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1,750
2 years ago

Hi everyone! I created this character with Blender and Substance Painter. If you like it, it's available in the UE Marketplace.




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Clothing clipping through the body is one of the most annoying issues when designing modular characters. In this video, I show the system I created to solve it by dynamically masking the body based on equipped items—no more visual glitches!

A first look at the eerie Dead Forest in Lobo. To navigate the thick, cursed fog, you’ll need to find and light ancient lanterns—but beware… the trees aren’t the only things that are dead.

Combat in Lobo: The Howl Within just leveled up. With new attack animations and fierce facial expressions, every battle now hits harder. This update adds raw emotion to every swing, making you feel the heat of the fight. Are you ready to throw down?

Low Poly Mangle

(mainly based on the FNaF 3 Minigame sprite)

Here’s a quick look at the second animation—facial expressions and lipsync, created using iClone  and Unreal Engine. 

Each character’s expression is tied to the tone of the conversation, building on the body animation layer shown earlier. 

@KniteBlargh is a Jolter to Watch! They post great fan art, original characters, and more! Follow them before the quest ends on January 7 and you'll get Coins!

Kick. Smash. Repeat. Enemies go flying—and so does everything else! Using Chaos Destruction + Physics in Unreal Engine for over-the-top, satisfying combat moments. So unrealistic… and SO fun. 😎

Finally bringing the player character to life! In this quick video, I’m showcasing the first implementation of the actual character model, complete with clothes and gear using the inventory and equipment system. Exciting to see things coming together!

We've updated the trending section of the Game Jolt Shop! http://gamejolt.com/#shop

Snag a new avatar frame and a sticker pack or two!

Remember, every purchase supports our creators and our community!

Support creators, shop on Game Jolt! #broadcast

I use dense forest foliage as a natural boundary to guide player exploration. I created a custom PCG tool that lets me toggle between blockout and final meshes—super useful for jumping between layout and visual testing in gameplay.