Avatar

Sarah

@urlknight / urlknight.tumblr.com

Software engineer, artist, indie game dev. Developing a game demo!🐍 @urlknight on twitter🐍 mosscoveredbeing.com🐍 Support my game: patreon.com/mosscoveredbeing
Avatar
Reblogged

happy uh (checks calendar) hug and kiss a dinosaur day

Oh wow thanks everyone for enjoying my dinosaur love <3

For anyone wondering in the comments, this is Ars Meteorica, my game demo. Read more about it through the link but basically it's a Fire Emblem/FFTactics-like that takes place in a dinotopia-esque world. Also to be clear, the demo is not released yet, I'm still working on it. :"D

If you would like to help me finish this game and see more of this kind of stuff please consider supporting my patreon! There's lots more planned (including more creature kissing!) but I can't do it without y'alls help.

yes, actually! they are a 2x2 enemy type

Avatar
Reblogged

in my game, enemies drop items when defeated and your characters will pick them up! collect reptiles and cicadas and shiny rocks and cool bones

Meteor A mysterious stranger discovered by the young theropan princess Yonec and her human brother, River, in the aftermath of a meteor impact. Struck directly by a Red Meteor, Meteor bears a Star Curse and has no memory of her old life, save for the fragmented lais in her pocket.

Hiya! I really dig your modeling style. Would you mind giving a high level overview of what you aim for? Like polygon count, texture resolution, etc?

Avatar

Heya! Thank you!! Appreciate the tech question too. I enjoy answering these types of things :)

I aim for in the realm of 60k polys on the base mesh. In addition to the outline method where you duplicate the mesh and invert normals + extrude faces a little, this ends up being like 120k total. Outlines get culled at a distance and in addition to that I use Level of Detail (LOD) meshes to reduce polycount when things don't need to be so detailed/to improve performance with a lot of models on the screen. Honestly though these days polycount doesn't matter as much as it used to.

As for texture resolution I start with 4096x4096 textures and scale it down or just keep it at 2048x2048. Everything is painted in Substance Painter, and I make/animate all my models in Blender.

In terms of texture painting I don't spend a lot of time on realism and just rely on gradients/drawn on, simplified textures. It saves me a lot of time and I think it looks like a pretty coherent art style!

When it comes to rigging and animation these days I'm really trying to save time, so I use a base human rig even for non human characters so I can steal all of the already made animations I have for humans and adjust them for the non human characters.

I think that's a pretty decent high level overview? Feel free to ask me more questions if you have any :)

Following you from Twitter to Tumblr was the best thing I ever did. I don't use Tumblr as much anymore but when I do come here I love to see your progress and how cool your stuff is. Keep being you :D!

Avatar

Aw, thank you for the wonderful message, really appreciate it! Made my day. Hope to show a lot more cool stuff soon 🥰❤️

Sponsored

You are using an unsupported browser and things might not work as intended. Please make sure you're using the latest version of Chrome, Firefox, Safari, or Edge.