delko your project looks really awesome! the retro feeling works so good. i got a small suggestion for your cover art though.. youve got some unlucky parallel tangents which weaken the composition a bit (elements touching other elements - ex. the front car would look a little more interessting if it would intersect a…
A paintscheme for the dicta boelcke programmer, Hernan. He and I, as well as the beta testers, will have schemes made by me to identify eachother easilly in tests. The scheme borrows elements from Hernan's family crest.
A quick test for a low poly character using two 512x512 maps for diffuse and opacity. I had fun getting a little carried away on the texture. It should be half the size for the ingame elements and less detailed.
Really nice tutorials Xrg ;) thanks, I learned a lot ! The transition between elements are well made. But I rather like the "flat" (block colors) version with no scratches ...I guess it's just personnal taste.
Vertex painting can get you the same look, but it requires separating the mesh into separate elements, or splitting edges to get hard edges on color separation. I do agree that painting vertex colors is a lot faster though.
@Veko: ha ha fully a mess,- well thx will be improved for certain LEViATHAN: it does not really intigrate well yet,- maybe suggestions? - I need a animation that pops in and out if you hover over images or text elements to zoom in and out.
Barrel looks good but the target could read better. You can either make the wood a lot darker and less saturated to make the red pop, or make the red target darker almost black red. The 2 elements blend together too much right now.
its because the loading order is not always right,- hit a refresh in the browser and in most cases it should be ok. I need to loop through the objects once loaded and fix their order in needed. In most cases clipping should then not be an issue ;) Looping is just for now,- will upload soon another demo where it will come…
Another OTTTD sketchfab upload, this time it is the first level of the game. The ground texture uses a Render TO Texture (RTT) to bake the gore bits and shadows straight into the ground to speed up performance on the mobile platforms. [SKETCHFAB]889b205df5474aeab42b1f3a9c34ebf6[/SKETCHFAB] Packed Texture with PackerPro. A…