Van Rose

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Van Rose

Van Rose

@vaanrose

3D character artist @Hypersect He/him.

Seattle, WA Katılım Eylül 2011
135 Takip Edilen1.8K Takipçiler
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Ryan Juckett
Ryan Juckett@RyanJuckett·
Seven+ years later, I can finally talk about my new game! Most complicated game I’ve ever worked on with so many interconnected systems. Just kept getting bigger and bigger 😅 Wishlist Never’s End on Steam and PS5! #strategy #RPG #indiegame
Hypersect ⚔️ making Never’s End@Hypersect

We're excited to reveal our new game: Never's End ⚔️ Never's End is a turn-based tactical RPG where you return from death into the midst of a global cataclysm. Wield the forces of nature to reshape the battlefield, and lead mankind back from the brink of extinction.

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Van Rose
Van Rose@vaanrose·
Particularly happy with the hair. My first time doing complex polygon game hair, this thing took a full month
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Van Rose
Van Rose@vaanrose·
Details
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Van Rose
Van Rose@vaanrose·
I'm particularly happy with how these hands have turned out.
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Van Rose
Van Rose@vaanrose·
Been toiling away on this sculpt since God of War Ragnarok came out. I really like the character design in that game and wanted to try my hand at something like it. This is my take on a character from the mythology who didn't make it into the game, Freya's daughter Hnoss.
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Van Rose
Van Rose@vaanrose·
@SergiCaballer In Maya, clockwise is negative and counterclockwise is positive and I like to see numbers go up not down lol
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Sergi Caballer
Sergi Caballer@SergiCaballer·
Would anyone with a strong opinion in favor of one or the other explain why? Please, I'm curious!
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Aaron 🦎
Aaron 🦎@AaronC3D·
so, uh, anyway, heres some reasons why higher-res topo on bipeds is cool, very quick thread 🧵
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Van Rose
Van Rose@vaanrose·
These days I focus mainly on stylized 3D characters, pushing as much as I can into a cinematic look. #ArtistOnTwitter
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Van Rose
Van Rose@vaanrose·
@sculptycurves Is this not how everybody does it? It's the only way I work lol
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Van Rose
Van Rose@vaanrose·
@SeanHicksART There shouldn't be an issue with redoing the normals after skinning, although it should be unnecessary if your original FBX file still has the smoothing in place.
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