Pixel & Voxel Artist - Exploring cities, bathed in a neon-lit haze. Also making a game.

New Harbor - Megacity
Joined February 2012
"Find what you can do the slowest, for the longest and still absolutely love it, and go in that direction.” β€” Christina Koch πŸ‘©β€πŸš€
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I found the dome's walls too plain, so I added all those panels today. Also fixed some of the cables and other smaller stuff. Procrastinating on the important things, as usual. πŸ˜…
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Added a couple of options to my main menu... Mouse Sensitivity setting, Invert Mouse (no idea who is that crazy).πŸ˜… Also started messing around with Niagara effects for my energy beam.😎
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Gordon Zuchhold retweeted
By the seaside~ #voxelart #pixelart
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ο½Œο½‰ο½‡ο½ˆο½”ο½“γ€€ο½•ο½Žο½„ο½…ο½’γ€€ο½”ο½ˆο½…γ€€ο½„ο½ο½’ο½‹γ€€οΌŽ #pixelart #γƒ‰γƒƒγƒˆη΅΅
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audio maqueta I πŸ”Š I'm no sound designer. 🫣 Edited in DaVinci.
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Ok, I got it to work. 3 level sequences... Turning On / Running(loop) / Turning Off. I also want to play around with sound & particle effects to learn more about how the UE sequencer works. Definitely something you can lose yourself in for an extended amount of time.πŸ˜…
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I think I'll need a second monitor. It's a pain working with the sequencer in UE with only one screen. 😑
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Started recreating the animation in the sequencer. A little bit more work but much more control over each part. Will post when it's ready.πŸ˜‰πŸŽ¬
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Here is how it's supposed to look. Blades staggered in order.πŸ˜‰
I just noticed that the blades are moving out of order. I was using the Get Components by Tag node to create an array of each blade but that node creates the array in a random order. I went back to the Make Array node... doing it manually. πŸ€ͺ
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I just noticed that the blades are moving out of order. I was using the Get Components by Tag node to create an array of each blade but that node creates the array in a random order. I went back to the Make Array node... doing it manually. πŸ€ͺ
Trying to get more details into the opening/closing animation. Not much, but tomorrow is another day.πŸ€·β€β™‚οΈ
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Trying to get more details into the opening/closing animation. Not much, but tomorrow is another day.πŸ€·β€β™‚οΈ
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Today I added a few more details to the lower section and switched the emissives of the blades from a Dynamic Material Instance to Custom Primitive Data (didn't know that was a thingπŸ˜…), cutting back on some draw calls. Don't mind my invisible walkway.
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Deploy Blades... (Updated)πŸ˜‡
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Retract Blades...😎
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Gordon Zuchhold retweeted
This was the very first voxel building I made for @NivalisNights. Not sure if it actually made it into the game, but if anyone spots it while exploring, let me know!πŸ˜„ #NivalisNights #voxel #voxelart #magicavoxel #GameDev
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Vibe Check... one... two
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I've no idea where the time went today. Anyhow, added a few details here and there: some frosted glass for the panel and some cool cable action, adding a tad more movement to the environment.
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HR: Human Remains hits Steam TOMORROW!!! It's surprisingly poetic that a game about working (for a demon boss) comes out on a Monday.
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I'm pretty tired tonight, so I only added a few more props. Let's see what tomorrow brings.πŸ₯±
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I hope I'll find some time to keep working on it tonight. Enjoying myself quite a lot.πŸ‘¨β€πŸ­
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