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(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…
Oh, and I should note that sometimes I can select the shells that shot back, move them, then undo that move and then they'll shoot back to where they were supposed to be. This doesn't always happen tho. maybe 50/50 chance.
Take the clamp output and use depth to soften the edges? Or do a 50% opacity line that's slightly thicker and multiply that over the RGB output, and then take the 100% opaque line that's a tad smaller than the 50% one and put that on top of everything?
Witcher 4 teaser looking pretty schweet. The prerendered unannouced graphics card seems to be fueling the 50 series speculation online aswell. Hopefully, if it is, it doesn't cost a kidney.
Weta has a line of 50s retro-futurist raygun props under the Dr Grodbort's Infallible Aether Oscillators name. If you you're not going to the 50s style, you could probably do a lot worse than digging through their catalogue.
I'm in. I've pitched a collab idea to a friend i used to serve with. Hopefully he says yes to a 50-50 contract, as i'm terrible with design :] Anyone know of a knowledge database of which shader settings are available to which finish styles?
Is there an example of a good looking (modern) unity game. It just seems like everyone in 3D Art Showcase & Critique uses UE4. You would think it would be 50/50 in this forum since unity is really popular in general. In most gamejams there is a huge bias towards unity.
RobertHammer - I was using http://www.pixagogo.com/1706244501 for my references and it seems about 50/50 there. And my reasoning for going with the green is because I thought it would be more interesting to look at then an all black gun.