fixed broken devlog links
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@@ -58,7 +58,7 @@ A while back, ByteMuncher7 on YouTube uploaded a video on [projectiles in video
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<img src="sky.webp" alt="A bright blue sky and procedually generated white clouds">
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I changed the sky to be brighter and more friendly in the Unity test level. This doesn't serve the game in its final form in any way, it's just a measure I took to <a href="/projects/projectn5/devlog/2024/1012/#whats-next">give myself the impression that a lot has changed</a>, since the game has visually changed.
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I changed the sky to be brighter and more friendly in the Unity test level. This doesn't serve the game in its final form in any way, it's just a measure I took to [give myself the impression that a lot has changed](/projects/projectn5/devlog/20241012), since the game has visually changed.
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Interestingly though, this did give me ideas. This sky shader has a setting for cloud fuzziness, which, when turned down, gives the clouds a more toon-like aesthetic (pictured here). This is great, because this is actually an aesthetic direction I had recently decided to pursue with Project N5.
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@@ -135,6 +135,6 @@ Seeing all of this art gives me ideas for how I could design a robot character,
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It's been almost 14 months of working on Project N5 – sometimes actively, with occasional breaks in-between. Can you believe that this game started from *this?* (video from [2023-09-16](/projects/projectn5/devlog/202309))
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<Video src="../../202309/2023-09-16_00.mp4" />
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<Video src="../202309/2023-09-16_00.mp4" />
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Logically speaking, of course, that makes complete sense. I had to start from somewhere. But it's the fact that I managed to get so far already, working on my own, that I find crazy. I've already managed to implement many basics of this game, slowly but surely realising my vision. I think this really has potential. I should keep up the work.
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@@ -35,7 +35,7 @@ Just some small metallic rings that I thought looked cool. For positioning these
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Laura's hair is now separate from her main mesh. The main mesh is rigged using a metarig generated through Rigify, whereas the hair has a manually-created armature. Also, the hair is split into the front part and the back part, separated by the hair band (which is part of the main mesh). This allows me to replace the flowing back hair with a ponytail easily in-engine without swapping out the entire character.
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This is pretty cool, because I can now create scenes for each hairstyle, set them up with [jiggle bones](/projects/projectn5/devlog/2024/1222/) to create flowing hair, and essentially add a toggle to switch between them in-game!
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This is pretty cool, because I can now create scenes for each hairstyle, set them up with [jiggle bones](/projects/projectn5/devlog/20241222/) to create flowing hair, and essentially add a toggle to switch between them in-game!
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## Rigging and Using Blender's Rigify
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@@ -38,7 +38,7 @@ While I'm super happy that I was able to create a relatively decent mesh (topolo
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I think Laura (being born in the 28th century) should look more futuristic, more interesting, and just overall more unique! I also want to make changes to aspects such as her hair, because while I have found out how to animate it in-game, it looks pretty unappealing. Plus, laying the back hair was kind of difficult; making it follow the flow of her shoulders meant that it would not deform properly when running. Making it straight would mean it clips through her torso when standing still. I *do* have an idea for how to fix that – by modelling it straight and then placing a capsule as collision shape for the `SpringBoneSimulator3D` – but this didn't even exist when I modelled Laura.
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Also, I think I want to go with [tied-up hair](/projects/projectn5/devlog/2025/0203) instead. Not only does it animate much easier without clipping, but it'll give Laura a more unique silhouette, I believe!
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Also, I think I want to go with [tied-up hair](/projects/projectn5/devlog/20250203) instead. Not only does it animate much easier without clipping, but it'll give Laura a more unique silhouette, I believe!
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I've been doing some sketching in a new B5-sized (much better size than A5 for sketches, I reckon) notebook, and I'm quite excited for this.
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