The protagonist of our game, Rex Cutter
I spent the last few days re-doing his mesh and textures. Can you tell who he's inspired by?
#blender#photoshop
Took another stab at the water caustics shader after getting all that great feedback 🌊
Once this is refined a bit more I'll make sure to post the node setup 👍
WIP ammo boxes 🎯
Haven't decided if we'll break down ammo by caliber or if we'll keep it video gamey and stick with weapon type...
#lowpoly#blender#indiedev
Another fun exercise, low poly Snake Plissken 🐍
This got me thinking about that Escape From New York game for PS2 that got canceled, such a shame.
#blender#indiegame#indiedev
Snow level WIP ❄️👽
Just need some condensation clouds for his breath, some footprints in the snow...
What else is he missing?
#gamedev#indiegame#indiedev
All guns so far 🔫
Need to go through the textures and adjust the tint of the base metal so its more consistent across the board. Kinda all over the place now that I see them all at once.
These are not to scale btw
Enemy AI work-in-progress 👽
Blood is painted onto the mesh using Vertex Colors like Goldeneye, splatter particles are inspired by Turok 2's "ketchup" blood 🩸
Got them tracking ammo and reloading this weekend, location based hit reactions next.
Has anyone ever come across a resource that covers "geometry-driven lighting effects"? (not sure what the proper term for this is tbh)
I’m referring to techniques where vertex colors are manipulated through careful geometry adjustments. Things like manually subdividing meshes or even just changing the triangulation of a quad, which can dramatically affect how VC gradients appear.
I’ve never seen this covered anywhere so for me it’s been 100% trial and error. I can’t help but wonder if there’s some obscure 3D modeling textbook out there from the 90s or early 00s that actually goes into this.