
Swordtember continues throughout October! Featuring a Cutlass, a Jian that will Keal, and a Kilij.
Swordtember continues throughout October! Featuring a Cutlass, a Jian that will Keal, and a Kilij.
A good Saturday’s work.
A Gladius only makes sense when paired with the Scutum.
And rapiers mean depicting the greatest sword fight ever written.
Can’t really tell the difference between a Kopis and a Falcata, besides the horse shape on the hilt for the Falcata. A close up it is then.
The thing about researching swords is finding out how some names are not as well defined as the other. Skipped Scimitar as it’s a very loose definition of a type of curved swords, which made it hard to pinpoint what to draw. And apparently there are two interpretations of what a Claymore is: it’s either a very long two-handed sword or a basket-hilt broadsword.
Some enterprising individuals decided to start a Swordtember series of sketches, with one prompt list based on actual swords. Decided on the actual sword path as it requires me to research.
So the first three swords: Katana, Dao and Saber.
Built desks that procedurally add props around themselves when they’re placed within a scene, enabling a variety of content if a bunch of them are placed together.
Continue readingUpdated the ProcGen City Builder to build up the SNAPS parts gradually. Also tested the ability to group prefabs of furniture within a room of the building. Because if I can do one, I can certainly do more.
Animated one of my character illustrations from http://www.hilmyworks.com/2020-february-character-set/
The cloth setup could use plenty of improvements, but I think I’ll apply the lessons learned to the next one.
Trying out Unity’s 2D tools to convert my OC into an animated character. The rig isn’t perfect with obvious gaps here and there because I didn’t anticipate how much I’d stretch the character parts, but it was interesting to see how far I can push the animations from a single image source.
Breakdown of the character took about half a day. Rigging was done multiple times, but once I understood how I should rig the character, it took about ten minutes to redo a new rig. Each animation took between 30 mins to an hour.