The Deep End Of The Pool has a free prototype and is now live and kicking on @itchio ! Can't wait to hear what you folks make of it! Go have a try!
https://t.co/sXV1Clkz9Q
#indiedev
Been lurking for a while folks! Sorry about that. Too much creative energies went into my actual job, whereas this account is meant for my personal projects.
But, today, I thought I needed a crone. So, here's a crone!
#indiedev#lowpoly#madeinVR#screenshotsaturday
Been lurking for a while folks! Sorry about that. Too much creative energies went into my actual job, whereas this account is meant for my personal projects.
But, today, I thought I needed a crone. So, here's a crone!
#indiedev#lowpoly#madeinVR#screenshotsaturday
...these particular ones pick a random deviation angle and speed now and then and lerp their velocity towards that continually (leads to nice circly bends!), tending towards the character. They reflect their deviation and velocity when they get to y==0 (*boiiinngg*)
#indiedev
...these particular ones pick a random deviation angle and speed now and then and lerp their velocity towards that continually (leads to nice circly bends!), tending towards the character. They reflect their deviation and velocity when they get to y==0 (*boiiinngg*)
#indiedev
@jobtalle hah well I cheat by making textures by rendering the lowpoly shapes ; ) so they are hard to seperate. Still, not happy with the technique (esp the mesh processing needed) so it's back to good oldfashioned handicraft ; )
https://t.co/p5nK4w2kXp
I'm breaking my no-texture rule to see if I can make modelling the upcomming loads of nature somewhat more managable : ) Can you spot the textured parts? ^^ Not sure yet tho... it's less modelling but way more processing (mostly UVing), and the look, hm...
#indiedev#vr#diorama
...I like this process a lot more than the texutring approach. It's a lot more crafting, but way less awkward processing afterwards. I do need to re-create each and every plant for each new diorama, which is fun ^^
#indiedev#vr#diorama#madewithblocks
https://t.co/w1l8MFkQ1o
I'm breaking my no-texture rule to see if I can make modelling the upcomming loads of nature somewhat more managable : ) Can you spot the textured parts? ^^ Not sure yet tho... it's less modelling but way more processing (mostly UVing), and the look, hm...
#indiedev#vr#diorama
@jobtalle ..the tree's foliage is half texture half modelled, but maybe you spotted that : ) think so yes, I like the abstraction a lot more, though with grasses and reeds etc it's so hard to find good "summary" shapes sometimes... but it's way more interesting to do than UV unwrapping : D
I'm breaking my no-texture rule to see if I can make modelling the upcomming loads of nature somewhat more managable : ) Can you spot the textured parts? ^^ Not sure yet tho... it's less modelling but way more processing (mostly UVing), and the look, hm...
#indiedev#vr#diorama
I mean, I like how it merges with the poly shapes, but... it's feels like cluttered visual complexity just for the sake of it. The hand placed poly shapes feel much more deliberate, more handicrafted, no?
...maybe I just have to soldier on hand placing every poly ^^