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…
Been a minute since the last post so here are a few updates. Finished up the textures for now and tossed him into the blender scene I made a while ago just to get a general idea of how he'll look in a scene. I've also been working on the rig lately. Mostly finished with the FK controls - now to setup some IK for the arms…
Now that I got my IK jitter issue fixed I got a new simple spawn animation hooked up for my basic skeleton enemy (who still needs another texture pass). It's pretty fun spawning a bunch of these in and seeing all of the hands popping up out of the ground. Next I need to get some VFX and sound FX created for these guys as…
Did some experimenting with some stylized flame VFX. Still playing around with a very raw visual style so resolution was intentionally reduced and I used no filtering. I've also been messing around with some lighting on the dungeon scene. Pretty dark so I'll continue to play with it to get the feel I'm after while not…
I've been playing around with a VFX for my spawn animation which has been a lot of fun. First there are a few particle systems with some smoke and bone fragments with small variations to each of them. The bone fragments use a dissolve material which I found could be controlled through the "custom data" property within the…