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The Kristala Dev Blog - Issue #17

Astral Clock Tower Studios

We've shown off Bianca's progress on the tree trunk spider enemy in previous issues, and we're super pleased to be showing you the fully textured and painted fiend. First, Shelly gave a little facelift to the texturing used on our Masarusa enemy. Animation / Rigging / Production. Behold.the completed, eight-legged fiend!

Dev 52
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The Kristala Dev Blog - Issue #24

Astral Clock Tower Studios

Once he's modeled all three sets, Cass will then begin the tedious texturing process for each one. This sprint, Karena was able to complete her model and begin texturing. Take a look at Iuliia's models thus far; we'll be proceeding with texturing and finalizing three of the five pictured below to be used in the game.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

This sprint, Fede was able to continue working on the soldiers and armor he'd started, polishing up details and working on intricate textures. After nailing the painting and texturing in Maya for the lantern, Joe then worked on properly setting up this model in Unreal Engine. Fixing collision on trees. Take a look.

Dev 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Now that he's done with the model itself, Cass will focus on unwrapping the UV's before getting started on the detailed texturing for this colossal beauty. With Shelly's keen eye for detail (and impressive modeling and texturing skills), she's been able to capture exactly that with her new and improved crystal models.

Dev 52
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Unreal Engine 5 FPS: Create A Zombie Horde Shooter

Awesome Tuts

To draw the crosshair we use the Draw Texture node and we pass the texture we want to draw, X and Y coordinates, and the tint color. And the reason why is because we didn’t set the width and the height of the hud inside the Draw Texture node.

FPS 52