of Myself as my submission for the 2024 Reallusion Character Contest
Made with Character Creator, Blender, Marvelous Designer and Substance Painter




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Not every door in Lobo: The Howl Within is meant to be opened… Some require keys, quests, or ancient light-fueled lore. Others? They’re not keeping you out—they’re keeping something in.

Here’s a look at the new door interaction system.

Facial expressions that hit hard! Added attack & reaction animations to make combat in Lobo: The Howl Within feel intense and immersive. Every strike, every wince—animated in Unreal Engine 5 + iClone. Let’s make every fight hurt 👊🔥

Maybe you think you’re escaping a horde of undead soldiers. Actually, I’m tricking you—using the chase to load everything behind that ruined wall. Game dev isn’t just about what players see—it's how you hide the seams. Steal the idea, not the mechanic.

@Leeeeee is a Jolter to Watch and 3D Modeler with almost 4 years of experience! Follow @Leeeeee before the quest ends on June 10 and you'll get Coins!

This new system lets you disarm enemies during combat and equip their gear for a strategic advantage. Every encounter is a new opportunity to adapt, upgrade, and survive.

Smart loading, zero immersion break. In Lobo: The Howl Within, I’m using narrow passage mechanics to stream levels seamlessly in and out—no loading screens, just smooth exploration.

Unleashing the hordes of The Fallen using Niagara in Unreal Engine. Creepy, chaotic, and deeply satisfying. Let the swarm begin. 🧟‍♂️✨

Haven't been feeling well for a few days, but I'm still trying (and drawing)

Here's an object head doodle I really liked

Random death animations + ragdoll chaos = satisfying variety ⚔️💀 In Lobo: The Howl Within, no two enemy deaths feel the same—thanks to randomized anim montages and ragdoll physics. It’s messy. It’s fun. It’s game dev.