Will_Maccabe thanks for the kind words! I definitely want to push the environment some more and have some ideas sketched out for something more fitting for this new character. I want to do another pass on the player character at some point as well.
I'd definitely love to expand this project further but for now I'm mostly using it as a project that I can push my skills as a developer. If I do put out anything it would most likely be a vertical slice/ simple demo as an interactive showcase of the work. But who knows! For now I'm just enjoying pushing myself and making things for it!
Here's the final concept for the Lich dude - really excited to start the model on this guy!
Character and weapon model finished for now. I'm sure I'll have to nudge some things a bit more as I get textures painted but for now I'm going to move on to the UVs.
Decided to move back to 3Dcoat for this one as the developer for the Blender addon BPainter seems to be discontinuing support for the addon. Adjusted my UVs to get a clean AO bake as a base to start painting on and really excited to slap some color on this guy!
Been a minute since the last post so here are a few updates. Finished up the textures for now and tossed him into the blender scene I made a while ago just to get a general idea of how he'll look in a scene.
I've also been working on the rig lately. Mostly finished with the FK controls - now to setup some IK for the arms and add hand snapping to for the weapon.
Looking forward to getting him into engine and doing some material/VFX work!
I added smear controls as per request of an animator buddy who is interested in doing some anims for this guy. It was a lot of fun to figure out and I based it off of the tentacle rig tutorial by the awesome Pierrick Picaut.
I don't have any critiques, I just came here to say kudos to you because this is so sick!!! Both the graphics and animations are awesome. I'll keep a close eye on this!
SebastianZapata I really appreciate it! Its been a really fun project to work on and I've been learning a ton - thanks for checking it out!
Did a little more material stuff - added a mask map with metal, fresnel, and emissive channels. I think I want to add in some panning material effects for the weapon and maybe something around the head. Might even do some ethereal whispy FX coming out of the mouths of the skull motifs.
But it's getting somewhere and I'm having a lot of fun experimenting with Godot. The visual shader editor looks pretty nice with the connection colors corresponding to the different types(Vectors, floats, etc) and It'd be nice if the nodes themselves had the same color association - perhaps there's an addon for that.
@lolpoly thanks so much! Its been quite an exercise in discipline staying focused on it for so long but I've learned so much since I started and have had a blast working on it - thanks for checking it out!
Lately I've been working on some WoW inspired particles and effects in Godot, trying to keep things relatively simple and effective.
I've also been working on an idle animation in order to get some more interesting video captures showing off all the effects.
Hoping to wrap this guy up soon and get some renders/videos and put together a little breakdown.
Well I got a little side tracked while I dove deeper into learning Godot and as much fun as I was having in I've decided that it's just not the right engine for this project at the moment.
To ease back into it I did another design pass on the player character to try and match what I did with the lich dude.
Replies
I'd definitely love to expand this project further but for now I'm mostly using it as a project that I can push my skills as a developer. If I do put out anything it would most likely be a vertical slice/ simple demo as an interactive showcase of the work. But who knows! For now I'm just enjoying pushing myself and making things for it!
Here's the final concept for the Lich dude - really excited to start the model on this guy!
Adjusted my UVs to get a clean AO bake as a base to start painting on and really excited to slap some color on this guy!
Finished up the textures for now and tossed him into the blender scene I made a while ago just to get a general idea of how he'll look in a scene.
I've also been working on the rig lately. Mostly finished with the FK controls - now to setup some IK for the arms and add hand snapping to for the weapon.
Looking forward to getting him into engine and doing some material/VFX work!
I added smear controls as per request of an animator buddy who is interested in doing some anims for this guy. It was a lot of fun to figure out and I based it off of the tentacle rig tutorial by the awesome Pierrick Picaut.
Did a little more material stuff - added a mask map with metal, fresnel, and emissive channels. I think I want to add in some panning material effects for the weapon and maybe something around the head. Might even do some ethereal whispy FX coming out of the mouths of the skull motifs.
But it's getting somewhere and I'm having a lot of fun experimenting with Godot. The visual shader editor looks pretty nice with the connection colors corresponding to the different types(Vectors, floats, etc) and It'd be nice if the nodes themselves had the same color association - perhaps there's an addon for that.
I've also been working on an idle animation in order to get some more interesting video captures showing off all the effects.
Hoping to wrap this guy up soon and get some renders/videos and put together a little breakdown.
Excited to move onto the next project.
https://youtu.be/Ek0qJsuPm8M
Godot
Character Shader
Weapon Shader
Platform Shader
Weapon panner effect mesh with a secondary UV channel
Effects Textures
To ease back into it I did another design pass on the player character to try and match what I did with the lich dude.