Big stupid hat. It's just something quick for testing. Let a guy have some fun, ok? Getting the modular system to work is a big, complicated task of organization and lots of back and forth between the artist and the programmer. You really have to have strong communication, otherwise you're going to get frustrated with the…
This will be the artist devlog for a turn-based action strategy PC game scheduled to launch early access around September/November 2018. The game has been in development for more than a year by a sole programmer/developer and is in a fully playable state (some bugs crawling around, of course), but it lacks 3d assets that…
Notes about a modular workflow: Seen here is two minor variations on the same texture. As I work on texturing each character, I keep very meticulous layers inside Substance Painter, and I separate channels completely. For instance, the redness in the second image is a separate layer sitting on top of the splotchy yellow…
***gameplay videos coming next week!!!*** When starting the heads, I realized just how much I might improve the original peasant model. I've learned alot from this project so far-- especially how to make smarter use of UV's -- and so I couldn't stand to not redo some of my earlier work. The first new head, then , is a…
Alrighty, that's all the outfits finished for now. Originally, the lead developer was pretty against having "bright" colors as the theme of the game is to be grim, but all the reference of clothing from the period (11th century europe) that I could find was pretty colorful. I decided then to stay pretty true to the ref I…
Got all the characters into the main build, here's some random generation portraits. Just a little bit of polish next week to finish these off -- fix some textures, fix some rigging, improve portrait studios lighting -- then I'll do a little bit of work with the games environment, and basically be done producing stuff for…
A lighter-weight chainmail outfit. One more to go to finish the minimum amount of outfits we need, then I am going to change gears for a bit and make all of the faces. I've been working to trim the polycount down quite a bit. I wasn't paying attention to is much before, but this latest model is about 50% lighter than my…
Before I start new heads for the "hardened" man archetype, I wanted to go over his anatomy as I kind of made a rush job of it 3 months ago when I first made the model. I've not strayed too far from my reference, which is a body scan of a stocky, tough looking over-the-hill man, as I haven't made any serious anatomy studies…
I will, but it will be a little while. I'll need to make some new textures as everything I have right now is packed in a different way. But even if I don't get the new shaders into the final build, I'll make a few "beauty" shots anyway.