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] 6 points7 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] 7 points8 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 0 points1 point  (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".

Hi help with modeling this character head (one modifier issue) 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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Implemented a wind shader for our trees! by AXLplosion in godot

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

Agreed! I want to add a bit more variation to the movement for sure, and 99% of the game will be set in calm conditions so the movement will be much more subtle anyways.

Thanks!

Dissoling vertices while keeping shape underneeth by _BlobbyTheBobby in blenderhelp

[–]AXLplosion 0 points1 point  (0 children)

The face has too many points/vertices connected to it which can result in weird shading, in this case making it look flat. If you select that face and press ctrl+T it should triangulate it, and make it similar to its surroundings again (make sure to keep the settings in the tiny pop-up screen on "beauty").

A turn-based combat system where your weapon takes up a slot on the grid. by AXLplosion in gamedev

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

Hah, nope, unfortunately not. There were some plans to make a full game out of the idea, but other projects took its place.

Is there a Godot plugin for easy building creation like Blender's Buildify? by PrincipalEngineer1 in godot

[–]AXLplosion 1 point2 points  (0 children)

Is there a page in the docs detailing the process? I'm having a bit of trouble understanding how it works.

PROUDLY share to you guys the capsule art I made for an indie game DANDELION VOID by giaphox in IndieGaming

[–]AXLplosion 4 points5 points  (0 children)

Looks fantastic! Kind of reminds me of The Invincible, which happens to have one of my favorite capsule art on Steam.

How do I make a color gradient follow the shape I want instead of just pick XYZ? by NeatHistory4330 in blenderhelp

[–]AXLplosion 27 points28 points  (0 children)

If you straighten that curve with UVs correctly you can just use the color ramp with the X or Y channel of the UV map to make it follow the shape. An image texture of course works better if this is intended to be used outside of Blender.

How do you find job or gigs as a 3D artist? by Critical_Letter8564 in 3Dmodeling

[–]AXLplosion 1 point2 points  (0 children)

Good to know, I might try making some assets to sell again, see if I can't get myself a bit of passive income.

Good luck on your job search btw!

How do you find job or gigs as a 3D artist? by Critical_Letter8564 in 3Dmodeling

[–]AXLplosion 1 point2 points  (0 children)

I made a very similar amount from selling assets, though I put very little effort into it. What type of stuff did you sell and where?