Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem










I am currently working on the sideways jog or strafe movement, which is maybe the most frustrating jogging movement to animate; since it is an unnatural movement to do over a length of time at speed. It is absolutely possible of course, but finding references is next to impossible and at least last time I made my own reference… it wasn't good, haha.
While it feels a little awkward between the arms and legs, it should function as a blending animation. Mostly because it will not actually play when standing still, but will help calculate movements in slower movements. I still have to test it to be sure it works as intended, though.


Testing and preparing for the Breeding update
A big focus has been on UV mapping, the prep work that needs to be done before texturing. Alongside that, I’ve been creating a whole set of new pattern stamps inspired by Rosemaling: a traditional Norwegian decorative art that directly translates to “rose painting.”
Painting these intricate patterns directly onto 3D models would’ve taken much longer, so this method lets us stay flexible while keeping the handcrafted feel we want.

Loading
