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There was one fatal bug in 3dsmax 2015 that was preventing me from working on my rig - any attempt to use the Reaction Manager would result in a hard crash. This is no longer an issue, thank christ. Why did I take so long to upgrade lol

I've upgraded my modelling programs for the first time in five years, and man. What a difference five years makes. It's like everything I was already deeply familiar with, but shinier, and it doesn't feel like it's going to crash at any second.

It's not officially out yet, but consider this a public soft launch for the fediverse

Encompass ECS
A framework for building games

Iiii want to make a game for Playdate. I went from "how the hell can that crank be used for anything" to "I have twenty ideas and can't be stopped" in mere minutes.

posted a thread covering everything I know about Nintendo's "Game Processor" system. features patents, game footage + images, cartridge info/pinouts

Usually I'd unwrap and texture before moving onto rigging, but I have so many other models to texture after this. I wanna try and set everything up so that once I start texturing, I don't ever have to break my workflow.

@dogo Honestly I left out the most high-poly hand. Fucks me up that all of these reference hands were from 3DS games, VS the one at the very back, an N64 game

Hands are hell to make in any medium imo, so this is more or less the equivalent to building an art board for reference material

Tbh I might simplify the mouth even further and replace it with a simple texture, see how I feel about it later

Most of this head was done in a few hours last night, while tonight was all about that little tuft of hair across the top. The tuft took way longer than I'd like to admit, but I'm satisfied with the result.

Somehow, that little tuft of hair took the most time to figure out, and it's still only kinda what I'm looking for. I'll have to just experiment with it when I'm modelling it proper.

Right, I can think about modelling him up proper now. The endless struggle of "is this low poly enough?" begins tomorrow

Spline cage is almost done! Just a couple small details left to worry about.

Right now I've gotta deal with the hair, weird shapes that only hold up at certain angles. I need to take as much guesswork out of this as possible.

I'm finally getting back to work on an older project, feeling rejuvenated and way more confident about 3D-modelling a character.

Starting with a spline wireframe - this definitely adds more time, but it also takes a *ton* of guess work out of the modelling process for me. Way easier to tweak details and get the general forms to feel right.

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