Some props/environments I worked on for the game 'Halls of Torment' by 'Chasing Carrots'. It's a singleplayer horde survivor game with an mid-90s prerendered (spritebased) pixel retro look. Hope you like it !
Used tools: 3dsmax, Blender, Photoshop, Godot Engine
I love your work! Also, as a Godot enthusiast, I'm very happy that a project of this scale was developed using this engine!
I would also like to ask you, why did you use both 3DS Max and Blender for the same project? Did you encounter limitations with one of them, or was it simply a personal decision?
I love your work! Also, as a Godot enthusiast, I'm very happy that a project of this scale was developed using this engine!
I would also like to ask you, why did you use both 3DS Max and Blender for the same project? Did you encounter limitations with one of them, or was it simply a personal decision?
Thank you! We switched from 3dsmax to Blender in the beginning of the production because we simply wanted to learn Blender.
Replies
I love your work! Also, as a Godot enthusiast, I'm very happy that a project of this scale was developed using this engine!
I would also like to ask you, why did you use both 3DS Max and Blender for the same project? Did you encounter limitations with one of them, or was it simply a personal decision?
Thank you! We switched from 3dsmax to Blender in the beginning of the production because we simply wanted to learn Blender.