@estebofx It's sculpting. I used the mask brush to write the text on the barrel. Then invert mask. Then go to Sculpt -> Inflate and inflate it inward. Then clear mask.
HealthFlask: Concept > Highpoly > Lowpoly VS the engine view, not even game view because the camera is so far away ๐ (ignore the placeholder idle pose) #Blender#GameDev#3D
Slowly realising using GAS was a horrible idea/complete overkill/beyond my understanding of C++, and now I have to rip it out and start over again with programming ๐
The act of 'tracing' itself has never been bad, it has always been an ownership/copyright issue. No one cares if you trace a random stock image of a skull, but maybe don't try to trace the Mona Lisa and pass it off as your OC.
Not being allowed to use 3D models in #ArtFight has to be one of the stupidest takes I've seen. It's pretty common and normal to use 3D models as a base for illustrations in game dev which includes AAA. From concept to final illustration.
It's like someone saw 'tracing bad' but doesn't understand WHY it's bad. It's bad if you infringe on someone elses ownership, like tracing a character from a picture and barely changing it. Free-to-use references and especially YOUR OWN stuff is fair game.
I also was working with the wrong unit scale in Blender. Apparently I'm meant to be working in centimetres and not metres ๐ This is the first rig for this game that I attempted to do myself, the others were done with ARP, and boy oh boy ain't learning fun-
I wanted to simulate the hair in UE5 but unfortunately I messed up, so I guess I'm animating it by hand now. Ngl I'm eyeing Cascadeur rn bc of it. #Blender#GameDev#IndieDev
AnimDynamics doesn't seem to work when the enemies share a base AnimBP. I've already started animating, and changing the rig to separate the hair and do ragdoll physics for the hair only would destroy those animations.
Taking a break from Ghost to sculpt the wraith since I want to use her to learn hair simulation in #UE5 since her hair is a lot easier than Ghost's. #GameDev#IndieDev
Before I forget, I used a base model I got from one of Marc Brunet's tutorials for this, so that's why the face doesn't look that much like Ghost yet. Will be fixed in the sculpting phase.
Blockout for Ghost is done. The rest has to be done via sculpting. Translating her hair into 3D sure is something. Her hair will need to be rigged and 'flow' in the engine like it's underwater so there is still plenty of problem-solving ahead. ๐ค #GameDev#IndieDev