I haven't sketched in a while, so I figured what better way to shake off the cobwebs than with a dwarf with a flame-throwing hammer =)
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Peter Solarz

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@hansguentherart
I haven't sketched in a while, so I figured what better way to shake off the cobwebs than with a dwarf with a flame-throwing hammer =)
I’ve been working on modelling the third ship for the game. =) Things have been a bit slow art-wise lately, because I had some issues with my blender 2.8 config files, so I reverted back to 2.79 (luckily since blender saves config files by version this was super easy) and I just haven’t felt like bothering to get back into 3D for a bit. That aside, some of you might recognize the ship from the ‘Vulture’ concept sketch I did a while back, and I’m really liking where the design has gone. There are a few cleanup things I need to do still, and I want to add more little details (like cabling, wiring etc.) but, I think it’s pretty much done otherwise. It should fit well with the other raven ship (the Vanguard), which was the first ship I made for the game, and the ship that set the style for raven ships, and ships in the game in general.
I've had the idea for drones that could be deployed from a utility point on ships for a while, but I haven't had a really solid idea of how they should look. I'm pretty happy with how these turned out, and the basic design seems easy to modify =)
Playing around with bullet trails =)
Spent a bit more time working on this sculpt, I think it's getting closer to the design I was going for. I think another few hours sculpting should do it. =)
Another ship concept! I'm thinking there might be a ship manufacturer that blends human technology with alien, which might account for some of the alien features, like the hoops.
I was doing a bit of alien concept sculpting yesterday, trying to come up with an alien that would look good on the front cover of Iongazer Feels like a good fit for the game, and the hoop-y design is already part of the sketched alien ships. =)
I've been working on a proper HUD for Iongazer. One of the goals I had for the redesign was to limit the colours on diplays as much as possible to make things easier to read at a glance. This also made it easy to allow custom hud colours. =)
Thought it would be cool if players could share their pattern designs with friends, so I made a buffer filled with the pattern data and encoded it to get a copy/paste-able string. It's neat how the patterns from different sections match up =) #gamedev #indiedev #IONGAZER
I put together a rough UI for editing ship hull paint patterns. There's still more tweaking to go, but it was a nice little project to keep my mind busy before moving day. =)
#IONGAZER
I made a system for patterns to be used on the painted sections of ships. They can be scaled, offset, and each layer of the pattern can be recoloured. Still need to make the UI to make editing these in game possible, though. =)
I'm moving in a week or so, so I've been shifting towards smaller projects for #IONGAZER Here's a dual plasma cannon model I was playing with. Plasma weapons are new to the game, and I think they'll likely be focused on melting armor. =)
#b3d #blender3d #indiedev #gamedev
I've been focusing mostly on programming for #IONGAZER lately, which isn't always the most exciting to show off. Here's a new weapon greybox though, some kind of plasma cannon. =)
#blender3d #b3d #indiedev #gamedev
Another ship concept, this one is pretty likely to get in the game. It's a very small ship, focused on fast movement and tight maneuverability.
The final model came out pretty well. I might add some more surface details or paint decals later, but I wanted this one to feel sleek and clean compared to the first ship which was more of a rugged military ship.
This ship seems like a good fit as the baseline ship in IONGAZER Not great at anything in particular but a somewhat solid civilian ship. =)
Ships in IONGAZER can now have up to 2 custom hull colours. I decided to draw all of these hull components to a texture, when I realized I could very easily punch holes out of it. Thus, the dynamic damage system was born! =)