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needed a mage for the scene. all i had was a low-poly swordsman from a character kit coat, boots, that whole
adventurer silhouette. didn't want to model a new character from scratch when most of him was already the right vibe.
30 seconds on the sword. pinched the blade into a diamond, slid the handle up so it reads like a staff topper instead of a grip.
same coat. same stance. holds a different weapon now and apparently that's enough to read as a different class.
Needed a longer iron fence from a kit for a scene corner. Scaling it would distort the bolts, thin the posts, and widen brackets. Instead, I pulled the middle vertices, moved planks to keep spacing consistent, and added support brackets. It’s the same kit module, but it no longer looks like the original.
camping scene, needed a low table for the firepit area. first thought was to grab a chair and scale it down to table
height. but you scale a chair like that and the legs come out thick and short, the seat ends up too wide, and it looks
like a stomped chair, not a table.
duplicated one of the chairs instead. ripped off the seat and the back. what was left already looked like a table.
cleaned up the top edge, raised it a bit. same wood as the chairs.
this cabin is in every kit i've used this year. it's a fine cabin. it sits at the corner of a lot of demo scenes and a few shipped
indie games. nothing wrong with it. i'm just tired of seeing it.
deleted it from the scene. modeled a different one in its place. roof a bit lower, windows a different shape, porch i actually
wanted. all of it inline.
different cabin.
Round 3 of Tiny Chef Town behind-the-scenes.
After texturing, today is rigging. Rigged the main character and all customer animals in one sitting.
Used humanoid bone presets, applied auto-weights, and fixed minor deformation issues (shoulders, knees, tails). The whole cast took about 2 hours.
The best part was doing it entirely inside Unity.
The game is out now on Google Play! Link in the comments—would love to hear your thoughts 🍦
#indiedev #gamedev #Unity3D
Round 2 on the Tiny Chef Town behind-the-scenes texturing the food truck this time.
~3 hours, working in Unity with a tool our team built.
It's a mobile game and it's up on Google Play right now link in the comments.
Would love to hear what you think after you try it 🍦
Made the asset yesterday, picked a texture i was happy with at the time, moved on. Lit the scene today and the texture is wrong.
Not subtly wrong — just wrong under actual light. One of those that looks fine flat and falls apart with shading.
Swapped it in 30 seconds. Just changed it inline.
Both textures are sitting in a build by end of session. Going to A/B them in-game and let that decide instead of staring at
thumbnails.
working on a western-era asset for a scene. moved over to camera work, playing with cinemachine angles, and one shot kept showing a
spot that felt off. nothing wrong exactly. just empty.
jumped to edit mode on the asset right there, dropped a few screws where they made sense, added a couple more rails on the side. back to the camera.
making a stair frame for a library scene.
needed wooden decor along the railing, evenly spaced.
usually that means duplicating a prop, dragging it, squinting, dragging it again, eyeballing whether it lines up with the others.
that whole loop.
drew a line on the rail. they fell into place.
adding new geometry to a scene that already 'works' is the part of dev i've always been bad at. one prop in the wrong place and
lighting tanks, occlusion is off, something z-fights.
needed a cabin for one corner that felt empty. modeled it
inside Unity, kept the proportions to what the trees nearby were giving
me, dropped it in.
5 minutes from "i should add something here
" to "it's there." faster than i'm used to. now going through the scene with a
flashlight looking for what i broke.
every time i do aggressive decimation on a store-bought mesh i brace for the UV to come back wrong. burned me too many
times.this one was 1982 faces. quadified first to clean up the triangulation, then decimated down to 1066. FFD 4×4×4 after to fix
the silhouette where it needed to match the scene.opened the texture preview kind of squinting. it held. silhouette held too.
We built this entire game inside Unity from start to finish using our team's own tool, UModeler X — and the process was truly satisfying! 🛠️✨ 'Tiny Chef Town' is finally live on Google Play! 🐾🍦 It's a cozy tycoon where you grow a tiny ice cream shop into a lovely animal café. 🐻🏠 If you have a moment, please give it a try and share your thoughts. We’d love to hear your feedback
We've been heads-down on Tiny Chef Town for a finally hit Google Play this week a cozy growth tycoon
where you start with a tiny ice cream shop and slowly turn it into a café full of animal customers 🐾🍦
(Built the whole thing inside Unity with UModeler X, which is also our team's tool. weirdly satisfying.)
If you've got a sec, give it a try. Curious what you think.
Now on Google Play: Tiny Chef Town.
The cat character you see in the game? Our team built it entirely inside Unity.
No Blender. No Maya.
Modeling → UV → painting → rigging → animation — all 5 stages in UModeler X.
Download the game and meet the character live. Yes, that's the same cat moving on your screen.
▼ Links in the comments
#UModelerX #Unity #GameDev #IndieDev #TinyChefTown
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