Anyways, after conceptualizing, frame-direction, and modeling, then it's rigging so all of that written down data can be quickly animated. A skeleton, plus handles, is below for one of the fungal biome creatures: This doesn't include conversions to motionbuilder, blender, then cleanup of conversion artifacts, and then the final DAE output that the game uses. As you can see, THERE ARE A LOT OF STEPS just to get just one character in the game, and that's before Zaph scripts it in with C#. As of the end of September and beginning of October 2019, it has been agreed that to tie the game together and ultimately make everything worthwhile, we needed to develop a basic motif for gameplay, not just infinite grinding and survival. As I said earlier, this is broken down into for monstrous creatures, each with a shard of the soul of a lich that is plaguing the land with undead and whatnot. The four lords are: Azathul the Myconian, Penemue of the Sundered Tower.... The brothers Faus the Woodguard & Icari the Woodlord... ...and Saiinov of the Cosmos, forlorn deity of a now dead planet. Each boss creature will have its own mini biome rich with localized creatures and foley. For instance, these trees and critters from Azathul's biome: That ends this summary of what's been going on over the last half year of so on the art front. If you want to see more, lurk the discord. We appreciate guests. U/afrotoast42
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