Quick Greasepencil Arm Flip clench monster sketch
made in blender
supposed to be like a figure slicing into existence. then arm flailing mutating
made in blender
supposed to be like a figure slicing into existence. then arm flailing mutating
15 minute stressed eclectic sleep deprived sketchimation i did.
song is title name by Tera Melos
always inspired by this song and music like this.
It's about a guy named Jeff Worms
who left the band
relapse in isolation
everything in isolation
no one there anymore
I made a Geodesic Dome in Blender then deleted half the faces and exported to Godot, added another Fresnel glowy shader.
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Then I started thinking about parrying and made a basic projectile party. There's no timing yet it just detects and holds the bullets until I press the parry input and sends em backwards.
I was also thinking of using the pieces to make more wing-like shapes and transition to those positions in a game if you're holding shift to dash or fly like a weird jetpack.
Curious if that looks good/makes sense. Would also add particles to the edges of the pieces that turn towards the camera
The game in the 2nd clip is Zone of the Enders 1 a ps2 era game.
I think I got close in my attempt but need to make it less opaque? and adjust the flare out.
Is the Fresnel shader the right choice? Or does it look like some billboard sprite thing going on? I'm not sure how to describe it. Does it look good enough for now and I should just move on?
By just placing the video in the scene and loosely trying to mimic the shape and pose I was able to get something I'm happier with and can study. Im using this process to learn to make my own animations from later.
It's still rough but I'm happy with how much better it is than my first attempts just need to keep doing this to get better, anyone else have advice for studying animations like this or do stuff like this themselves?
https://github.com/s-haha-n/Flying-Mech-Controller
I added a whole bunch of stuff like shooting and skeleton modifiers. Not sure where to go from here.. making melee animations is really hard, anyone know how to make those better for a rig like this? I think maybe motion paths could help for slashes and vfx added to the slash.
Also I'm new to godot so my project is really messy still figuring out how to setup my stuff, any advice for "less future headaches" in terms of setup is what I'm always curious about.
I just made this in Godot, my first time really getting into it. I watched and used the GDQuest third person controller code and changed it to make this. I'm also learning rigging and animation in blender as I do this so I went for something simple with bones at least, mech/loose body parts. I used to use Unity a lot then lost motivation for like 7 years, tried unreal but my PC couldn't handle it. I have been wanting to get into Godot + Blender for a long time now and finally did something!
So Jehuty in zone of the enders has a wild character controller setup... I want to make a simplified version, basically always floating and different camera angles/lock on. When i tried making this in unity years ago I got a lot done like multi lock on targeting and shooting trails. Slowly getting back into gamedev by converting over my old projects.
I have been trying to model in blender for a long time now on and off for years and I'm finally somewhat happy with this. I just need to rework some parts, the body is not good.
Going to forego the cockpit design and wings for now.
I ended up with a lot of non-planar and tri faces on the body, but when trying to "flatten" or "space" with Loop Tools in blender it did not work right...
I've watched so many reels and videos about fixing topology but it's still hard to figure it out myself. It's like a puzzle.
I mostly modelled everything with a hexagonal face
and lined up a Jehuty model I found online to compare and pose. I'm pretty happy with the legs, less happy with everything else.
Right now I kind of want to keep the head the same, maybe add a bevel, but fix the neck and body.
I think it's simple enough I can redo the body by extruding from another hexagonal head, but unsure how..
My goal was to loosely capture the orbital frame design from the game art, let me know how I did there any feedback or advice appreciated!