(Photos courtesy of Gemini) The PitchI'm a solo dev building Iron Wake, a 1v1 hard sci-fi capital ship combat game in Godot 4.x. The core gameplay loop, UI, and Newtonian physics are already coded in and playable using programmer-art greyboxes.I need a hard surface artist to step in and replace those greyboxes so I can…
In fact when "repeating" the pattern in the three directions (120 segree "apart") and constraining onto the triangle like in case of pattern generation then the spherical projection does work and the "continuoes curves" does fit. Used the almost legaxy trick in blender to instance those pattern geometry on th faces of…
So I'm going to be doing sprite renders in Mental Ray for a while and wrote some custom shader networks in the Hypershade. On one, I have 12 or so attributes around the network that need to be set per surface/asset. What I want to do is have an easy collection of them, so I don't need to dig through the hypershade each…
Hello everyone, I want to share a new tool I've been developing for some time now called VmBaker. It is a texture baking tool mainly targeted at game developers for making low-poly models - but it's really up to you how you want to use it. If you're tired of exporting models from Maya to Blender just to bake beveled edges,…
so i got so far on this , but as with xgen I want to make a distinct parting , but the clump modifier tries to push together the hair guides either side of the parting. I guess there whould be a way to use a texture map to do some kind of region control map. Any ideas? I did try a black and white texture map for the…
Just to clarify. The software I am developing is more similar to Photoshop, GIMP or Paint.net, than to Substance Designer or Nuke. Because of the nature of a node based engine, almost any workflow is possible. My first objective is to implement all the functionality of Paint.net, with some extras like non-destructive…
Hello together, lately our lead engine coder notice some weird normal errors in our engine. Plenty of meshes where containing NaN illegal normal, tangent or binormal vertices. After some inspection on those meshes we found the problems within the mesh topology itself. We also are using mikktspace for generating the tangent…
Goal: Selective Blending Ultimately, what I want to achieve is the ability to selectively blend different channels of the decal with the underlying material. Examples: A metal bolt overwrites roughness, normal, metalness (usually) and color (in most cases) values. A crack might overwrite normal information and maybe…