Category Archives: Dev
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
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
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
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
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.
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
It’s been a while since I’ve done some 3D modeling work. I used to be a heavy 3ds max and Maya user, but have since switched to Blender3D. I’m still new to Blender; I’d say about 3-6 months worth of … Continue reading
I finally launched Number Crunchers for the public to enjoy this past Saturday. I made some late additions leading up to the launch, namely a difficulty slider in the Settings menu, and descriptions of each math category right before you … Continue reading
Here is the first breath of life for my next project.