Andrew Oaten - Project Eris
@oatmealink.bsky.social
270 followers 75 following 87 posts
Game Dev & 3D Hobbyist
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oatmealink.bsky.social
Finished the head textures and put together a quick shader test. Pretty happy with this so far. The specular highlights are masked by a texture to help give a stylised look. Just the rest of her body to go... #blender #unity #gamedev #indiedev
oatmealink.bsky.social
Started work on the face texture. The slits came out quite well. Switched a geometry node setup for the outline that uses vertex paint to control the thinkness. The eye is a good show case of this as the outline gets thinner so that it doesn't interfere with the texture. #blender #indiedev #gamedev
oatmealink.bsky.social
Bakes came out quite nicely. Tomorrow I will begin the process of cleanup and refinement. Very much looking forward to when I will be able to work on her shader. #gamedev #indiedev #blender
oatmealink.bsky.social
Not gonna lie, this is an accurate portrayal of my mind when I think of how long the texturing is going to take...
oatmealink.bsky.social
Has been many months... maybe even a year since I last properly UV unwrapped a model. Went with 4 maps in the end. Head, body, limbs and hair. Now to bake the and begin the texturing process.
#indiedev #blender #gamedev
Reposted by Andrew Oaten - Project Eris
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it was a real battle but i got root motion working with the unity nav mesh agent finally. now the big problem is that without attacks, sounds, or any move anims other than a little shuffle, the enemy is Too Cute
oatmealink.bsky.social
Quite happy with how the mesh turned out. Forgot I also needed to update the mesh for the sword and shield, so took a bit longer. Now on to texturing... which now that I say it feels daunting... #blender #indiedev #gamedev
oatmealink.bsky.social
Body mesh finally finished. Next is her hair and I can then finally get to texturing... #blender #indiedev
oatmealink.bsky.social
Finished her legs and also redid most of the weight painting so that her hips deform much more nicely. I also removed the little v slits from her torso. Little side by side of with and without texture to show off the details. Just her arms, hair and accessories left to go. #blender #indiedev
oatmealink.bsky.social
Between work and Silksong... didn't find much time to work on Eris. However I'm back at it again. Finished her torso and shins retopo. Thighs are up next. I was also toying with two ideas to add more color. 1. exposing more light between her plating and 2. Tattoo like markings. #blender #indiedev
oatmealink.bsky.social
Thanks, it's the result of A LOT of iterations. I feel like I've gone through like a 100 designs (on paper and in 3d) before I got to this point. Spend like a year or more just on that alone... Not looking forward to make other characters :D
oatmealink.bsky.social
Wasted some time trying to go with a high-poly sub-divided mesh, but soon realised that trying to do that for every eventual model would be crazy. So now I'm focusing on an LOD0 mesh. On the left is the WIP retopo & on the right is the old hack together. Getting there. #blender #indiedev #gamedev
oatmealink.bsky.social
Slow start, but face plate is coming along. #blender #gamedev #indiedev
oatmealink.bsky.social
Picked up the SexyIce Mantis figure. I do have a soft spot for insectoid like monster designs...
oatmealink.bsky.social
I've been working fulltime on another project again, hence my lack of energy to code on my project lately... I think I need to shift gears and tinker with visuals again. Time to get working on refining Eris's mesh. #blender #indiedev
oatmealink.bsky.social
Finished all exit/entry animations and added some IK. Still some bits to do, but moving on to crouch as I would like to add some "exit into crouch" checks. #indiedev #unity #gamedev
oatmealink.bsky.social
Upper exit check and animation done. Just Upper entry, lower exit, leaping and IK to go... onwards! #indiedev #unity #gamedev
oatmealink.bsky.social
Thier helmet is definitely an inspiration for her, can't deny that :)
oatmealink.bsky.social
Progress is slow, but she's getting there!
oatmealink.bsky.social
Did a rework of the climbing logic to prioritse being able to move over uneven surfaces. Need to prep some animations for jump related climbing logic but i'm nearly able to wrap this feature up. #indiedev #unity #gamedev
oatmealink.bsky.social
Glad you like this design. She went through waaay to many drafts before I landed on this on. 😅
oatmealink.bsky.social
I've not had much energy to work on code, but finally got the core logic for free climbing working. Need refine entry/exit conditions and logic, but happy with how it is working so far. I've also been working on finalising Eris's design, so might side track with the mesh work soon. #indiedev #unity
oatmealink.bsky.social
The freelance gig is finally over, so now I can get back to Project Eris... I've switched to a new IK plugin by Flm and it works so much better than what I had with the added bonus of procedural foot movement when turning on the spot. #indiedev #unity
oatmealink.bsky.social
Been a be silent on here, but I'm not dead! Just been busy working on contract work lately. In the meantime I have be slowly improving the camera lockon. To allow you to spin around the target, but keep the Eris in view when occlusion occurs. #indiedev #unity
oatmealink.bsky.social
Finally moved my backlog to Trello. Not an exhaustive list and is missing things like assets/animations that need making, but a starting point. #gamedev #indiedev