New Bones, Same Soul

New Bones, Same Soul

The original plan? Sculpt everything in ZBrush, pose the characters, render out sprite sheets, and animate from there. And honestly? The animation part was working.

It felt good. I liked how the characters moved. There was something satisfying about seeing them come to life frame by frame.

But… I just didn’t like the way they looked.

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No matter how much I tweaked the renders, the style didn’t quite fit. It wasn’t bad it just didn’t feel like the game in my head.

So after a lot of pacing and grumbling and staring at my monitor like it owed me something, I decided to switch it up. New art style. New direction – skeleton-based animation.

Which, yeah — means I now have to learn how to rig.

But here’s the good part: I think we found the look. It finally feels right. More fun.

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More soon. Hopefully with working rigs…

…as soon as I figure out how knees work.