shader looks kinda jank, maybe take a look at Genshin or Honkai Impact. I think it looked better without the shader, and decimated zbrush models are terrible for actual in-game assets. Art is always never simple, because it doesn't matter if you're doing pixel art or PBR - there are methods of increasing the fidelity of…
I've got two variants of the satyr blocked in. Keep in mind this is preproduction type of work - in addition to exploring basic theme and style for art, I am also developing the overall assembly line. I decided to add an additional satyr variant. I had a skirmisher and a charger, but I decided to add an archer as well.…
Okay I haven't reached next milestone but learned quite a bit in last week. Initially I was turned off by Unreals viewport tools so decided to do level blockout in maya instead. It is definitely feels a lot faster because you have many QOL things like isolate select, invert selections, full suite of modeling tools,…
A bit of progress in level blockout, but much was experimentation and figuring out what not to do. That's not progress anybody wants to look at but I think it's good to mention and note a few lessons learned. Fighting on several fronts and it feels like too much. Difficult to figure out where to focus. So what is the…
Okay got first building in the game. I have some more detail trims to put on it but for now I am going to skip past those final touches and try to get the main chunks of each major building ready. I have a feeling workflow will get a lot more streamlined so I'll save those more time consuming parts for once I get the…
Okay, got some actual gameplay going on. Although I am just sticking to typical mythological creatures for the enemies, of which there is no shortage of concepts I could pull from, I wanted to wait until I've actually had a chance to fight them quite a bit before I consider how they might look. Now I have played quite a…
Small progress update: General project management: Spent a day and a half preparing on boarding material for a music guy. I was lucky enough to snag a guy who is doing a final project for his college and needed a game project to contribute to. Preparing info forced me to have to think about how can I breakdown project into…
Okay, a little bit of headway has been made for the level geometry. I have done a bit of enviro art before but not at a scale like this. So I had to do a bit of experimentation to figure out how I'm gonna handle this all. The first big question is, "what do I actually need?" That stymied me for awhile so I decided to just…
@iam717 , i think i know what you mean. rather than just random leaping, they should be darting from cover to cover. once I get the environment further so that we have more stuff to to work as cover I'll see what I can do with code for that. i've done a little bit of experimentation with "smarter" enemy AI but what I found…
Ah yes, good if such a project aligns with ones interests. Forgot you also wrote that you're interested in animations. Based on my own (small) experiments, I just worry when much weight is on visual/non-gameplay features - will the whole thing die if they can't be realised within budget? But I suppose that's also game…