Hero Character 2.5D Art Setup | Unreal Engine DevStream
Автор: Ask A Dev
Загружено: 2025-08-02
Просмотров: 84
Today’s dev stream is a soothing art break for our indie game! We ditch the mechanics grind to chop up a new hero character in Photoshop, prepping it for a 2.5D Maya workflow to replace the “fluffy squirrel” Zeraphine. It’s messy, relaxing, and full of “why is that layer off?” moments—perfect for a change of pace.
What we cover:
Intro & Art Plan – Taking a break from coding, shout-outs to the Patreon crew, and art goals.
Photoshop Layer Setup – Breaking the character into head, arms, legs, tail, and body layers.
Masking & Cleanup – Masking edges, painting fills, and fixing gaps with quick fixes.
2.5D Workflow Tease – Explaining the 2D-to-3D plane process for in-game rigging.
Art for Playtest – Prepping grayscale stand-ins for attack animations and player clarity.
Wrap-Up & Next Steps – Art progress, pipeline thoughts, and upcoming 3D/2D decisions.
Raw indie dev: Soothing paint strokes, community vibes, and a squirrel goodbye!
Big thanks to the chat regulars and Patreon crew who keep these late-night sessions rolling.
💜 Patrons, you keep the lights on
Your pledges literally paid the new creature concepts—thank you!
Join the chaos, vote on features, and get dev-stream replays: / askadev
💸 Tip Jar / One-off support
https://www.paypal.com/donate/?hosted...
🗣️ Hop into the Discord
Community Q&A, bug hunting, and the occasional meme: / discord
Spreading the word is just as valuable—likes, shares, and comments help more than you know.
🙏 Thanks for riding shotgun on this rollercoaster. Next stop: ranged attacks, combo logic
Chapters
Intro & Art Plan — 0:00
(Taking a break from coding, shout-outs to the Patreon crew, and art goals.)
Photoshop Layer Setup — 1:24
(Breaking the character into head, arms, legs, tail, and body layers.)
Masking & Cleanup — 2:47
(Masking edges, painting fills, and fixing gaps with quick fixes.)
2.5D Workflow Tease — 19:34
(Explaining the 2D-to-3D plane process for in-game rigging.)
Art for Playtest — 20:06
(Prepping grayscale stand-ins for attack animations and player clarity.)
Wrap-Up & Next Steps — 59:04
(Art progress, pipeline thoughts, and upcoming 3D/2D decisions.)
#unrealengine #Blueprints #GameDevelopment #GameDesign #UnrealEngineTutorial #gamedev #virtualproduction #unrealengine5tutorial #animation #characteranimation
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