I’ve been reusing the same few knights since 2020-2021ish, as seen in the last post in here. so I wanted to make a new better one that I’d be less ashamed to have closer in a composition.
Might not be finished, slapped an old head I had done for a wizard on there, and it kinda fits really well. But it might be fun to make a new face for him as well. I also nabbed the gloves from the same wizard.
I added a couple more alphas and released these finally.
Super quick WIDE ornamental sword I whipped up for showing them off.
Little bit of practice, still pretty burned out from my last job, and nothing has really been feeling right artistically. I dunno.
Wouldnt really say its done, but Im completely stalled on it.
different focal length.
I like to mix up my video outros, this one uses the seamless texture made in the most recent tutorial, and it was a nice chance to practice animation. Had to scale it down to fit the attachment size, hopefully the Wyvern is still visible.
I did another game jam, which of course means making some models in blender.
The theme is “No end in sight” so I did an endless runner.
(low poly left, high poly right)
There’s still 18 hours left in the jam, so I might do a little more work on it, but it’s effectively done already.
Working on a new game prototype, internet is too slow to upload a video where I am at the moment, so just doing a screenshot. Its a tactics game very inspired by xcom, but im doing things fairly different under the hood.
Getting tired of looking at these boring capsules, so I started making the enemies characters. First time using ucupaint, and I gotta say, it totally rocks.
They are now rigged, and with LODs, and I made a gun for them today. Just basic box modeling and a whole lotta ucupaint.
in engine
Need to add a zoom function since this is what the game view looks like currently.
also, definitely need to make player models now.
retopologized, rigged. went lazy with the hands and head and just used pictures of myself to texture them
made him a rifle
helmet
and in game
might do some more texture on on them later, but also, its fine for now, working a bit on gameplay stuff again, mostly have just been refining the camera controls a bit, and fixed an issue with the enemy AI charging all the way across the battlefield to be super close to player soldiers in a single turn.
Me, trying to solve a GeoNodes problem before morning coffee ![]()
A masterpiece! ![]()



















































