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Lastly, Nick revisited the 3D model for his previously created Anagativa skeleton to improve its shape and textures before handing it off to Allie for rigging and animation. After finishing up the forest townhome models, Cass then started in on texturing each of the structures. Can you spot it? Let us know in the comments!
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!
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. Now that both versions of the Cathedral models are complete, Cass can begin unwrapping the UV's before diving into the tedious texture work. Rigging / Animation.
Last issue, we shared the texturing work Cass had started on the forest homes, many of which resemble beautiful log cabins due to the intricate woodwork featured throughout. Much to Cass's relief (we're sure anyway), he was finally able to finish applying textures to the townhouses over the past few weeks. Take a look!
High Resolution and Texture Quality : Running the game at a very high resolution or with maximum texture quality can overburden your graphics card, resulting in low FPS. Adjust the settings downward, such as reducing texture quality and turning off special effects like bloom or ray tracing.
With revamped weapons well underway thanks to James, another of our talented artists, Amanda, worked on revising the concept for an important merchant NPC that will help you score all the wares and goods you need to complete your Raksaka Proving. Wanna see what this set looks like fully textured and detailed?
3D models can be rigged and then animated, placed as stationary objects in a scene by a layout artist, simulated or destroyed by an FX artist, and used for shadows or holdouts by a lighting artist. 3D modeling software 3D modelers use a range of software for modeling, sculpting, and texturing.
We especially love the scale-like indentations Bianca has started to add and we can't wait to see how he looks with painting and textures. The texturing featured in the below video is just a stand-in, but you can see how this plugin helps us better tame this feline fur. 3D Environmental Design.
One such creature featured in Kristala is a sweet and gentle Hemani named Cloudette, an NPC you'll encounter in a unique level area called The Hermitage. The last concept we were able to cross off our list this sprint is a character concept featuring a jolly and loveable Ana NPC named Neil of Nisarga. 3D Environmental Design.
There's a specific role the damaged piece plays in the Kristala demo's core storyline, and it coincides with an NPC we've been keeping under wraps up until this point. This sprint, Fede was able to continue working on the soldiers and armor he'd started, polishing up details and working on intricate textures.
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.
We'll walk you through Nick's entire process for modeling and texturing these Twiggies in the comprehensive version of today's dev blog. This sprint, Joe refined his textures by adding in more color variation to the mushrooms and the crystals that can be seen on the lantern below. link] Rigging / Animation. Check it out!
After adding some rust to the texturing and bending and breaking a few of the rungs that comprise the gate's overall structure, we think Cass finally nailed it. 3D Generalist Joe was another talented team member to work on modeling and texturing a few props that will be handed off to our level designers and placed in Nisar (and beyond).
Although he'd already completed the base models and initial texturing for the Nisargan Impaler and Rosethorne Swords prior to this sprint, Cass spent some time this month further refining each design and finetuning its details. Here are two of the different texture variants Pete showed off this sprint. Rigging / Animation.
Using a design from our concept art team as a guide, Hassan first began piecing together this stunning wooden abode, then carefully textured it to make it look properly aged and lived in. They were instead created by a special NPC for a specific purpose. link] Rigging / Animation.
In our last issue, we showed off Nicholas's progress on the details he's added to give this NPC the signature Keozan look. With Lophi's model and textures nearly complete, Pete spent the first half of this sprint finetuning this beasty baddie's details and adding some additional flare to the character's fins and spines.
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