A preview of the tutorial bootcamp from Project Scorpion (an immersive, tactical FPS being worked on by Immersor and I).
Another building + Bodega details.
(The bottom of the image seems to have cut off for some reason, click on it to view the entire image.)
The return of Marble Man?!
A survival game. I’ve never made one before. I’m trying to take Fortnite/PUBG and mix it with The Long Dark. (If anyone wants to help build or model for this, DM me!)
There’s still a lot to do…
More progress.
Last year’s was a great thread once again. Excited for this year’s works!
Here’s my latest:
Solo Project I’ve been working on. Sorry for bad video quality:
The animations and mechanics look a bit rough right now which is to be expected but everything else looks amazing so far!
Do you have any suggestions on what mechanics could be improved or any tips that I should take note of for future development? Also thank you for your feedback I really appreciate it
Working on the “opposite” version of a gamepass I released earlier last year
One is for ninjas of light and the other is for ninjas of darkness
The bottom two pics show the female in her first form and the male in the third ((I couldn’t get a pic of the male in their first form since i didnt have the resources in my studio ATM))
the top two are the first and 2nd form for dark side males, I still gotta do the third form and all 3 female modes
These are exaggerated exclusive gamepass unlocks that are only for show. Big donators can grab em’ and show off their shining armor to other players
I love the blocky design of this place.
Just pumped out a whole bunch of Titanic lighting fixtures
Reference
Cannot wait to see these in game with neon and possibly the new glass material
Going to have to remember those tricks you’re using for baked details if I ever want to go back into the mob-ish genre of building again.
Well its 2018, which means more furry anthromorphic characters to be modeled, first one of this year is a raptor character that I’ll some-how turn into a biker-esque character. Spent 7 hours boxing in the shape of the body yesterday to match that of a robloxian… it doesn’t quiet match the Robloxian body (rip) but matches it well enough that it’ll do.
And most important note: the tail is animatable !
Finished a cinematic-like track for a certain game. One of my first songs with a new sound pack I acquired for this Christmas! Really proud of how this one came together!
Reminds me of Halo 3 ODST.
Working on a space themed RTS, similar in nature to Territory conquest and risky strats.
One thing I find helps when animating is taking the most important moving part of the rig, in this case the torso, and mapping its movements in a manner that seems realistic.
Then look at the arms, they do the most movement and will draw the eye a ton, it looks like they have elbows, but the elbows are facing the camera? In a jumping jack they are facing side-out and the fists usually come closer to the head. For legs, I’d suggest adding a slight wind-up when the player lands, I believe a lot of people use their feet, but I don’t see feet on that model. If there aren’t any knees, perhaps just increasing the spread on the feet slightly, to imply it.
Created a module that renders a recoil chart GUI of a series of shots fired immediately after each other based off of a model of gun in my new project
Standard pistol
Suppressed pistol (different barrel alleviates some force and hides muzzle flash)
SMG (auto, very high rate of fire)
Shotgun (huge recoil/close range damage, slow rate of fire)
Revolver (huge damage, low RoF, low mag)