Started on a city building set for the cube world universe. First publication will be a city outskirts brick building set. Here is where it's at currently. All blocks still need LODs.
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Progress on a larger block for the PBR Cube World Set. These take so much longer to make than the Proto Series... Now with the move to Indonesia coming up next month it is also increasingly difficult to focus on work. There is so much that needs to get done around the house in preparation.
Managed some more progress on the PBR Cube World stone set. There are quite a few new pieces in this new update but the set is still far from complete.
This is where it all started. Back in 2012 I made this candelabra model as a low poly, hand painted game asset and uploaded it to 3DOcean for sale. Now I'm revisiting it to create a PBR version. Sculpt is done. Next will be the lowpoly, then the texturing with substance.
Tested out the latest iteration of the eyelash mould today and it was a complete... failure. The silicone is just too soft and gets stuck in there and tears during removal. So it was back to the drawing board. The last set of moulds was super time consuming to make so this time I tried taking some shortcuts. Here is the eyebrow mould. Will try printing it tomorrow. See how fits together and casts.
It's been a busy couple of days without much actual work getting done. But managed to make progress on another part for the PBR crypt dungeon set.
A little more progress on PBR crypt building blocks. Substance is doing the heavy lifting of the texturing. I really want to get to a place where I don't need to do any texture painting manually. Still need to learn the software better to have more control.
Started sculpting the next part of the PBR crypt dungeon set today. It all still seems a bit random. Doesn't really look like rock. Need to improve my rock sculpting tool set.
Starting on a new stylized dungeon set. This time using a PBR workflow and Substance Painter. The plan is to make a bunch of modular pieces that are universally usable to build wall systems but also work as stand along pieces or ceilings and floor platforms. Hope I'm not biting off more than I can chew here.
Just want to make a note of a website here that has great animation reference data for all the Smash Bros characters so I can find it again. It's called ultimateframedata.
Trying a new method for creating the eyelashes and eyebrow mould in the process of adapting them to the new eye position and size .
Since I've been a little absent from the blog over the past year + ... I've neglected to mention a lot of things that happened. One of which is a little 5 minute game that I worked on with a friend. Cleo's Gold. It's still available to play on Kongregate and Itch.
Made a little progress on adjusting the face part and some mould parts to the new eye position and neck thickness.
Stumbled across this ancient relic while cleaning up. It is a board game prototype that was inspired by the good old dungeon quest. Built it back in 2003 just after university. Since then it's been all but forgotten. Test played it with my kids and turns out it's actually pretty fun! So I'm going to see if I can finish designing it and put it out there. Now that I have new tools at my disposal such as modeling tools and a 3d Printer I'll built a 3d printable prototype. Already made the base tile design. It's like a puzzle piece that can be used to make all kinds of dungeon layouts. It prints well and fits together well. Also chamfered the edges underneath so it's easy to take tiles apart again by pushing on the edges and lifting up corners.
Was using the UXD_ prefix naming convention for static objects with great success so far. Unreal automatically recognizes the designated meshes as collision on import and the world is at peace. Then I tried importing an animated object... and that was like opening a can of worms that was inside a can of worms that was inside a can of worms which was at the bottom of a barrel of worms... I still don't really have a great solution. Just exporting animated objects without collision for now.
Learned how to create material instances in unreal engine today thanks to Zak Parrish and his awesome tutorial on youtube. Everything just looks so much better by default in unreal engine... The new collision seems to be working too so far. Things are moving forward!
After putting together the rough 1:1 prototype body of cyberdoll and then adding the head... it became pretty obvious that the cartoon proportions with the big head and small body did not fit anymore with the level of fidelity the model has now. The body needs to be scaled up somewhat.
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Dev logHi! This is Matt. I'm using mattslog.com as a place to record the development of projects I'm working on... as well as noting down some random thoughts and reminders... perhaps a little journaling. In short ... it's the place where I post my s... tuff. Categories
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August 2024
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