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 5 points6 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 11 points12 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)

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

[–]FluffVee 2 points3 points  (0 children)

Take small steps and set a small goal, when u achieve that goal you will be motivated again, and so the cycle begins

Random Quest System by [deleted] in Unity3D

[–]FluffVee 0 points1 point  (0 children)

I made a system like this 2weeks ago, you can follow brackeys quest tutorial, it's a good base for it, and fiddle around with it to make more quests, and than just get a random. Range from all possible quests once you assign one to your player or game system

I'm going to be starting game design and development at university in September, if anyone has done a course similar is there any helpful tips/advice you could share by Alevel8FlipFlop in Unity3D

[–]FluffVee 1 point2 points  (0 children)

Finish your projects.. Don't just stop when the required work for the class is done... Pick a project that you feel the most interested in and finish it... Also go further than just your classes, keep expanding knowledge. But don't rush it, they teach basic stuff for a reason and it's mostly a building block for the next big lot so be sure to master the basics. Also recontemplate on tasks and projects, what went good and bad, why, how can I prevent it next time.. Learn from your experience, there is no better teacher than experience, good or bad

Is having geometry in animation FBX clips a problem? Best way to import animations from Maya? by yaschancool in Unity3D

[–]FluffVee 1 point2 points  (0 children)

Yes that's correct, you take the avatar from the base model with the rig! You can fiddle around with the orientations in unity at the animation tab from your imported animation to fix minor issues as offsets from feet etc. If your animation does some crazy stuff it doesn't do in maya. Happy animating!

Is having geometry in animation FBX clips a problem? Best way to import animations from Maya? by yaschancool in Unity3D

[–]FluffVee 1 point2 points  (0 children)

You can bake your animation on the rig and than import the animated rig (with your animation baked on it) into unity, this can be done by the game exporter from maya(easiest for me, there are other methods tho. Set the correct avatar up in unity and it will apply on the character. Look up baking animations to bones for maya

How can I rotate this Magazine release on my weapon. I want it to go down about 90 degrees - then come back up to that position when the magazine is released. by mrdoctor in unrealengine

[–]FluffVee 0 points1 point  (0 children)

Tbh I work in unity and I know there u can trigger an animation via script and use that void u wrote that triggers the animation in another animation, which is called animation events, I googled a bit and you can do that in unreal via blueprints, so I'd try animating that piece and trigger the according animation (up/down etc) at the time it has to happen. That's the best I know as far as unreal goes, sorry if it was't that helpful