I've decided Project Nova will not have a first person mode, and will only be 3rd person. With this change comes the removal of modular fingernails and teeth, however I think this is fine since the fingernail idea came from Cyberpunk, which is a first person game that has you staring at V's hands throughout the game, and…
Relatives visited last week, so my weekends were eaten up and I didn't get as much done as I wanted. I did a lot of document work; created a lore-friendly and logical explanation for a player death + respawn mechanic that works in the context of an MMO, as well as more world building and notes on player progression. I also…
Refine, refine, refine. A last minute change to the wings material was made. I thought a silvery infestation would be interesting, but it's just a bit too far out there, aesthetically. I want to keep things grounded. Player customization of wing colour within a select colour range and possibly model will be ideal. Have a…
Last week I used consistent references (nsfw) to improve the human female basemesh. It's still damn hard to make something that doesn't feel uncanny, but It's just a matter of learning and forming the neural connections and muscle memory that will enable me to 'see' what works and what doesn't. Ideally over the years I'll…
Happy 2024! Here is the yearly recap for 2023. I will likely do many of these. Best of luck to my future self; keep on that sigma grindset you handsome bugger. In 10 months I have:-Worked on inventory, container, and equipment systems in UE5 as well as user interface. -Established internal development wikia in Obsidian,…
Removed the heavy scale detail from the face, we got a bit too horny last week; removed unnecessary horns that would interfere with clothing and armour systems. Worked on better horn>hard scales>soft scales>skin transition. Reworked head and neck scales to be less pointy and jagged. forearms were tedious, wings were a…
Every time I think I'm ready for the next step, I see areas that can be improved upon. Especially so after adding polypaint, which revealed a lot of flaws. Waking up in the morning with fresh eyes and opening Zbrush for the first time of the day also really helps in revealing flaws. When you work on something for hours on…
I've returned to working on characters, switching things up and continuously learning new things to stay engaged and productive. I believe the highpoly is getting close to a state where I can start thinking about retopology, texturing, texture & mesh morphs for age, body sliders and so on. I'll have to divide the lowpoly…
I've researched alcohol distillation so that I could make a convincing alembic, which I've incorporated into the brewing/cooking station. I realized a max height character would not have enough space to lay down within two tiles, so floor tile width was increased from 850mm to 1m. I have also reduced the ceiling height…
Did some work on the vampires. Polypaint needs to be redone however. Wings are a decent amount of work, due to their surface volume. Basically take a character and add half. This workload will propagate to animation, clothing and armour development, but I think is worth it. Scales are a bit tedious but are actually pretty…