naps are handy for game design
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naps are handy for game design
look at this perfect (work-in-progress) shoe :D #screenshotsaturday
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look at this perfect (work-in-progress) shoe :D #screenshotsaturday
long time listeners will recognize this as a continuation of this project https://mastodon.gamedev.place/@aeva/113303633154607005 but without reinventing 3d modeling from scratch this time
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long time listeners will recognize this as a continuation of this project https://mastodon.gamedev.place/@aeva/113303633154607005 but without reinventing 3d modeling from scratch this time
i just found out that
at some point got "auto" as a normal interpolation option in addition to the classic "flat" and "smooth" options.i also just found out that enabling the cavity shader, auto smoothing, and the normal map matcap is a great way to spot problems in the mesh
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i just found out that
at some point got "auto" as a normal interpolation option in addition to the classic "flat" and "smooth" options.i also just found out that enabling the cavity shader, auto smoothing, and the normal map matcap is a great way to spot problems in the mesh
i got the hatchback window looking pretty nice though imo
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look at this perfect (work-in-progress) shoe :D #screenshotsaturday
@aeva beep beep
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@aeva beep beep
@aks honk
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i got the hatchback window looking pretty nice though imo
whew ok that's a bit better
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whew ok that's a bit better
@aeva I love seeing this project bubbling up again :D
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i just found out that
at some point got "auto" as a normal interpolation option in addition to the classic "flat" and "smooth" options.i also just found out that enabling the cavity shader, auto smoothing, and the normal map matcap is a great way to spot problems in the mesh
@aeva FTR "auto" is "smooth and edge split modifier", so it's not really a new thing just a new UX for setting it up.
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@aeva FTR "auto" is "smooth and edge split modifier", so it's not really a new thing just a new UX for setting it up.
@ataylor it's new to me
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whew ok that's a bit better
@aeva car car car car car car normal car car car car car car
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@aeva I love seeing this project bubbling up again :D
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long time listeners will recognize this as a continuation of this project https://mastodon.gamedev.place/@aeva/113303633154607005 but without reinventing 3d modeling from scratch this time
@aeva not gonna lie I was really into the reinventing modeling with spline distance fields thing
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@aeva For whatever information is hidden from me about what other people have decided about me, or who they think I am, in all these systems of gluttony, thievery, and the murder of kind, loving, innocent beings, I cannot seem to ever know nor be told. I do not know why I am violently kept in a space of stasis and silence in a world of hatred and prejudice. I simply seek stability. Please, someone help me.
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i just found out that
at some point got "auto" as a normal interpolation option in addition to the classic "flat" and "smooth" options.i also just found out that enabling the cavity shader, auto smoothing, and the normal map matcap is a great way to spot problems in the mesh
@aeva some folks from Volkswagen presented a Blender extension to validate car geometry here.
https://www.youtube.com/watch?v=_80MwJXli2kMight be interesting for this
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long time listeners will recognize this as a continuation of this project https://mastodon.gamedev.place/@aeva/113303633154607005 but without reinventing 3d modeling from scratch this time
@aeva this looks lovely actually, what are you gonna use it for eventually?
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@aeva this looks lovely actually, what are you gonna use it for eventually?
@chengdulittlea the concept has drifted a bit, but the idea is to make a game about driving the magic 97 honda civic cx i had back in the day, with a moderately realistic simulation of the manual transmission, and real speed and distance (a rarity for racing games for a variety of exciting reasons). current vision for it is a time trial game in a variety of interesting environments, and an escalation of absurd power ups
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@chengdulittlea the concept has drifted a bit, but the idea is to make a game about driving the magic 97 honda civic cx i had back in the day, with a moderately realistic simulation of the manual transmission, and real speed and distance (a rarity for racing games for a variety of exciting reasons). current vision for it is a time trial game in a variety of interesting environments, and an escalation of absurd power ups
@chengdulittlea and here's an old prototype showing off what I mean by "real speed and real distance" https://mastodon.gamedev.place/@aeva/113021784811735408
i'm not planning on continuing with the splat renderer, but I am intending on retaining the coordinate system that allowed this to work
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@aeva some folks from Volkswagen presented a Blender extension to validate car geometry here.
https://www.youtube.com/watch?v=_80MwJXli2kMight be interesting for this
@jon_valdes what does it do?
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@jon_valdes what does it do?
@aeva it seems to show a reflective environment around the car that makes it easier to see which lines "look nice". Seems similar to what Freya did in her splines video: https://youtu.be/jvPPXbo87ds?t=1695