So that plan changed reeeeeaaaal fast. The process takes way too long for what I have time for these days so I'm trying to figure out a different approach which is based more on the original style of value fills with pixelated line work and adding color with some edge highlights. I'm also going to test out a stepped…
i like the character, best of luck a solo adventure, everyone of us wish they could do that don't they. My issue is trusting others, lol with today's climate seems 1000% valid.
I adjusted the new attack animations and added an extra frame to get a better spherecast arch which solved the issue of the melee attack missing when it "felt" like it should have hit.
A rough texture pass. Going to get him rigged up and in engine before going any further. I want to mess around with a fresnel to help add some depth that feels like its lacking and eventually add shading to all of the armor. But I'll do that on another pass.
Ran into an issue when implementing my new animations; The melee attacks were missing the enemy when they felt like they should be hitting them. I overlooked the significance of the keyframe placement of my first pass animations, which, just by luck were placed in a way that made the melee "feel" good right off the bat.…
Getting some rough VFX in there for the dash and polishing up transitions a bit before doing another pass on the poses/anims. I had to script in some functionality to rotate the VFX according to the character's forward direction since the forward vector of the pawn never changes in relation to the camera. This allowed the…
OMG you are doing the unthinkable! you are trying to pick up an old project to finish it!!! Every Artist in the world looks at this and is jalous^^ back to topic, your keyframes look juicy already :) keep it up also i like the gradient you had on the assets 3 years ago :) looks nice!
Got around to making a rough new animation for the footsoldier enemy. Still needs some polish and adjustments but for now it does the job. I also setup some tracking functionality for a bit of added challenge. This attack also activates super armor so it takes a little more to stagger the enemy and allows the attack to…
Finally getting around to redesigning the player character and working on my concept/design abilities. Going to stop dancing around it and move towards a full on WoW hand painted style. This is still WIP but felt it was at a place I'd share. Once I finish the rest of the orthos I'll model him out and see him in engine.…
Spent a good while yesterday trying to get my screen fader to work when going back to the main menu. The fix ended up being adding a fraction of a second(0.1f) to the method loading my menu which allowed for the fader script to complete before loading into the new scene. Spent way too long trying to solve that issue...…