Thanks @pior Yeah i am really enjoying it a lot, even though I've never been big on cartoony styles, I am enjoying how it puts all the focus simply on the art and then technical matters are pretty straightforward it is just so nice that iterating on a characters design is so quick and easy there is little reluctance to do…
Working on design for a minotaur character. This is also part of ongoing general art design work. I want to try and get character iteration time down by like 50% so I need to look at some ways to get away from realism. The struggle is is that realism is pretty much the only style I ever enjoyed. The minotaur will be a boss…
okay two more days to get the amazons controller finished. This is the most complicated one and serves as a template for the remaining ones. It is mostly the same as the prototype one, though under the hood its cleaner code, all nicely standardized so doing the other heroes' controllers will be pretty mindless work,…
the next illustration will be a bunch of character concepts. a handful of characters from each region of the game. To begin I've done line work for the hero characters, the Amazons. Although this is being made more for marketing art, I am trying to make this actually be useful for concepts in the future once its time to…
Redid Gilgamesh model. The original one was very abstract design, I think I prefer to stick a little closer to realism, at least for this character as he has a pretty human story. Perhaps some monsters or more comic characters could be more abstract in design though. The design I followed pretty close from a reference that…
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…
@pxgeek I have not used mixer but using megascans in general would probably take care of a large portion of my environment texturing needs. The only issue is that it kind locks me into a realistic style which I'm not 100% sure it best approach yet. I mean, I know for sure that in terms of shape language and general layout…
Was looking at some ways I might improve the character model and I started looking at metahumans, and then spent some hours figuring out a workflow how I can get the parts I want from it to improve realism, but get rid of the extraneous resources and complexity... what a rabbit hole. I started to think, "this is the…
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…
@Bolovorix thanks! @Fabi_G , thanks! I hadn't considered player placed traps, but I have sketched out some ideas for environmental traps. I was thinking that some enemies might not be possible to defeat directly with your firepower, but have to be lured. Regarding visual design, I took a look at Ashen and thats definitely…