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And among the video clips there's an awfully convenient ratio of raw behind the scenes rehearsal footage vs. expensive finished setpiece production footage -- which gets a sort of wink wink lampshading treatment, but still dispels a bit of the otherwise strong "this is how movies get made" magic for me. A high concept with a high execution.
Although we've tasked our newest concept artist and character modeler, Pete, with trying his hand at the textures for our main Anagativan characters (which you can see later on in this issue), Shelly spent the first half of this sprint finishing up her own textures. In the clips below, you can see the Dodge issues in action.
Last issue, we shared 3D Character Designer Bianca's progress on the model for our Nisargan forest nymph NPC. Part of this initiative includes refining the player character's model so that it closely matches the incredible concept art l_aciel has created for our Anagativan beings. Concept Art.
In today's issue, we're servin' up some serious updates on a few large-scale, ongoing 3D models and concept pieces. This week, Cass continued chipping away at the base model for the Cathedral, adding a secret attic area that will house an important NPC you'll will meet along your journey.
link] Concept Art. In order to initiate these changes, however, it was vital that we had proper environmental and character concepts to work from so that our 3D modeling team was fully capable of bringing the Kristala that exists in our minds to life in Unreal Engine. We can't wait to go back again next year!
Concept Art. When it comes to creating unique environments, characters, weapons, and other items—especially ones for an alien, fantasy world we dreamed up from scratch—we wouldn't get very far without our concept art team. Take a look at some of the recent armor concepts our talented artist James created this month.
Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold. Curious about Harold's process for building out each concept's composition?
3D Modelling 3D Animation FX Concept Art 2D Animation Game Design Game Programming 3D Modelling: Shaping Virtual Worlds “3D modelling is a rewarding career where you get to bring concepts and 2D imagery to life, sculpting personality and story into characters, objects, and environments.
After fiddling around and running some tests, Will was able to make it so that the character can effectively roll through various environmental objects - like the barrels shown in the clip below - to destroy them. Here's a recent track Adeel put together for our demo, backed by some awesome gameplay clips Allie recorded and pieced together.
Concept Art. Now that our concept art team has nearly completed the designs for all existing assets and items in the Kristala build that needed to be replaced with fresh assets, they're now able to move on to creating brand new items that don't yet have 3D counterparts. 3D Modeling.
Concept Art. Pete not only possesses a wealth of talent and experience when it comes to concept art, but he's also an incredibly skilled character modeler and rigger too. As Pete's first official task for Kristala, we had him work on revising the concept art for a very important NPC, Gustav Gondasa.
Here's how it works: each month, we share all the progress every branch of development has made as they collectively work towards completing Kristala's vertical slice—from stunning concept art and 3D models to custom animations, level design, and everything in between. Concept Art. These pieces will vary in both shape and strength.
We’ll be sharing some clips from David’s recording sesh for Hiratrola—plus many more making-the-trailer goodies—over on the Kristala Patreon hub , so join us over there if you’d like to snag some exclusive Kristala content you definitely won’t find anywhere else. Concept Art. Staff Parry Icon. Riposte Icon. Stay tuned!
Some players may try to guess an NPC's sexual mood based on stereotypes like muscular tops, skinny submissive twink bottoms, etc. As in Skyrim, my animations are charmingly janky, with penises occasionally clipping through eyes and noses, or even through the back of the skull entirely. L of semen for each one.
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