lovely doggos π€
lovely doggos π€
I absolutely love your character models btw <3
I think once I've announced this new project publicly I'll do some behind the scenes posts/videos showing the amount of failures that have gone into the process :)
ty Ian!
I do this too, it takes a lot of iterations for me to finally land on something I am happy with for the character I have in mind
ty! I don't really do anything for dark scenes just let them get darker. I tend to keep my textures quite low contrast which helps
all diffuse texture btw, those highlights are baked in
textured 3d viewport of some business shoes
wireframe 3d viewport of some business shoes
I think these are probably the best shoes i've made so far I like his little socks peepinπ§¦
DOPPELGANGER
kurethedead.itch.io/doppelganger
A mannequin lies disassembled on the bed
A window is blocked with steel bars
You must find a way out of the room
This is a point and click escape room game, around 30-60 minutes long
picture of RE9 showing a dusty old PC with crt
found the Headware Games office
man I love a good survival horror guy with glowy orange bits to shoot π
haha naw, just bushes cut without much thought π
photo of hedges cut with hard edges, looks like low poly lol
these HD texture packs for low poly games are getting out of hand
ive been massively awol on socials but only because im so focussed on this. Once I've got this game in a spot where its ready to announce it'll be back to regular dev updates, wishlist begging and hopefully some new devlog videos :) <3 u all!!!
haha, excellent π
hella cereal!
i am working very hard on 'Project 4β£'
basically spent the last year practicing art stuff and iterating on design documents
should be dope when I can finally announce something
Congrats man! Can't imagine how much work has gone into this :)
been replaying Life is Strange, shaka brah
I think workflow is pretty dependent on what ur use case is, im fumbling my way thru tbh but I have a free plugin for Blender that can take iOS face tracking and map to blendshapes. I use mocopi pro and livelink in UE5 to record body mocap (quite janky). Not sure how to do both simultaneously tho π€
im using Sony's Mocopi Pro (had to import from the US), its far from perfect but gives a decent base to do some cleanup. Arms in particular tend to be offset by x amount but I use an IK rig to fix that
haha pretty much xD
the last couple of days have been spent creating 52 unique facial blendshapes for my SH3/HL2 fidelity character model and fine tuning my face/body mocap workflow
I now have the world's most janky indie mocap setup in my little office. Works great for the fidelity im going for :)
You're not wrong but there are a lot of visual similarities I feel I may need to course correct a little. I already went through this with Hollowbody where I had a lot of people saying it was a Signalis copy π€π€·ββοΈ
yeah shits all over anything I could do haha
guess my next project isn't going to be set in a small British coastal town then π
You can now watch the @adventurex.bsky.social panel "Finding the Funny" on YouTube!
I was so pleased to be on this panel alongside @misterabk.bsky.social @davetheallthing.bsky.social @supernorn.bsky.social and chaired by @tallstorygames.bsky.social
youtu.be/aCUwW7JWCJg?...
hmm interesting, only difference really with my setup is I'm using triggervolume overlaps (on enter/exit) to start the logic
Thanks Alexis! I will try both of these approaches, I ran into the culling problem a while back when switching cameras and ended up turning that stuff off completely as I'm not rendering anything particularly modern or demanding π I didn't know about Owner No See, would be very handy if that works!
Good call but its not that unfortunately, I already had to disable occlusion culling because it was playing havok with fixed camera angle switching