Typical life busyness is lighting up a bit. Finally getting into the long road of animation needs for all the current models. Still need to find how I want to handle her waist fabrics.
#3d #3dart #blender #indiedev #gamedev #Re:Kindled #PSX #gamedesign #lowpoly #ScreenshotSaturday #WIP
Posts by Lyra
Working on a new blacksmith NPC, "Thora" after finally getting some free-time from a very hectic September.
I love how she turned out, hope to make her workshop soon.
#3d #3dart #blender #indiedev #gamedev #Re:Kindled #PSX #gamedesign #lowpoly #ScreenshotSaturday
An ideation of how gameplay could end up looking.
Large design doc using a free software, Obsidian.
Got a mockup for gameplay. Explaining ideas with organized visuals is so much less of a headache.
Also working on fixing up the design documentation. So much easier to read and understand now.
#3d #3dart #blender #indiedev #gamedev #Re:Kindled #PSX #gamedesign #lowpoly #ScreenshotSaturday
Eleanor finally has some color. I'm really happy with how the glow turned out. Now to get her rig all set and ready.
#3d #3dart #blender #indiedev #gamedev #Re:Kindled #PSX #gamedesign #lowpoly #ScreenshotSaturday
Eleanor is a construct that always floats. This allows for her special design.
#WIP of another playable character. Eleanor a few more touches before moving onto texturing and a rigging.
#3d #3dart #blender #indiedev #gamedev #Re:Kindled #PSX #gamedesign #lowpoly
Taking a break from the lowpoly game work and doing a quicker side project. Might make it part of something bigger down the line? Unsure at the moment. Hoping to try out the hand-painted look with this one.
#blender #3d #3dart #3dmodeling #WIP
Current mess of untextured tile pieces that would come together to create a large number of different rooms, hallways, and environments. Evie is currently stuck in there to help with double checking scale.
A quick example of what a constructed room could end up looking like. This example is of a flooded room. Decided to literally remove the 4th wall for the a better view of future gameplay.
Finally had some time to get more tiles and assets planned out. Need to figure out the best route to condense the textures in an efficient package. For now, I will just cut the UVs as I go.
#3d #3dart #blender #indiedev #gamedev #Re:Kindled #PSX #gamedesign #lowpoly
A quick showcase of untextured wall and floor tiles to show a rough idea of how things could start looking once entire rooms are built and ready.
Tiles before they are set up into entire rooms.
Finally beginning to get a real start of a full level tile set. I'm really happy to see this all starting to come together, even if textures aren't even ready at the moment.
#3d #3dart #blender #indiedev #gamedev #Re:Kindled #PSX #gamedesign #lowpoly
Another playable character, Alexanderia. A retired gunslinger for hire.
Same model and pose from the opposite angle.
Another planed, playable character ready for animation. The final product came out very clean, I'm incredibly excited to see her in-game.
#3d #3dart #blender #indiedev #gamedev #Re:Kindled #PSX #gamedesign #lowpoly
A #WIP for another planned playable character. She is around 60% complete? Thank you, @latnorth.bsky.social (please check out their work) for the initial sketch, been a blast to translate the design to the #lowpoly look!
#3d #3dart #blender #indiedev #gamedev #Re:Kindled #PSX #gamedesign #rigging
Some current examples of weapon models for Re:Kindled. The top model is still a work in progress.
Different item sprites for Re:Kindled. These are roughly 51x51 for the sake of UI scale. Meant to be clean and recognizable between all of the planned ammo types, items, and weapons.
Had some late night motivation to push through some texture work and item sprites ready for testing.
#3d #3dart #blender #indiedev #gamedev #lowpoly #Re:Kindled #PSX #gamedesign #pixelart
#blender is full of fun options. Render needs some light clean up but this is super handy to have for later UI elements!
#3d #3dart #indiedev #gamedev #lowpoly #pixelart #Re:Kindled #PSX #gamedesign
I discovered NLA in #blender. It doesn't seem too difficult, but I've only really scratched the surface at this point. Keeping all the animations as different tracks & being able to mix them together will be very useful.
#3d #3dart #indiedev #gamedev #lowpoly #Re:Kindled #PSX #gamedesign #rigging
Decided to adjust some skin weights and started the process of adding easier to use controllers for the current rigs. I'm sure future me will be grateful.
#3d #3dart #blender #indiedev #gamedev #lowpoly #Re:Kindled #PSX #gamedesign #rigging
The ribcage is just some simple geometry paired with an off-white emissive material.
The shadow body has the slightest bit of transparency allowing the heart & and ribcage to passthrough. Shouldn't really cause issues at such a low poly count.
This project plays with light and dark as a core mechanic. So the exposed ribcage & heart is to have a possible giveaway when they are in the dark. Might be less visible in-engine, don't know just yet.
Another enemy design. A bit on the simple side but I love how they turned out.
These are planned to be more of a general grunt-type threat for the player to deal with.
#3d #3dart #blender #indiedev #gamedev #lowpoly #Re:Kindled #PSX #gamedesign
Her rig is all set, but her tank's cables are not as easy to figure out I as would have hoped :/
Hoping some physics added to the mesh in-engine will be the solution I'm hoping for.
#3d #3dart #blender #indiedev #gamedev #lowpoly #Re:Kindled #PSX #gamedesign
A finally textured enemy for Re:Kindled. The "Submerged" a aquatic ambush hunter of sorts.
Same model as before but showcasing the emissive part of this design.
Finally in a spot to move on to rigging & animation for this asset. Might come back later and add some rust / wear on portions of the mesh, not really sure just yet.
#3d #3dart #blender #indiedev #gamedev #lowpoly #Re:Kindled #PSX #gamedesign
A current progress shot of the "Submerged" enemy type.
Currently tinkering on a #WIP for one of the enemy designs. I'm sure the inspirations are clear. I think I will have a ton of fun trying out some more primal animations when the time comes.
#3d #3dart #blender #indiegdev #gamedev #lowpoly #Re:Kindled #PSX
Love to see the progress overtime.
#indiegame #indiedev #gamedev #Re:Kindled #GameDesign #3d
Elyse, the ghostly protector of Evie.
Evie and Elyse walking together.
Elyse is all set and rigged. I can't wait to do some first passes at different animations. And once the fabric simulation is all set up and working it will be a nice final look.
#3d #3dart #blender #indiegdev #gamedev #lowpoly #Re:Kindled #PSX
3 quarter view of Evie with her unique pistol, a basic trenchgun, and her lantern.
Reverse angle of the previous showcase.
Finally got some texture on Evie's props. Turns out the skin weights need a bit more tweaking before I start animation / fabric simulations.
Overall, I'm enjoying how she is turning out!
#3d #3dart #blender #indiegdev #gamedev #lowpoly #Re:Kindled #PSX
Really depends on what vibe you aiming for I suppose. Personally, I think option B best fits your tone best. Especially if you game is in the inspired by titles like Farcry II and Stalker.
A sight pose to show off Evie has a current rig for animation. The previously mentioned gap on her clothes is due to that part of the mesh needing to be set up for fabric simulation with future animations.
Showcase of Evie's current bones underneath the mesh.
Blender rigs aren't too crazy once you get them rolling. Though skin weights on low poly models can be tricky. Next step are the items and figuring out fabric simulation on the lower portion of her attire, hence the gap on the model.
#3d #3dart #blender #indiegdev #gamedev #lowpoly #Re:Kindled #PSX
Front facing low-poly 3D character model. Some additional texture cleanup might be needed, but the direction is meant to be simple for this game's visual direction.
An additional angle from the back of the same low-poly model.
I got a much cleaner texture pass this time around for Evie! This doesn't look too different, but the process went much faster than my previous texturing workflow.
Hoping to work on textures for a handful of items next.
#3d #3dart #blender #indiegdev #gamedev #lowpoly #Re:Kindled #PSX
February really flew by.
Decided to give Evie a better set of UV's before doing a second pass at texturing. Worth the extra effort for less warping.
Having symmetrical UV's incase asymmetrical texturing is needed later on.
#3d #3dart #blender #indiegdev #gamedev #lowpoly #Re:Kindled #PSX #WIP
The Stellius mascot Petra sitting on a hovering satellite. A cube earth sits far off in the background along with some scattered tools all around her.
I do plenty of work on a little MC server network. We are finally getting some nice renders for the website. Just a #WIP for one of the "coming soon" art pieces.
It's nice to have a handful of active projects at any given time to help avoid burnout.
#Blockbench #Minecraft #lowpoly #3D #Blender
First Draft of a Control Scheme for Re:Kindled. Nowhere close to what the final screen will look like. Input labels on a generic Xbox style game controller are listed all around this diagram.
Just started the first of many drafts for control schemes. This portion of any game project can be pretty daunting and is incredibly important to get right. No wonder there are designers who dedicate whole careers to this part of game design.
#indiegame #indiedev #gamedev #Re:Kindled #GameDesign
My current & new redesign for the Minecraft Dungeons "Guardian Vex" created in Blockbench.
Original design for the "Guardian Vex" from Minecraft Dungeons.
I don't often post my MC related projects, but I had this reimagining of the old Dungeons design for "Guardian Vex". I figured to show this kind of stuff off along with my regular dev work & art.
TBF the old design was made way before the Vex redesign in 1.20.
#Blockbench #Minecraft #lowpoly #3D