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Fantasy Game Dev
เข้าร่วมเมื่อ 9 พ.ย. 2020
Time to try try and try again! Are you with me?
Ursula: Digital Photobashing Time-lapse
I was asked the question, “What makes you you?” And I didn’t have a solid clue on what that would be. I knew that I loved fantasy work, but this project was my time to break open the shell and really find out what I wanted from my art.
As of right now, this is me, and the kind of work I’d like to do going forward.
In case you are wondering, YES, this is a design for a future oil painting and tattoo!
Hope you are all keeping safe and well!
As of right now, this is me, and the kind of work I’d like to do going forward.
In case you are wondering, YES, this is a design for a future oil painting and tattoo!
Hope you are all keeping safe and well!
มุมมอง: 146
วีดีโอ
Future Game Dev Plays Tomb Raider Anniversary - PART 001
มุมมอง 353 ปีที่แล้ว
Hi All! Long time no post! Tried some new editing ideas, would love to hear your thoughts!
Siren Illustration Time-lapse
มุมมอง 373 ปีที่แล้ว
Hi All!! Here's a sped up video of my Siren digital painting. This project was focused on getting nice flow, rhythm and contrast. Definitely not my go-to for a fast iterative concept since the charcoal drawing done before-hand took a while and the painting process was more explorative and drawn-out than required. Nevertheless, I had a lot of fun on this work and definitely learned a lot in the ...
Blood Amulet Concept Time-lapse
มุมมอง 483 ปีที่แล้ว
Hi All! here is a quick video showing my paint-over process in Procreate. Let me know in the comments if you would like to see more of this in the future! My Process: 1) Hard surface modeling 2) Messy UV unwrap 3) Substance Designed/Painter color and texture block-out 4) Substance Render 5) Procreate paint-over. Concept was designed for our Indie game studio: Verreaux Studios. For more informat...
How to Copy UV's from One Mesh to Another in ZBrush [Multiple UDIM's]
มุมมอง 6K3 ปีที่แล้ว
Hi All! I hope that you fine this helpful! let me know in the comments if there is anything that needs clarification, or if you want to see a tutorial of something else in the future! Side note to my Rigging friends, SORRY FOR THE BAD NAMING CONVENTIONS & HEIRARCHIES. Spending most of my time in ZBrush right now so I don't really care about it yet haha.
Tomb Raider Legend Finale
มุมมอง 303 ปีที่แล้ว
So happy and proud to finish the first 'chapter' of this playlist! Next up: Underworld.......
MISSION UPDATE: Remaking Lara Croft
มุมมอง 553 ปีที่แล้ว
Hi all! It's been a bit of a challenge getting anything done with the power cuts this week, but here's an update on Miss. Croft.
Future GameDev Plays Tomb Raider Legend: NEPAL
มุมมอง 263 ปีที่แล้ว
Hi All! I had a lot of fun filming this one! Hope you enjoy :)
Creation of Lara Croft [LEGEND] - Debugging the Base Mesh for Retopology and Projection
มุมมอง 273 ปีที่แล้ว
Hi all! Here is the first video progress of MISSION 001. I didn't check the relative proportions of her face and body against the eyes so I may have made them a little big, SHE LOOKS LIKE AN ALIEN HAHA! Will keep working at it, but for now, I hope that you find some of my comments and tutorial-esc descriptions helpful! Also, if there are any awesome character artists watching this, I'd love to ...
Future GameDev Plays Inmost - PART002
มุมมอง 153 ปีที่แล้ว
Hi All! This is the second part of the Inmost series. Let me know in the comments what you are thinking and feeling so far! I'm star struck! Do you agree?
Future GameDev Plays Inmost PART001
มุมมอง 213 ปีที่แล้ว
Hi All. What a Fantastic game! Please go give this team some support so that more games like this can be made in the future!
Play To Create: MISSION 1 - LARA CROFT [Intro]
มุมมอง 223 ปีที่แล้ว
Hi All! Decided to do a fun little intro for my first project.
01/02/2021
มุมมอง 623 ปีที่แล้ว
Hi All! I decided that it may be a good idea to share the dark side too. Sometimes looking back at the past and present in third person can help us detach so that we may analyze and correct to find our way back to the light again. So this is what I am doing today. This vlog is more for me, but perhaps later on, it may help you in knowing that everyone has their struggles and this is mine! Other...
Future GameDev Plays Tomb Raider Legend
มุมมอง 213 ปีที่แล้ว
Happy New Year All! I tried using next gen content half way through! let me know if you enjoyed it more, I'm on the edge about it for sure.
Future GameDev Plays Tomb Raider Ledend: PART 5b - Kasakhstan
มุมมอง 183 ปีที่แล้ว
Future GameDev Plays Tomb Raider Ledend: PART 5b - Kasakhstan
Future GameDev plays Tomb Raider Legend: PART 5a - Kasakhstan
มุมมอง 303 ปีที่แล้ว
Future GameDev plays Tomb Raider Legend: PART 5a - Kasakhstan
Future GameDev plays Tomb Raider Legend: Part 4 - WEST AFRICA
มุมมอง 383 ปีที่แล้ว
Future GameDev plays Tomb Raider Legend: Part 4 - WEST AFRICA
Future GameDev Plays Tomb Raider Legend: PART03 - Japan
มุมมอง 693 ปีที่แล้ว
Future GameDev Plays Tomb Raider Legend: PART03 - Japan
Future GameDev Plays Tomb Raider Legend: PART 2 - Peru
มุมมอง 273 ปีที่แล้ว
Future GameDev Plays Tomb Raider Legend: PART 2 - Peru
Future GameDev Plays Tomb Raider Legend: PART 1 - Bolivia
มุมมอง 443 ปีที่แล้ว
Future GameDev Plays Tomb Raider Legend: PART 1 - Bolivia
Little Nightmares Play to Create Series: PART I
มุมมอง 354 ปีที่แล้ว
Little Nightmares Play to Create Series: PART I
when I import my mesh with multiple UDIMs and press "morph UV" it stacks all the UDIMs on top of one another. Do you know why this is?
Thank you so much! So easy and well understanding explanation. Used same scheme for blender and zbrush and worked same awesome. Thank you again ^^
Thank you!
Well played,but Legend not my fav game,i'd love to see you play AOD if you ever return.
not worked for me
THANK UUUUUUUUU
Great Tutorial I just have one question that How can I flip the uvs that I imported from maya and also I have got issues while pasting the uvs like quads of uvs are not weld or some quads got scattered. Please can you help me with this.
I created 2 udim tiles in maya but when I imported to zbrush they are over lapping. Not like you showed in video.
yup it didnt worked for me too
excuse me I want to know why my uv are overlapped in morph uv ,my version2021.5
If you're going to export the mesh to other softwares, it shouldn't be a problem, since ZBrush by default will overlap UDIMs, but it shouldn't be a problem
Same problem how to fix it?
it's very useful for this way ,but I have a proble which how can I show Udims maps in this Zbrush software? for example my model has frou maps and it just show one uidm map, by the way I'm Chinese people so I'm not good at English , I don't know if know you what I want to say.
There could be several issues here, I don't think that you can create UDIMS in ZBrush but you can import them. I'd be happy to study up on it and create another video specifically for UDIMS in ZBrush. Here is my first inclination: 1) Are your Maps all in the same UDIM? ZBrush may not understand this and show them all at the same time, which may look a little messy. 2) Is your mesh merged? If you imported your mesh as a group and imported your model as separate meshes, you may only have the one mesh selected, only showing the UV Set for that mesh only. - I'll have to double check that this is actually what happens though. 3) I'm also not sure if this would cause an issue but I'm wondering if ZBrush doesn't register flipped UV's. - Just to check, make sure that your imported UV mesh doesn't have flipped UV's or inverted Normals.
soooo underrated
Thank you!
Your Ts look like Ys
hush Cade
Bahaha I totally just realized I said experying instead of experiencing 🤣🤣🤣
Medium
Thank you Cade 😂
As if she were made today? What do you mean by that?
Great question! I’m mostly referring to art style (idealized realism) and limitations (50-60k polycount) of the current games.
So basically like a remaster of Tomb Raider Legend’s Lara.
@@fantasygamedev Thanks for answering my question. I don't think the art style of Lara Croft is idealized realism. I think Lara Croft uses an art style that is not tought in books and schools. I would personally call it an illuminati style. If you start studying some of these wondrous games more, then you might realize that there is something fishy going on about them, most notably about their aura and style. 50-60k polycount sounds nice, but if you just think of high polycount then you might forget that action games are meant to be optimized to run smooth on different kind of machines. I actually like to think of the polycount of the good ol' Legend Lara as something that is admirable! Making a character like her look adorable and decent in a somewhat lower polycount is something that impresses me. I bought Tomb Raider Legend in 2019 and I was very impressed by the whole game! It was my first Tomb Raider game btw, and I became a pretty big fan of Tomb Raider games ever since.
And in this January I started to play the Tomb Raider 2013 game. It is kinda bizarre and creepy so far. So now I get to investigate an island of the "Sun Queen", Himiko.
Well what are you missing out on? What are the missing elements? What type of games are you inclining towards? Let me tell you something, for generic game designing stuff many times the basic generic things can be rather welcome. If you wanna be something like a kinda loner indie game dev, well that can be surprisingly challenging imo. Many times it's better to collaborate with some other people. Tomb Raider Legend is a pretty excellent video game, if you have inclination towards such games, then you should be able to find some oppertunities to create such games. There are lots of great stuff for game devs nowadays. In case of a Tomb Raider style game I would say one of the surprisingly big challenges is to figure out the main character. Lara Croft is an excellent heroine and her stories and settings provide good action-adventure games. I suppose you know what are the 3+1 prime elements that make up such games. 1. action sequences (fighting parts), 2. traverse&jump parts, 3. puzzle challenges, and the +1 is the dramaturgie of the story and the character. For me usually making the main character come alive is one of the hardest parts. Making her look decent and fluent. And figuring out what can make her unique and admirable. What type of moves and abilities she should have, what kind of charisma and aura she should possess. And of course one should achieve a good 3d model that is good to work with in the 3d editors. What I like to think of next is what she will face. What type of terrain, what type of oppenents would she face. I tend to think of this as a more fun part usually, since it usually takes a lot of testing and trying out different challenges, and usually I kinda like doing that. Once these two parts are done you are done with the prime base pillars of the game. it can take some time though. And then comes the 3rd part, where one creates the timelines and solidifies the main objectives and the main stories, and prolly also the main conversation parts. well anyway I'm not here to write down all the things about such things, I'm not an expert. But if you have some questions about some this and that, then feel free to ask me about them. I am Hungarian by the way, so English is not my native language, but that shouldn't be a problem.
Wow, this is an incredibly helpful comment! Thank you for all of the information that you have provided, I’ll definitely explore these concepts further. Something I am finding difficult is determining a methodology in design that allows for the environment and level to portray the intricate parts of the character. Allowing personality to show through in a way where the player feels empathy. I have been exploring the concept of spatial empathy for this, but have just touched the surface. I think there is a delicate balance between dialog and environmental inferences that help tell story in a way that keeps the player involved.
@@fantasygamedev I know that my comment sounded a bit arrogant and cocky, so I would like to say sorry in case I was too rude. You are the one living in the land of video gaming, not me, I'm just a wretched Hungarian dude who is a hobby game designer. I like to think that most video games have basic principles and pillar stones. And that most video games are based on mathematical formulas (I like mathematical formulas btw). When it comes to things like concept of spatial empathy and delicate dialog balances I am not the person to turn to. Although I kinda like RPG games that involve some nice dialogs, but I usually end up having my kinda unique and weird RPG styles for such games. My approach to games is usually more scientific and mathematical, but I'm aware that artworks and artstyles can be rather important elements. Back in the days when I was a young kid I was fascinated by many westerner fantasy and sci-if style stuff. As an 8 year old kid I really liked things like World of Darkness, Marvel, Warhammer, and a bunch of typical cartoon stuff. Of course this was back in the 90's. So since then I managed to discover some other things too. I like video games, I am fond of making video games, but I am not some kind of artistic person, I'm more like a mathematician/physicist. Although I like working with artworks too.
@@fantasygamedev By the way, I might wanna point out that although I am personally fond of this "3+1 prime elements", and I think that this is indeed a good ol' way to build up such games, I should mention that many devs seem to choose somewhat different routes of development. Well I suppose most of them wouldn't declare the action sequences as the number one element and would prolly leave them for last. So one can change the order of the elements, yes. But since I think that most of these dungeon type games always have a notable emphasis on battling hostile opponents, and so many players are fond of engaging combats, that I would say starting with developing the combat sequences can be a decent idea. Also, one can usually learn quite a lot when one starts working on developing action sequences. Even the combat sequences have their own artistic appeal and flavor. Here is for example a pretty famous action scene from the Matrix Reloaded movie: th-cam.com/video/CEkVesNORU4/w-d-xo.html
Your comment was not rude! You make some good points. Its interesting to look at games from a mathematical perspective. As an artist, I tend to approach game development from a more artistic perspective. However, It doesn't make one way better or worse than the other. I think different perspectives and methodologies allow for a wide variety of opportunity for other developers and different outcomes for gamers. The best part of being in the entertainment side of things is the ability to have more freedom in the way we provide experience to our audience.
I like it when you jump and shoot
Hahah good! Cuz I do it a lot 🤣
Yaay cam! 😊
Never knew you could jump kick them! Thought that was only introduced in Underworld. *mind blown*
I also just found out that If you hold space to climb a ledge she does a handstand 🤯
@@fantasygamedev That one I DID know 😆
I knew it was Little Nighmares™ !!!
Woohoo! Go get 'em. Can't wait for the messy bits!
Thank youuuuu ❤️🤗🤗
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@@cade857 😂😂😂