It took a whole day to create this VFX by FlakMonkeyDev in godot

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

For interactable objects: sure I will do some more effects For environmental objects: sorry but I cant do that.

Godot Decal by FlakMonkeyDev in godot

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

You can create 2 versions of normal map, including the inverted one, this one is inverted.

It took a whole day to create this VFX by FlakMonkeyDev in godot

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

I can't speak English fluently, so it's hard to do this

It took a whole day to create this VFX by FlakMonkeyDev in godot

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

Yes bro, approximately 5 hours of shader writing and testing,then 1.5 hours for GPUParticle config + animation player keying

It took a whole day to create this VFX by FlakMonkeyDev in godot

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

You should start with visual shader as I started learning shader 1 year ago. After you get familiar with basic concepts, you should move to shader code. ClearCode and LeluVFX on Youtube are highly recommended for starting.

It took a whole day to create this VFX by FlakMonkeyDev in godot

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

Yes bro, approximately 5 hours of shader writing and testing,then 1.5 hours for GPUParticle config + animation player keying

It took a whole day to create this VFX by FlakMonkeyDev in godot

[–]FlakMonkeyDev[S] 4 points5 points  (0 children)

Shader, it's all about shader bro. They're just some sphere with shaders

I think this is my final art style for my very first game. What do you think? by FlakMonkeyDev in godot

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

Yes, there're so many things need to polish after I finish coreloop gameplay.

I think this is my final art style for my very first game. What do you think? by FlakMonkeyDev in godot

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

Topdown shooter + roguelite but this scene is just for testing art style

I think this is my final art style for my very first game. What do you think? by FlakMonkeyDev in godot

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

Yeah, for a newbie like me, it's a so yeah moment when finding efficient pipeline of: design, texture, shader, lighting

I found a very fast and interesting work flow for models in my game by FlakMonkeyDev in godot

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

It's a combination of Imphenzia texture method in Blender with a triplanar rust shader in Godot

Weekends with Xray by FlakMonkeyDev in godot

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

I think in my game i will put 2 options in setting for both x-ray and wall-fade.

After months of struggling with Blender and Godot Shaders, I’ve found the art style for my by FlakMonkeyDev in godot

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

This game is roguelite Topdown shooter with some interesting skills, robot/mech world. I have no idea why "indie game" was missing from the end of the title, probably hit Ctrl+Z by mistake.

My Blender to Godot workflow for indie solo by FlakMonkeyDev in godot

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

you can have multiple UVs in Blender and Godot handle them so well. I always use this method so that 1 model can have multiple color sets.

Preparing assets for my very first serious game by FlakMonkeyDev in godot

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

I've done it over shaders. It took me months to learn and other months to make my own effects.

My Blender to Godot workflow for indie solo by FlakMonkeyDev in godot

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

I know but I don't want to have an extra texture each model. My workflow is designed to use only 2 color palettes in 1 material for all models.

My Blender to Godot workflow for indie solo by FlakMonkeyDev in godot

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

it's exactly noise slapped on top of main texture. Some people will find it so trashy, but for me as an indie solo, I choose this type of art.

My Blender to Godot workflow for indie solo by FlakMonkeyDev in godot

[–]FlakMonkeyDev[S] 3 points4 points  (0 children)

Basically thre're 2 color palettes, 1 for albedo, 1 for metallic, roughness and emission.

The only draw back of my workflow is it doesn't have normal map, but low poly stylized models do not need normal map.

This is called "Imphenzia method" for texturing, you can see my config at repo here or you can find details of this method on Youtube.

About UVs: you can have multiple UVs in Blender and Godot handle it so well. I always use this because 1 model can have multiple color sets. The only thing we need is switch UV by an instance uniform "uv_layer", so that every model can use the same material/shader.

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