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With the first variant completely finished, Bianca was able to get a successful bake for the second model this month before moving onto the base sculpt for the final rat and armor. Rigging / Animation. This sprint, Allie was able to fully finish the facial rig after working on the jowl, nose bridge, and bottom-lip control joints.
Bianca manually did the retopology for the nymph, unwrapped and laid out the maps, baked the details, and started to spend time learning more about texturing in Substance Painter. Here are a few clips of our menu systems and consumables in action so you can get an idea of how they're intended to look - and work! -
Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. link] Rigging / Animation. Here's a look at that animation, as well as a few clips of some Kota soldier animations too. and they're not wrong.
While building up the hair shader, however, Pete struggled to find a way to actually bake out the flow map information (meaning: the directional flow of the hair cards) onto an image pulled from the 3D suites our modeling team typically uses, like Maya and Blender. link] Rigging / Animation. Convenient, right?
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