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The Kristala Dev Blog - Issue #29

Astral Clock Tower Studios

In a few months, we'll be kicking off our very own Patreon where you'll be able to get even more detailed and comprehensive dev blogs that include first looks at new models, inside access to previously unrevealed characters and NPCs, and a glimpse into how our programmers, artists, modelers, and animators do their thang.

Dev 52
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The Kristala Dev Blog - Issue #26

Astral Clock Tower Studios

Before diving into his final sprint task for this month, Nick first took some time to retexture our female player character’s whiskers so that they work properly when skinned/animated. That said though, the shader is still pretty basic and only utilizes the default masked shader with a bit of subsurface coloring.

Dev 52
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The Kristala Dev Blog - Issue #25

Astral Clock Tower Studios

Today we're serving up some seriously exciting updates, including a look at our new, custom game cursor; updates on our new player character's rigging and animation; and a sneak peek at our newest WIP level area. The dynamic mesh will allow the door to be animated and properly opened and closed. Game Production / Rigging / Animation.

Dev 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

If you've been keeping up with our dev blogs over the past couple issues, you'll know that we've been working hard to come up with a way to create realistic-looking fur for our various animal-like characters. During his first official pass, Pete was finally able to make the textures and shaders work in tandem. Convenient, right?

Dev 52