Mallet brings Source 2 map editor tools into Blender.
Hotspot UVs, physics placement, fly camera, scale cage, mirror handle, material manager, AO vertex baking and more.
All built around fast workflows for Source 2, Unreal, and Unity.
link in comments
On all-realtime vs all-baked debate (imho):
- Depends on the game. Teardown is one thing, CoD is another. Different tradeoffs for different gameplay.
- Depends on the place. Many games mixed different approaches for interior/exterior. (thread)
https://t.co/tew84doycT
Finally, Magic Lightmap Switcher has been completely redesigned and published in the Asset Store.
Main Changes
- Shader patch is no longer needed
- Performance has been significantly increased
- Presets now support any data
My friend Eugene (who've lost his old account unfortunately) just released a new version of Magic Lightmap Switcher. I tested it yesterday, and it seems much better than before - blending LMs in a compute shader and encoding them to BC6H on the fly, spread over multiple frames.
After 3 years of work, it’s finally here.
My new game Plentiful launched in Early Access today.
It’s a sandbox where every change has consequences —
too many trees drain the water, one spark can burn everything.
It’s a bit different — we’ll see what people make of it.
If you've played Ghost of Tsushima, Control, Alan Wake 2, Injustice 2, Black Ops 6, Hellblade 2, Split Fiction, Hellblade 2, Hogwarts Legacy, Mortal Kombat 1, Suicide Squad, Jedi Survivor, or Horizon Forbidden West - you've seen this hair artist's work either directly or have seen someone he trained personally to create hair at this quality.
He is the same artist that taught me how to make hair for games. I spent time with him in his hometown Hyderabad, India. His name is Naky Solanki.
Him and his team are the 1992 Chicago Bulls of hair for real-time games and no gamers know who he is.
Usually once a month I allow myself to work on something experimental and fun even though it's not important for the current stage of the project.
Since I haven't had time for these "developer fun days" for a while, I decided that today would be one of these.
Here's some experimental terrain stuff that I did today:
- Parallax mapping / depth gradients
- Parallax self shadows
Pretty "old school" tech by modern standards but visually quite stable and relatively cheap for rendering.
20/30
best thing about low poly low fidelity graphics is that the level desing and enviroment art can be done sort of at the same time.
or maybe im too impatient
Environment art is a slow process for me (considering it's one of my weaker skills) but man, Scythe by @kronok is a good time, reduces software switching a ton considering there's a whole suite of tools for hotspot mapping
Very WIP
#gamedev | #indiedev | #unrealengine