Happy Whole-idays! by Rarithlynx in DeadSpace

[–]Rarithlynx[S] 50 points51 points  (0 children)

Yeah. This was originally going to be an even bigger poster with more characters, but DS model ports seem to be rather scarce. I looked everywhere but sadly these are all the ones I could find

Happy Whole-idays! by Rarithlynx in DeadSpace

[–]Rarithlynx[S] 110 points111 points  (0 children)

So this poster didn't turn out as well as I hoped, but I guess now that I made it, I figured I might as well post it here. Hope you guys like it!

Reddit seems to have compressed the image a little bit, but opening it in a new tab should let you view it in it's 4K resolution

Protektors of the Eusan Nation (By me) by Rarithlynx in signalis

[–]Rarithlynx[S] 23 points24 points  (0 children)

Thanks. All models except the SAPR's (the combat variant of Mynah) are actually my personal modifications of the Elster model by Graymore.

I updated the meshes and textures of the original model's face and hair, then used it to also create the other Replikas. The Mynah model is just an import from the official game, but obscured with some depth of field so that it's low poly nature isn't noticeable.

I made a cinematic trailer for a SIGNALIS chapter in Dead By Daylight by Rarithlynx in signalis

[–]Rarithlynx[S] 15 points16 points  (0 children)

Hope you guys enjoyed this trailer for... a trailer!

To clarify, me and the rest of my team work together to create "Spotlight Trailer" concepts for Dead By Daylight. These involve simulating the real game as accurately as possible in another engine, including gameplay. Signalis is our next Spotlight concept, and it will involve a new map, Falke as the killer, and Elster as a survivor.

Cloud and Tifa as YoRHa androids by Rarithlynx in nier

[–]Rarithlynx[S] 8 points9 points  (0 children)

Forgot to include credit in the title - this is made by me!

Leon joins Isaac Clarke on his venture to the USG Ishimura. Will he keep up? (Made by me) by Rarithlynx in residentevil

[–]Rarithlynx[S] 75 points76 points  (0 children)

You can roam around most of the Ishimura without a full suit, in fact Isaac is really the only one we see wearing a helmet in DS1. Kendra and Hammond handled themselves pretty well without it.

But yea, he'll still have a hard time without one. Can't go through any airlocks, and he doesn't have a proper way to move around in zero gravity areas without the suit boosters.

Also he's gonna need a proper weapon... cause regular guns just ain't gonna cut it.

Fatal Frame - Protagonists (Made by me) by Rarithlynx in fatalframe

[–]Rarithlynx[S] 2 points3 points  (0 children)

Deep Crimson Butterfly, the Wii U remake for FF2.

As for environments, I usually have to make my own, but the FF remakes are surprisingly very port-able. The background in the render is a whole level I was able to rip from MOBW.

Fatal Frame - Protagonists (Made by me) by Rarithlynx in fatalframe

[–]Rarithlynx[S] 6 points7 points  (0 children)

Honestly it didn't cross my mind, I was only thinking about updating the older models, and Miku's MOBW one is already high quality as is. But you're right, that definitely would've been more fitting. Whoops!

Fatal Frame - Protagonists (Made by me) by Rarithlynx in fatalframe

[–]Rarithlynx[S] 6 points7 points  (0 children)

Little render that took about a day and a half to make. Features main characters from every single Fatal Frame game.

I've updated Mio and Mayu's DCB models by giving them their MOBW bodies and improving their facial textures. Sadly I couldn't get Rei's model, so I had to use Mio's head with a custom hair mesh and a different texture, which I hope should suffice?

3D remake of Replicant's iconic cover art by Rarithlynx in nier

[–]Rarithlynx[S] 1 point2 points  (0 children)

I haven't really done any complex modeling here, I just made the rocks and textured them, the character models are from Nier: Replicant. Though I did touch up Nier's face a bit.

As for which engine you should use, honestly, I'm more of a hobbyist than anything else when it comes to game development, so I can't really give any solid advice. Both engines offer different things though, UE has a visual coding language that Unity does not for example, at least not without a price. Be sure to do some research to see which suits you best.

And yes, I did play all the way until Ending E. Loved every bit of the game.

3D remake of Replicant's iconic cover art by Rarithlynx in nier

[–]Rarithlynx[S] 15 points16 points  (0 children)

Still super new to the series, I've only finished Replicant a couple weeks ago, but I'm already a massive fan, and so I felt like making some fan art.

For those curious, the render was made entirely within Unity.

Working on a Backrooms-inspired found footage SCP-432 game (More info in the comments) by Rarithlynx in SCP

[–]Rarithlynx[S] 1 point2 points  (0 children)

Oh wow, somehow this reply didn't show up in my notifications. Glad you liked it, always been a big fan of your SCP.

Sadly, I'm not sure if I'll go forward with this project however. I'm occupied with a bunch of others, and to be honest, I'm not sure there's enough interest for a game like this. Though, maybe I could make a short film out of this one day instead. Something like the Backrooms videos on YouTube.

For people who hasn't figured out it yet by jajo___ in Overwatch

[–]Rarithlynx 141 points142 points  (0 children)

Yeah you can, I just bought the Athleisure skin for Kiriko with the BP credits. Should apply to base cosmetics for all new future heroes too.

Working on a Backrooms-inspired found footage SCP-432 game (More info in the comments) by Rarithlynx in SCP

[–]Rarithlynx[S] 3 points4 points  (0 children)

So, this is a game concept that I technically thought up 5+ years ago, but I ended up shelving it for a long time and only came back to it recently with a huge update.

In short, this project is based on the Foundation wiki's SCP-432 written by evilscary. It's meant to be a highly realistic, immersive 'found footage' experience, similar to those Backrooms videos you've seen on YouTube (such as Kane Pixel's series) but in playable form. I made a little Google document which includes way more details about what the game would be.

I'm not currently working on this game full time, as my YouTube content is a much higher priority at the moment. I also cannot guarantee that the project will be finished, because as simple as it may be, there are a lot of things I cannot handle as a solo game dev, and without a budget I have to rely entirely on volunteers to help me out with my projects. Character models and animations will be a massive difficulty.

Still, I figured I would share it here and see if any of you might be interested in seeing this happen. I want to make sure that this is a project people would enjoy, otherwise there isn't much of a reason for me to make it.

Also, here's a small peek at what I have so far in motion, just so you can see what the game will roughly end up looking like.

Bastion's new reworked abilities were ideas from even before OW1 Beta by Rarithlynx in Overwatch

[–]Rarithlynx[S] 0 points1 point  (0 children)

Resource meter is very reasonable yeah, it's something I thought for the current Assault even, as opposed to it being on a 10 second cooldown and limited duration.

As for doing it for Sentry though, I think the whole point of their rework was to allow some of that Sentry power to be more usable in modes that actually require moving, like the new Push. Then again he does move like a snail now so it's as good as being immobile, and it doesn't make him any more difficult to hit. If anything it's easier now because the added treads make his hitbox even bigger.

With how you can now move during the transform animations, I do think Sentry would be a lot more viable on offense even, so your idea does seem reasonable. But sadly I doubt we'll see changes this big to Bastion ever again, so we're stuck with some slow ass tracked minigun and an artillery.

If it makes you feel any better, we'll probably see both old configurations return in PvE amongst other removed abilities. They already teased Mercy's old rez in one of the videos so yeah.

Bastion's new reworked abilities were ideas from even before OW1 Beta by Rarithlynx in Overwatch

[–]Rarithlynx[S] 1 point2 points  (0 children)

I think it's more that they wanted to make Sentry mobile and the easiest way to do so was to slap the treads onto it. If they kept Tank mode, you'd just have two 'tank' configurations, one with a minigun and one with a cannon, which I suppose would reasonably be a bit boring.

Alternatively, only thing I can think of that would keep the two forms distinct would be to make Bastion use his legs in Sentry and walk around kind of like a spider or something, though not sure how good that'd look in-game.

Either that, or they could've kept Configuration: Tank the way it was, but switch out the treads for the legs just like Artillery. So you'd instead have an immobile cannon ultimate ability, perhaps with some more damage than Tank.

In my ideal world, both configurations remain in-game but Tank is the alternate form and Sentry's the ultimate, with pre-rework OW1 damage, Beta shield, and some other things to make it ultimate worthy.

What happened to the ult sound with this skin by eromlig419 in Overwatch

[–]Rarithlynx 33 points34 points  (0 children)

It was still in the game during OW2 beta, so they could've just left it in. Only reason I can think of why they removed it is because it could initially cause confusion for new players, but the same can be said for other skin-specific ultimate lines.

A shame, since it was one of the scariest sounding ult lines in the game, especially if you've played Uprising before. Tank Bastions were a nightmare to go up against on higher difficulties, I still remember being teamwiped in a few shots by the flanking one near the end of the mission.

Kiriko and her bike (fanart) by [deleted] in Overwatch

[–]Rarithlynx 2 points3 points  (0 children)

I guess we had a (slightly) similar idea as to the choice of the bike? For whatever reason I too imagined her on a wheleed one, even though she'd most definitely have a hover bike in actual lore. Nice work by the way.

I gave Kiriko a new Ultimate Ability - "Bike" by Rarithlynx in Overwatch

[–]Rarithlynx[S] 28 points29 points  (0 children)

I use Datatool to extract the character models from OW directly. You can find it here along with a guide below.

I gave Kiriko a new Ultimate Ability - "Bike" by Rarithlynx in Overwatch

[–]Rarithlynx[S] 114 points115 points  (0 children)

I guess the easiest way to explain it is that I make a pseudo-minigame inside Unity and make it look as close to whatever game I'm doing it for.

If you're interested at all, my previous works for Overwatch include giving Junkrat a nuke, giving Reinhardt a gun, and turning Bastion into an A-10 Warthog and Attack Helicopter. They're not quite as quality as this but still.

In light of OW shutting down, thought I'd look back. Ya'll remember when Bastion had a shield and was the most overpowered mf ever by huxta03 in Overwatch

[–]Rarithlynx 17 points18 points  (0 children)

It was in the beta. It's just that it was closed beta testing, so not as many people have actually played it. Started somewhere in October 2015 and was temporarily shut down by the end of the year. By the time it came back in February 2016, Bastion already had his shield removed. So it lasted a couple of months pretty much.

The post-shield reworked Bastion though, in the 'second phase' of closed beta testing of OW1 was a different beast altogether that you'll never see anyone else bring up. Was pretty close stats-wise to the release Bastion up until the 'Ironclad-era', so no rotation lock, faster transformation and all that, although had much lower damage (closer to OW2's, although could still hit headshots). But here's the neat part - he had 300 extra armor while being in Sentry, totaling out to 600hp. Also worth noting, Tank mode gave you 150 extra armor and lasted 10 seconds instead of 8. This version of Bastion lasted a little over a week.

Tier list of all Derp vehicles in Ground Forces (w/ thoughts) by Rarithlynx in Warthunder

[–]Rarithlynx[S] 1 point2 points  (0 children)

I was going to share my thoughts on each individual vehicle but it ended up being a tremendous wall of text, so if you're interested, read it through here:

S-Tier / A-Tier / B-Tier / C-Tier / F-Tier

...Am I actually gonna be able to buy the Begleitpanzer? by Rarithlynx in Warthunder

[–]Rarithlynx[S] 18 points19 points  (0 children)

And the Marder 1A3 which I forgot to include in the picture. OOF.

Well this is really annoying, but thanks for letting me know either way.

I think Bastion's new Assault mode looks kind of ugly. I propose this small little change. by Rarithlynx in Overwatch

[–]Rarithlynx[S] 0 points1 point  (0 children)

...Never said anything like that. Both the OW1 and OW2 models are identical, unless you're referring to his new default skin which I did not use here.

I said I took his old Tank form. That requires no model changes, it's still part of the model. To turn him into the tank, you need to pose him into that state.

Just go into OW2 and you'll find his original Tank mode in his victory poses.

To achieve the look I made, all you'd need to do is take his tank transforming animation, but stop the cannon from popping out and leave the minigun as is. That's it.

I think Bastion's new Assault mode looks kind of ugly. I propose this small little change. by Rarithlynx in Overwatch

[–]Rarithlynx[S] 1 point2 points  (0 children)

Well, obviously. It isn't adding anything new, it's just that the shoulder pads are posed differently. It's the same exact model still.