Hi Everyone,
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Hope you are all doing well! Just a quick update this time.
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I've been continuing work on Part 3 of DB and I will likely finish capturing/ building scenes this week. I will move onto dialogue after and hopefully aim for a release towards the end of next month or very early July.
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I have added some new photos of Zelda to the Renders folder along with the most recent animation I made. For anyone who watches closely, you will likely have noticed that I just add new things into the folder here and there. The photo of the monster's shoulder attached to this post was just me experimenting with alpha filters to see if I could get them to play well with the goo filter I use quite regularly. I use the goo filter a lot because most of the monster and creature assets don't have high quality textures attached to them or they look artistically different. Maybe I'm crazy lol, but I think immersion is really important in a story and I like when everything looks stylistically the same and not like they belong to a different game or something. the alpha blend I was trying in the photo is to keep the goo aspect/ sheen but also makes it so I am able to include some of the details from the original textures. Also, many of the assets ported in KK have all the textures baked into one layer and I can't color or adjust specific pieces as I would like. The struggle is real. Anyways, what do you think? Or maybe you have a better solution :)
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Thanks for the ongoing support!
Skill
2025-05-23 21:02:29 +0000 UTCARS CELEBYS
2025-05-23 19:56:43 +0000 UTC