My game uses hand-painted lighting instead of dynamic per-pixel lighting. Like retro 3D games, I paint vertex colors across the mesh. A custom shader blends textures and multiplies vertex data to render light and shadow—entirely by hand.
@thestanduppod This is why I love Jon’s games so much, because they always start out by exploring some abstract idea, and then turning that into a game. Most devs start with a genre, and then design a game for that.
@EHuanglu This is what Anime looks like right now, and that’s is the best AI will ever do because that is the content it’s trained. Look back at how different anime looked in the 90s, 80s, 70s. Without people to innovate, AI content will always look the same and people will stop watching.
@Joey_FS@FrogmanDev It does. It’s completely geometry dependent so the more geometry/polygons you have the more high resolution the lighting will apprear.
After 2.5 years and countless ideas, I’m excited to share that I’ve finally found the perfect name: Studio Quale. It embodies my vision for the games I want to make—unique, philosophical, and introspective experiences through interactive design.
@nobodynowt hi there! Are you by chance selling your latest painting of Mario painting Peach? I’d so I would love to purchase it. Send me a DM if so :)
New #UE5 Rendering doc about Post Process Material User Scene Textures.
This doc walks through setting up screen blurring effect using these new material expressions.
https://t.co/Y5LCrk6OSb
Eternal Knight is a souls-like, player vs. environment medieval, survival horror game with a high level of difficulty and a world and creatures set in dark fantasy.
Support us on Kickstarter: https://t.co/p4LSkVpzjs
Wishlist our game on Steam: https://t.co/ECZQQ28Ac2