Cosmic Void: Crew of the Lullaby Hello space-friend and pixel wrangler! 👋 We’re a small but passionate group building an emotionally rich cooperative 2D top-down space adventure, Cosmic Void, where 4-6 players come together aboard the PSS Lullaby to navigate hazards, manage ship systems, and uncover mysteries of the void.…
@Pinkfox I actually set it up that way originally, then combined my objects for no actual reason. I will rebake tonight with the objects as separate elements. @reedcsy I actually am using this exercise to experiment with a hybrid approach where not everything has a highpoly. I wanted to originally use something like trim…
1) Try not to burn any bridges, espcially ones you are standing on. 2) There is no better time to look for a job than when you already have one, it takes the desperation out of the search and allows you to be a bit more objective. 3) No one should ever hold it against you for making your life better. Some petty people…
That's rough, there has to be something out there for a talented guy like yourself. About teaching, I have no clue about the UK but in the US you need one degree higher than the course your teaching. So to get up to the decent paying positions you have to go through a lot of schooling, the cost and time investment is why a…
Norron - Awesome, we're on the same wavelength then. roosterMAP - I'll take any DX comparisons as a compliment, thanks! Amberd - Cool, thank you! Added some wayfinding decals to try and break up the tiles a bit. I was messing around with lens flares and some post-processing now that I'm closer to finishing. I tried to keep…
genwu Your ramp pieces seem to be pretty dense over the curved area. You probably don't need that much curvature accuracy considering the player will never see a cross-section of that surface. My ramps have fewer edges in that area than yours already and I'll probably still reduce the amount by half. Speaking of mine,…
Offline renders like Vray will be here to stay because they render with pure brute force, no pun intended. They can force renders of wildly unoptimized scenes that other real time rendering packages will crash into oblivion on. Plus for in depth compositing, I don't think Unreal can split out all of the many render…
Mumm..I could duplicate the subtools, remove all the control loops of the parts before re doing the boolean on a low poly and fix verts on that instead of doing the retopo. Is that what you mean? Since we talking booleans, they seems to always cut a bit too sharp in the mesh and that gives me a bit more aliasing that I…