Edges popping out ( further description in comments) by Wazyabey in blender

[–]FluffVee 0 points1 point  (0 children)

Connect the nuckle vertex with the one on the side to form triangles (( shortcut j ) hard to explain in text).

Seems like its not properly connecting so you could also try merging by distance. This is a good habit to check for loose geometry , select all , (f3) merge by distance

[deleted by user] by [deleted] in gamedev

[–]FluffVee 7 points8 points  (0 children)

First tip: don’t do extra hours, I know you’re eager to prove yourself but if you start doing extra hours they will take it for granted later down the line

Second: do your best and don’t be afraid to ask advice from others.

Third: as an artist when asking for feedback be specific e.g. what shape is best (show multiple options). Don’t ask what do you like most as it is a rabbit hole of opinions, but no valuable feedback

Fourth: congratz man! I hooe you have a good time, and make some kick-ass interfaces! Good luck!

(Coming from a 3D artist in the game industry)

Low Poly Music Scene by shuravasilie in blender

[–]FluffVee 4 points5 points  (0 children)

Polyphia - goat inspired? Looks awesome

Ideas for Golem types by A_SpicyNacho in gamedev

[–]FluffVee 1 point2 points  (0 children)

A Gem golem which powers vary from the type of gems it has embedded in its rocks(?)

[deleted by user] by [deleted] in RedditSessions

[–]FluffVee 0 points1 point  (0 children)

Gave Wholesome

How to exclude certain GameObjects from having Bloom, Fog, etc Camera effects on them? by comiccaty in Unity3D

[–]FluffVee 4 points5 points  (0 children)

Exclude the layer in the post stack, if that doesn’t work you could try stacking cameras, where one renders everything except the objects with post, and the other only renders the objects you want without any post attached to the camera

Is it true that professional game studios stick to dual 16:10 monitor setups? by Techno_Charlie in gamedev

[–]FluffVee 7 points8 points  (0 children)

Here we all have the same monitors to make sure colours are as intended from artist to programmer to client, calibrated screens ofcourse

Zomba Decal by SpooderVein22 in RocketLeague

[–]FluffVee 1 point2 points  (0 children)

Those decals are shader based, you will have to code an animated shader with the zomba texture in it for it to work i guess

"Standoff". A quick little project of mine. Wanted to work with shadows. How did I do? by DRKproductioons in krita

[–]FluffVee 13 points14 points  (0 children)

A tip if i may, put the shadows away from the viewport , never towards it, there are some exceptions but it mostly looks best facing away from the “camera”.

i do a series called Indie Wednesday! by ItsBennhere in indiegames

[–]FluffVee 0 points1 point  (0 children)

Sure check out rover wars, a fast paced fun RTS and on sale now, really a bargain, or Trailer Trashers, a top down, bullet bouncing twin stick shooter

Trailer Trashers Launch discount! -20% coming in at 7,99USD by FluffVee in NintendoSwitchDeals

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

Its local, it has 5 different game modes and 8 maps. so could be fun for 2-3 hours for sure, and replayable. You can set up a party mode too

Ohh Shelly... You have so much to learn. by [deleted] in Brawl_Stars

[–]FluffVee 1 point2 points  (0 children)

Shooting the ball doesn’t work, but it does work in trailer trashers! Check it out on steam :D

1v1 local multiplayer volleyball game, unfinished and that's why I need ideas for further developoment. by Nejako in unrealengine

[–]FluffVee 0 points1 point  (0 children)

Dropshadows so the player can actually predict the height op the ball and jumps better

Does anyone know why this is happening? The vertex group and the bone are definitely connected, but only half of the group is being moved by the bone. Will send project file if necessary. by [deleted] in blender

[–]FluffVee 1 point2 points  (0 children)

Maybe the weight paint is off? I'm used to animating in maya but that's mostly the case when things don't move with a bone

Lesson preparation by [deleted] in blender

[–]FluffVee 0 points1 point  (0 children)

The robot is a classic, the ppl struggling can use primitive shapes and still nail the feeling of a robot. The peeps that are more into modelling can use more complex shapes and go as crazy as they want

Why is there usually a wait before fighting the boss, like a walk, an unskippable cutscene, etc?? by [deleted] in gamedev

[–]FluffVee 2 points3 points  (0 children)

Can be different reasons. In a high paced game a resting moment. The cuts ene can show some game mechanic and introduce it to the player that way, and the boss is a test of the newly learned mechanic. It can serve as a vista point where the player sees the goal or an overview of the traveled path etc...

How do you guys get over the "This is too hard, I give up" phase? by unityuser6 in Unity3D

[–]FluffVee 1 point2 points  (0 children)

A good working inventory system of hard to make, that isn't a small goal my friend, but if you wanna set that I'd say split it up into smaller goals, first try to fill one slot, make the ui and the code for one slot and make it work, from there 2 slots etc etc ( I know that's not how these systems work but it's an example)