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Today I imported my model and some animations and started working on shader materials. I made the model and rig a while ago for a project that didn't pan out. I've learned a lot more about working in Godot since then and I'm excited to revisit this concept!

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looks nice, it reminds me to the one monster from "AAAAH! real monsters" is it an aline of some sort of?

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Thanks, you are not the first to say it reminds them of AAAAH! real monsters. Resemblance there is a coincidence though. It's not an alien, it's something worse

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oh. my god. this really is a precious miracle. if the full game is anywhere as bizarre as this thing then i 'm going to love it

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So weird (meant in an absolutely positive way)! A precious miracle indeed!


Made baby version :3
It's actually the same model, just with changes made to the rig and a shape key to make it more plump. That way I can age it in real time (rather than having it evolve in stages like a pokemon). It also lets me reuse animations (sort of, it's not perfect).

omg evolving in real time is such an amazing mechanic! i'm anxious to try it

Updated the shader material to make more skin colors based on logic found here: https://toneyalexander.github.io/inclusive-color-space/
It lets me change skin depth, flushing, and warmth independently. It works well for fantasy colors too at more extreme values. I had to make a new texture for this to work. I used only RGB values to map blush, pigment, and eye color respectively.



I also made a bunch of shape keys to modify physical features. Like weight, muscles, and a bunch of different eye, mouth, and jaw shapes (not pictured). Next steps are more variations, and a genetic system. Since a lot of these traits are built with sliders instead of being hard coded I should be able to make countless varieties. My goal is to make no two look exactly the same.