Quick update on the Nomad sculpt from last month! I've given this fine foxy a much improved halter, and also experimented with fur detailing. I'll probably be sculpting a vixen next~!
2020-11-15 08:41:28 +0000 UTC
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Along with the game dev stuff I'm learning, I've been exploring 3d tools to get a better understanding of workflows and concepts. Hoping to someday make my own models and character rigs for games and animation! ^w^
Here's a foxy and some monsters I made with the software Nomad on iPad! (Nomad is like ZBrush but the interface is way cleaner, and touch input makes the camera controls feel intuitive.)
I'll be doing more sculpts fursure! The next thing I want to practice is how to better refine the smaller details... <w<
2020-10-12 05:49:15 +0000 UTC
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My next project is a fun one - animal-themed 3d pinball! ^w^ I've been tinkering on this project during September, getting familiar with more Unity 3d concepts and workflows. It's been hella fun so far and I have lots of ideas for tables!
Why a pinball game?
- time tested casual action
- lots of creative potential (table designs and themes)
- fast opportunity to integrate my own art into a game
- easy to expand with new rules and mechanics
- I love playing pinball! <w<
Why is this a good project?
- big boost out the gate by starting with a base game kit asset
- small scope that's easy to scale (just table by table! And UI can be simple or complex)
- lets me focus on learning 3d lighting, workflows, animations, meshes, level design, builds
- in the end I can put a public build on platforms like Itch!
As a stretch goal (if there's time!) I'd like to flesh out UIs and integrate non-pinball game mechanics in clever ways. (Introducing things like collectibles, unlocks, transforming tables, virtual characters...) And of course I'll be building on the post processing stuff I learned from my terrain explorations project in August. ^w^
More discussion on Discord! See you there! <3
2020-10-01 08:08:54 +0000 UTC
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In this update I've added a dragon rig, wind simulation, atmosphere and sun glow special effects to bring some much needed life to the island! I've also fine tuned the color grading and added a bunch of extra post processing, including light scattering, dynamic horizon, 4x anti aliasing and improved shadow colors. Finally, I cranked all the settings to max to see how far I could push the visuals with only these tools.
Annnd this completes the experiment! *partyfox* Now I have my feet wet in 3d Unity, know a lot more about making terrains and environments, and have a long list of related design and technical topics to examine in further studies. I've had SUCH A BLAST exploring all this - and I'm super excited to see how I can apply it to my games the future!! ^w^
2020-09-10 04:49:27 +0000 UTC
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Here I've introduced a brand new skybox, some post processing effects (mainly color correction and softer shadows) and tweaked various size and resolution details on the terrain textures. I've also added an open source ocean simulation which I think looks WAY better than that quiet lakewater I had before. I'm totally keeping the dramatic waves and designing around them now... <w<
2020-09-09 10:23:05 +0000 UTC
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After getting the initial topography and texturing the way I want it, it's time to add trees, grass, a sky and water! By now the procedural node map is getting a bit crazy -- thankfully this is about as big as it needs to get for this experimental environment.
The challenge from here is to see what I can do to make this prettier and more lively. The landscape is believable enough as-is, but it's motionless and feels pretty unpolished, and flying around in first person isn't terribly charming... <.<
2020-09-09 09:39:29 +0000 UTC
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Last month I made a personal goal to finally hop into the 3d side of Unity!! :O I love nature and mountains and scenic places, so I opted to start by learning the terrain system. Here is a sample of the first thing I made, using a procedural terrain plugin called Map Magic!
2020-09-09 09:18:14 +0000 UTC
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