Category Archives: Art
Since my last entry, in which I found myself at a development crossroads, I’ve taken some time to explore different paint tools. For Horde Rush and parts of Number Crunchers, Adobe Photoshop Elements 9 (PSE9) and Paint.NET were my tools … Continue reading
I added a couple of new monsters to my game: a skeleton guy and a werewolf character. I originally thought that modeling and rigging the skeleton would be easier than modeling a skinned mesh, it turned out to be … Continue reading
Here’s a video of some progress on gameplay from a few weeks back. It’s gettin’ there, slowly but surely!
Here’s some work in progress on my zombie model that’s closer to my production target. I’m still getting through the production grind!
I’ve been ramping up my animation production lately, and one of the annoyances that I’ve run across while using Blender’s Rigify armature is that it can be difficult to select some of the control bones for a few reasons. In Wireframe display mode, … Continue reading
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
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
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.