I first heard of removing texture repetition with Cell bombing in one of the Unreal Engine tech talks.
Then saw it in action in the City Sample project.
In this video, I go over how to create it step-by-step in Unreal Engine materials.
youtu.be/tQ49FnQjIHk?si=vUH1…#gamedev#ue5
El 95% de los modelos 3D de mi juego usan una simple textura de 128x128 píxeles, cada uno de un color distinto.
De esta forma no solo reduzco el uso de memoria sino que me resulta más fácil elegir colores y mantener una coherencia.
Female butt surface forms are shaped by the major fat pads, while the glute muscles create the underlying structure. Understanding this layering helps explain why the female butt usually appears softer and rounder than the male butt. #anatomy#3dmodeling#characterdesign
いよいよです。やりましょう!
Pizza Kidd の Kickstarter は
6月11日 午後12時(米国東部時間) に開始します。
—
Bora pra cima — a gente consegue!
Pizza Kidd chega ao Kickstarter
dia 11 de junho, às 12h EST
WIP for water spell "Hydro-Megia." We captured water particles from Blender in combination of a customized Mesh distortion in unreal to make it! We'll show you more when other spells are done!
#VFX#Blender#unrealengine#indiedev#indiegame#stormcorebringer
Solo dev tip: One texture for every asset. gradient atlas limits you. it also saves you. i'll take the trade.
the old stone wall was bothering me. modeled a new wall and matching tower. if no one says it looks good i will iterate on this scene until i die😥
Our feature artist/ref today is on FORESHORTENING ARMS by @ruchikapose! The MID-POINT of the arm ( here marked with WHITE bands) SHIFTS BACK VISUALLY when foreshortening - combined with the OVERLAP caused by the WIDTH of the upper forearm, we see VERY LITTLE of the UPPER ARM!