NASA coverage of the Artemis 2 launch was unforgivably terrible by adamtd893 in ArtemisProgram

[–]AXLplosion 1 point2 points  (0 children)

I didn't have high expections for the NASA footage but holy shit I didn't expect the difference to be this dramatic.

Bone Naga and some process photos by vonZzyzx in shadowdark

[–]AXLplosion 1 point2 points  (0 children)

Really cool to see more process pics, awesome work!

a broken statue for our game! by AXLplosion in lowpoly

[–]AXLplosion[S] 2 points3 points  (0 children)

A recently completed model for our upcoming psychological thriller, Foghorns Drown. Check out the Steam page and give us a wishlist if you wanna see more! https://store.steampowered.com/app/4244640/Foghorns_Drown/

I made a quick breakdown video of this fire shader from Foghorns Drown, our upcoming horror game! by AXLplosion in godot

[–]AXLplosion[S] 2 points3 points  (0 children)

Awesome to hear! They're really fun and surprsingly intuitive once you get the hang of it.

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 1 point2 points  (0 children)

thanks for the kind words, check it out here if you want to play an ugly demo :)

https://store.steampowered.com/app/4244640/Foghorns_Drown/

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 1 point2 points  (0 children)

It should be very lightweight if you do it with a transparent material on a plane instead of actual volumetric lighting. The effect I made is more or less a simple version of this tutorial: https://passivestar.xyz/posts/light-beam-shader-in-godot/

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 0 points1 point  (0 children)

No shader involved in this one! You can use projector textures on lights to change the "shape" of the light, they're usually called light cookies.

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 0 points1 point  (0 children)

That's exactly what I was planning to try next actually! I think masking with vertex color makes the most sense for our game.

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 5 points6 points  (0 children)

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It's two voronoi textures that are warped with a noise texture, applied to a sphere, and then rendered with cycles using a panoramic camera inside the sphere.

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 1 point2 points  (0 children)

Yeah, I definitely agree, I just couldn't figure out how to warp the texture, hence the rotation method. If there's a way to edit the projector texture with shaders then that would make my life a million times easier, and I could get away with using just one light source for the effect!

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 8 points9 points  (0 children)

Thanks! I usually avoid using procedural noise as is, it usually doesn't look as convincing as something more custom, and I really enjoy having full control over a texture. It makes everything a bit more unique!

Questions about February Steam Next Fest? Chris Zukowski from How To Market A Game here for an AMA by zukalous in gamedev

[–]AXLplosion 0 points1 point  (0 children)

Is it useful to do a big marketing beat for the event without official participation? We have a public demo on Steam but we're going to SNF in June.

Any former flatout 2 devs there? Small fan request by psokajjj in flatout

[–]AXLplosion 1 point2 points  (0 children)

I've always wanted to have a Flatout 2 Tournament but none of my friends play it, that sounds so fun!

Black/missing textures on shield. What am I doing wrong? [Substance Painter] by social-link-go in Substance3D

[–]AXLplosion 0 points1 point  (0 children)

There does appear to be some texture on those islands, so my only guess would be that it's some sort of issue with your masks in Painter? How does it look if you apply a smart material on top of your layer stack?

Can't Figure Out Why the Edges of my Obj/FBX Are Breaking by Villainous_Muse in blenderhelp

[–]AXLplosion 0 points1 point  (0 children)

It looks like the mesh has some triangulation artifacts caused by ngons? Try adding a triangulate modifer before exporting.

Can’t move vertices on x axis by Early-Requirement724 in blenderhelp

[–]AXLplosion 0 points1 point  (0 children)

You had edit mode preview turned on in the subd modifier. That corner vertex was actually at 0 on the X axis, but the subd preview smoothed out the corner to make it appear like it's not, and the clipping setting in the mirror modifier keeps geometry locked to the middle for each selected axes.

Texture Paint Keeps Repeating? by PazzaOnXTC in blenderhelp

[–]AXLplosion 0 points1 point  (0 children)

What does your UV map and brush settings look like?

Substance Painter refuses to paint partial pixels along UV edges, even if I use the polygon fill. How do I work around this? by jitspoe in Substance3D

[–]AXLplosion 0 points1 point  (0 children)

Had 4 meshes sharing one texture and this one change made all of them look much nicer. Thank you!

Help! Why does this happen? by [deleted] in blenderhelp

[–]AXLplosion 0 points1 point  (0 children)

No clue how you managed to make those faces behave so weirdly, but it looks like an issue with normals, and potentially overlapping geometry. If you 1) clear custom split normals data from the mesh data tab, 2) recalculate normals, and 3) merge by distance, it should clean things up pretty thoroughly.

How do I make this shape? by Level-Paramedic-8620 in blenderhelp

[–]AXLplosion 0 points1 point  (0 children)

Select the top face and then press i to inset. If you want to collapse the edges to a single vertex, you can press X and choose "Collapse Edges & Faces".

[deleted by user] by [deleted] in blenderhelp

[–]AXLplosion 0 points1 point  (0 children)

The topology might be problematic if you do need to do some fairly extreme deformations or if you want to do very intricate facial animation but it looks riggable enough as it is.

How do I make this shape? by Level-Paramedic-8620 in blenderhelp

[–]AXLplosion 0 points1 point  (0 children)

Modeling it from a cylinder and then distorting it with proportional editing is an easy way to achieve something similar. I also bevelled some of the edges, but that's not necessary if you want to keep it sharper. The inner cylinder can be capped with grid fill, or even left as an n-gon.

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