Game Dev Monthly - April-May
3 years ago
Not much to report in April. I did make a start on 3D modelling, getting some basic test assets like a wardrobe done. The 3D modelling program I’m using gave results that are a little more cartoony than I’d like. I can always re-do the textures after the fact, use tile sheets, or simply stick with the more cartoony style. We’ll see.
I didn’t make much progress for the most of May either. That said, there were RL things that happened, such as clearing out some old junk (I was sad to see my old toys and school pencil case go), and buying a new computer monitor (an AOC 24g2). We also got a new dog, a six month old puppy named Luna that has had me exhausted.
Back to the game though. My main concern is the character model. I don’t feel I’m good at art in general, and 3D in particular. So I’m hesitant to model, texture, rig, and animate a character that will likely have to be redone. Assuming the character (Leanna) works in PS1 low poly style at all.
I was practising character modelling using a character texture from Resident Evil, and was surprised how good the results were even though my mesh was bad. It’s amazing how much of the heavy lifting is done by the textures when you don’t use shaded polygons.
I didn’t make much progress for the most of May either. That said, there were RL things that happened, such as clearing out some old junk (I was sad to see my old toys and school pencil case go), and buying a new computer monitor (an AOC 24g2). We also got a new dog, a six month old puppy named Luna that has had me exhausted.
Back to the game though. My main concern is the character model. I don’t feel I’m good at art in general, and 3D in particular. So I’m hesitant to model, texture, rig, and animate a character that will likely have to be redone. Assuming the character (Leanna) works in PS1 low poly style at all.
I was practising character modelling using a character texture from Resident Evil, and was surprised how good the results were even though my mesh was bad. It’s amazing how much of the heavy lifting is done by the textures when you don’t use shaded polygons.
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