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
Next up
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.
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! 🎯🔫
I'm creating a game-ready character inspired by Akira Toriyama for the 2024 Reallusion Character Contest. Look at these renders showing off facial expressions and detailed skin features, including tattoos.
Full process here:
https://blenderartists.org/t/2024-reallusion-3d-character-contes…
Happy #screenshotsaturday! 🎮✨ Check out the first version of the seamless transition from comic to realistic style during gameplay in my game Lobo.
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! 🚧🎮
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.
Otis in Underwater 🌊
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