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Titanium Rat

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A member registered Apr 03, 2021 · View creator page →

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Very nice work

Thank you! 

I started with greyscale noise textures and then overlapped photos of rusted metal and fabric ontop with half opacity, then after baking the textures into one image I painted some highlights/shadows.

Finishing touches were painting in the blood and adding some posterization on a duplicate layer with half opacity, and finishing off by tinkering with the black intensity in the colors

(1 edit)

For this model I roughly sketched what I wanted the character to look like in pen and ink, including the general idea of the textures. Then I created a grid pattern of black and white textures to cover the various surfaces of the character in blender in the UV editor, and then once I got everything kind of lined up how I wanted it, I baked it onto one image and then touched it up with texture painting and krita+gimp.

A lot of the color initially came from me just using direct color manipulation of the black and white textures, and then painting in more details/gradients to add detail

There is some posterization and dithering I did in gimp as well I believe. But I made everything with the idea that most of the detail is dark and with sharp black edges. 

Feel free! 

Of course, I'm glad you could get something out of it! I'd love to see whatever you end up making

Glad you found it useful! 

He's just a dude that likes hockey and machetes c:

no problem

Quick update, forgot to zip the folder.

Done! You can check it out when ready.

I can do that if you want. c:

(1 edit)

Well, this mesh uses segmented weight painting, so what I'd so is edit the weight painting of the rigged character in blender, possibly using one of the free mixamo rig tools blender has for directly parenting a mesh to the mixamo rig and weight painting it, so you can just automatically use any mixamo animations with it.

I believe there are also data transfer tools that you could use to just transfer the animations to it directly after making the rig match the proportions of the character.

Basically you'll just want to select each part of the mesh and use the weight assignment menu and set each part of the mesh to the limb/head/chest bone  of the rig as appropriate with 100% weight parenting.

The only exception here should be the fingers if I recall correctly, those you'll want more of a 50/50 weight blend around the joints. 

Mixamo automatic weight painting does not tend to work very with well some lowpoly models, and esp not ps1 style one usually. 

Sorry about the long reply time! c:

Of course. c:

Yoo! This is awesome, thanks so much for including my work in your project! 

Would be interested in a krita version if you ever do make more versions of this!

Outstanding work! \[T]/

Thank you for the suggestion!

Thank you! No problem. :)

If there are other things you'd like me to add to the pack or improve about it feel free to drop those on a comment and I'll get to that as quickly as I can.

Very good

yoooo

Amazing work! I must apologize for not participating.

I caught the flu as soon as it started. :(

Is a fix for the screen lock problem coming for the steam version? I'm experiencing that bug atm.

Reminds me of Tali from mass effect

Thanks so much! 

I'm slightly confused about the license. If I use this in my game, or some of it in my game, does that mean I have to make my game open source or make the code public?