5 years ago

Making hands is very difficult ... here is my first approach blocking first and then sculpting. Going for stylized shapes. Adding more detail in the second pass.




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New combat update in Lobo ⚔️ Enemies can now perform finishers when your health is low, and a new dynamic camera system frames everything in real time for more cinematic, reactive shots.

I’m a solo dev making a handcrafted dark fantasy world full of secrets and rich lore. No Lumen, no Nanite—just classic lighting so it runs on your toaster. Love The Witcher, The Last of Us, or Monkey Island? This is for you.

Some lore moments get a brief frame. Used sparingly, only when it matters. After all, this is an adventure game.

Also added small physics reactions when pulling weapons from bodies. Subtle, but satisfying.

This week's Fan Art Friday celebrates The Amazing Digital Circus! Accept the quest in your quest log to get started.

Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.

And yes, enemies always drop loot. The Fallen even loses his helmet 😄

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

In Lobo, cozy spots actually heal you. Bed heals 3x faster, chair 2x, campfire 1x. Sometimes survival isn’t about fighting; it’s about resting.

In Lobo, camps are more than a save point. Stay close to the campfire long enough, and you can heal, recover your health, and take in the views. A quiet pause in a harsh world.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Meet the Fallen Sentinel, an undead warrior who still fights like a master. Light attacks, stamina dashes, Fear-based blocks, perfect parries, and brutal guard breaks make combat in Lobo tense but approachable.