Progress on Van's outfit

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@valiantplumesaga
Progress on Van's outfit
Van's cool headgear
Doing some design explorations for Van's gear- giving him a bit more identity with the skulls and straps
Been working on a new character model
While animating Ellie's walk, I had a fun idea for another character's walk, so I'm making them now Van is a punk brawler- I'm working on his base body for the moment, so I can use it as a base for several outfits. Same with Ellie Here's art of his character design, and the ortho I made to build off of:
Here's a rundown of progress over the course of a few days:
I forgot to try out animated Displacement on top of the physics to make the cloth more lively
Here's a turntable of Ellie walking The physics are dynamically applied with Schteeve3d's Wiggle 2 addon- it's very nice! When she turns, you can kind of see my implementation of that 3d anime technique where the character's facial features warp based on the camera angle.
I need to figure out rendering on god
Is this UV unwrapped?
Technically, but not traditionally so My textures are just gradients:
And my unwrapping technique involves simply slapping the object's UVs onto the appropriate color and then dragging individual vertices or groups of vertices up or down to 'shade' them:
The result is a nice and clean looking model, though it requires more geometry:
Everything else uses Blender's Freestyle Line system and a custom hatching shader
Damn that's really interesting actually I gotta try that later
Underrated artist fr how are you not getting more attention...
@smashroomz Hearing someone say that means a lot! Thank you! It's a very fun technique- basically less tedious vertex colors. It also takes all of the tedium out of UV mapping in general! (I replied instead of reblogging, so I wanted to make sure you saw my thanks) @nick-nonya You can't post pictures in comments, so I'll do this I have a bone for each eye, and one that follows the camera's view direction on the vertical axis:
And the Head bone has two other bones that I'll explain in a second:
Using a Rotational Difference Driver, I get the angle difference between the camera's direction and character's look direction:
The CameraEyeRotator bones are the extra angled bones on the head- since the Rotational Difference Driver only works for 180 degrees, the Head bone, itself, doesn't quite work for this. The issue is that the Head bone is facing directly forward, and the Driver reaches 180 degrees once the camera crosses to the opposite side of the face. To alleviate this, I have a CameraEyeRotator bone for each side, angled such that the Driver will reach 180 degrees when the camera is 45 degrees beyond the front of the face, if that makes sense Then I just use the F-Curve graph's keyframes to move the resulting rotation at several view angles to achieve the appropriate rotations for the eyes
Here's a turntable of Ellie walking The physics are dynamically applied with Schteeve3d's Wiggle 2 addon- it's very nice! When she turns, you can kind of see my implementation of that 3d anime technique where the character's facial features warp based on the camera angle.
I need to figure out rendering on god
Is this UV unwrapped?
Technically, but not traditionally so My textures are just gradients:
And my unwrapping technique involves simply slapping the object's UVs onto the appropriate color and then dragging individual vertices or groups of vertices up or down to 'shade' them:
The result is a nice and clean looking model, though it requires more geometry:
Everything else uses Blender's Freestyle Line system and a custom hatching shader
Astradhari, the Starlight Lady, the Warding Star, the Gilded Errant Among the most well known and well regarded of the Shieldbearers
Here's a turntable of Ellie walking The physics are dynamically applied with Schteeve3d's Wiggle 2 addon- it's very nice! When she turns, you can kind of see my implementation of that 3d anime technique where the character's facial features warp based on the camera angle.
Watch Ethios - Gil Attack FX GIF by lordmcmutton on Gfycat. Discover more GIFS online at Gfycat.
FX, yo!
Watch Ethios - Gil's Basic Attack V2 GIF by lordmcmutton on Gfycat. Discover more Animation GIFs, Ethios GIFs, Indie Game GIFs on Gfycat.
A little preview of Gil in action
Got it! Gil wields an Arch-driver, or a Drive Lance. It's essentially a giant, handheld pile driver. More unique than the big warrior guy wielding a greataxe, plus it works better with his Buster mechanic.
I'll implement a system like DMC4's Exceed, where you can charge it manually, taking longer, OR you could hit the charge button just as an attack hits to gain a level of charge.
Little concept for an area called the Gravecast Corridor- a gargantuan, nigh-impassable wall of thunderheads that has a number of small, precarious tunnels snaking through it... It’s kinda scary
OKAY. THIS IS IT. NO MORE CHANGES. STICKIN’ WITH IT. STYLE PERFECTED.
Flight Prototype!
Did some work on the Melkyte flight stuff:
https://www.youtube.com/watch?v=BOCH4-z1qok
As a bonus, I’ve actually got a playable demo of it, too!
http://www.indiedb.com/games/key-of-ethios/downloads/ethios-flight-prototype
Van is complete once more
Current Text Box WIP
Aaalmost done with text boxes.