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Gamedev progress

ciro64

Blip & Blop strongest dick rider
Staff member
Joined
Aug 25, 2025
Messages
249
Here I'll share live progress of my new project, feel free to do the same

This pic was first shared here, now with slight modifications:

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Now I made a turnaround for the head:

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Next step is to try to turn this into a 3D model in Blender. It's meant for a 3D platformer game in C, possibly with OpenGL.
 
First, I import the reference images and put them aligned with their respective 90° angles.

By using hotkeys I can snap the camera to these angles in isometric mode.

From there, I can put geometry in a way that aligns with the images.

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Of course, it's a bunch of chaotic disjointed improvised mess right now:

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So now's the time to start joining things together and make them pretty.
 
Now I have the full thing... next step is to draw a face on it. In Blender, you can draw in a texture directly from the 3D viewport, on the model. Even though it's not fully featured as a dedicated image editor, being able to draw directly on the model is very practical.

I'll have to tweak proportions too and other stuff too, cause it never looks quite alright from the get go.

I used the mirror modifier in all symmetric parts so I don't have to worry about modeling two exact things at the same time.

I also used subdivision modifier for the feet... I'll leave for another post to explain what it is, although I did once in RGT :D

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I'm super interested in the animation process!
It's nice that you mention that, because I plan on using procedural animation (aka programming it) instead of manually positioning parts in keyframes.

I have something in mind on how I plan to program the walk animation, I'll tell how it works when I get there!

Glad you guys are liking it!
 
I first tried using blender's texture paint, but it wasn't working for some mysterious reason that seemly no guide and ChatGPT can explain. Before my blood boiled any further I decided to make a nice UV instead and just edit the texture on gimp.

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Still has a long way to go, but for now I gotta relax from screens a bit 😅

The character is not meant to look this glossy, that's just Blender's default shader.
 
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Mmm, a few more little touches and I think I can already starting testing this in C later. I'll have to make a python script to export the vertices in C arrays. Perhaps I could reuse a script from a previous project with a few adjustments.
 
Since I intend for this game to use a unrealistic n64-eske light, you won't be able to tell the details of the hair apart unless I change the tone in specific areas.

For now I'm testing it with a solid environment light.

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I just want to preview for now so did edited the hair on Gimp, because there's something in the water and my Blender drank it.
 
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