UPDATE 4 To finally justify this post being in the 3D category, I've started converting the sprites in environment into 3D I do plan to use a combination od 2D sprited, 3D simple vista objects and classic 3D objects to build my scenes.
UPDATE 2 Right now I "wasted" some time with learning the Skeleton2D and making a rig for the enemy, because I found out it's not optimal to use it in 3D scenes even tho it will be a 2D enemy. Now I'll try to paint the enemy texture to a semi-final stage, as I don't have it in me to deal with 3D rig right after the 2D one.…
Hey everyone, I'd like to use this thread to document my progress in learning the Godot engine and hopefully make a small game as a side product. CONCEPT my idea is to make simple FPS shooter like old DOOM based in 15th century Bohemia. I would like to explore both 2D and 3D sides of Godot - 3D environment with 2D sprite…
Quite an amazing style. I was thinking about very similar style for an Outlaws remake, but you managed to fit the original cut scenes quality a lot better with these sprites than I could ever imagine in full 3d. Keep up the great work!
UPDATE 1 I've made some more props and tried to populate the scene a bit to soak up more of the atmosphere. So far I like what I am seeing, next up will be: - color everything in - rig the enemy - animate the enemy if that will look good and everything will go "smoothly" I'll start with 3D modeling
UPDATE 3 Ive focused more on painting up the existing assets just so I have an better idea of what I am going for before I start converting stuff into 3D. Also, I am pretty happy with how the character turned out, unfortunately, I will need to make the rig all over again in external software.
UPDATE 6 this time I was focusing on the 3D pipeline. I've moved from using .obj to the .gltf as it has better support in Godot. Also started using the provided suffixes to generate or add collisions on import. I was pretty surpriced from how good it worked. Besides that I played more with lights and postprocesses,…
Thanks! Doing my best! And I would call Godot a "Blender between engines", there are some things that you literaly need to do backwards, but on the other hand, bunch of the workflows feel way better then Unreal or Unity. examples: + the importing of custom collisions from a 3D Software using suffixes is better then in UE…