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Monthly Archives: July 2015
Building Character Customization (Part 2)
Review Welcome to the second part of my Character Customization blog post! The first part can be found here if you missed it, and it covers preparing a Blender3D file that contains a rig, several meshes weighted to that rig, and animations, … Continue reading
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Building Character Customization (Part 1)
For the past week or so, I’ve been adding more features to my asset build system on the Blender side and asset loaders on the Unity side to support character customization. What is character customization you ask? Read below! (And of course, if … Continue reading
Posted in Dev, Programming
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Turning Concept Art into a 3D Model in Blender
I’ve been writing a lot about the software engineering side of game development recently, and today, I decided to write about the art side. For my next game, I’m aiming for a lighthearted “cartoony” look, while capturing the adventurous fantasy … Continue reading
More Progress on Character Work
While I’m spending most of my time working on getting my asset build pipeline working, I’ve obviously needed files to test with. Here’s a little bit more progress on the hero character. Most of the model and rig are still … Continue reading
Importing Blender Pose Markers to Unity Animation Events
a.k.a. Blender to Unity Asset Builder (Part 2) I didn’t plan on writing a second part to the Blender to Unity Asset Builder post, but I found myself continuing work on my asset build scripts because for whatever reason, Unity … Continue reading
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Character Modeling in Blender
Work is still in progress on the hero character for my next game. I’m posting this animated gif to make up for the horrendous attempt from the previous post.
Blender to Unity Asset Builder
Over the past few days, I’ve been working on an asset builder to build my Blender models. Here’s the what, why, and how. What is an Asset Builder? An asset builder automatically processes content authored by artists, designers, etc. into … Continue reading
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