Tag: blender
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Day 5 of #12DaysOfPropmas
For today’s christmassy prop we are making a cosy, decorated lantern – reusing some of our previously created props!
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Countdown to Christmas with Daily Props and Bluesky | Weekly Update #13
We started #12DaysOfPropmas, creating daily christmas props till Christmas Eve. Also I have joined Bluesky!!
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Day 3 of #12DaysOfPropmas
Today featuring for our daily christmas props is a Chestnut Roaster – after yesterdays roasted Chestnuts!
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Day 2 of #12DaysOfPropmas
I am creating a new Christmas prop daily, today features roasted chestnuts after yesterday’s glittery baubles.
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Announcing #12DaysOfPropmas ππ
Join me for #12DaysOfPropmas, where I’ll make a new winter-themed prop daily for my indie game until Christmas Eve. Starting with Christmas Baubles today!
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Learning how to make Modular Buildings in Blender | Weekly Update #12
This week, I learned to create modular buildings in Blender, replacing placeholder models with detailed, textured house modules for Unreal Engine.
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Celebrating My Birthday and Winter Asset Fun | Weekly Update #10
I took last week off for birthday celebrations, but I am also happy to share glimpses on some winter specific decs for the game βπβ¨
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Weekly Update #6 -Enhancing Our Game Landscape: Adding Curves, Water, and Mountains
This week, level design continued with a focus on incorporating varied landscapes into the game. Notable additions include curves to replace flat terrain and the integration of water bodies using Unreal’s Water Plugin.
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Weekly Update #3: Progress on Ravine Greybox
This week, the focus was on greyboxing the game’s Ravine area, enabling players to hunt for gems, minerals, and fossils. Utilizing height data and assets, the initial landscape design began. Inspired by Glasenbachklamm in Austria.

