I'm very very curious to see how all these items fit together, brings up all kinds of questions -love it!
Oooh I hope there's crunchy headshots in this next game with all these rifles and such
I'd agree with a single click, save the twisty sound for when the cylinder is ejected and replaced.
This weekend I wanted to get better at texture painting and using Trim Sheets.
I painted over some photo references of Belfast alleyways and got the UVS of all these models to work off one texture.
Safe to say I love working with Trim Sheets now :) :)
Progress on ☁️Nimbus Ladder:
'Firmament Trawler', 'Orator To The Masses' & 'Archraven'
Progress on ☁️Nimbus Ladder:
'Bishop Of Banishment'
Progress on ☁️Nimbus Ladder:
'Carrion Catapult'
Progress on ☁️Nimbus Ladder:
'Vindicator Archer'
Progress on ☁️Nimbus Ladder:
'Crypt Carver'
I love it! What beautiful brute
I want this so much :) I think you could make something like this my dude, Mohrta had some nice weave around in the levels -need more interconnected dungeon level design
I wish everyone a Merry Christmas and toasty fires this season :) :) Here's some of my appropriately chilly artwork from our last game to get youse in the mood!
'The Pale Beyond' is on sale for a deep discount this Christmas!
store.steampowered.com/news/app/126...
Nimbus Ladder is a deckbuilding pvp physical card game I've been prototyping as a passion project since 2019
Right now, I have hundreds of unique cards printed off with final art and placeholder card styles.
Stay tuned and I'll be posting some art here to mark progress with the game!
For ground shadows I use Probuilder in Unity to create dot to dot shapes around the foundations of the buildings and extrude them towards the camera.
The meshes are invisible -set to 'shadows only'. If you make the shadows soft enough, those primitive models cast pretty decent directional shadows.
Painterly 2D art was one of our strong suits with The Pale Beyond, we wanted to keep it organic looking for this next game.
I've seen people do this lighting method online with pixel art, we're doing those tricks except we're using higher res art, ambient occlusion maps + 3D ground Shadows.