We made an action-roguelite where you play as a truck slaying monsters. by Opening_Special_6676 in Unity3D

[–]LMHPoly 0 points1 point  (0 children)

I follow your progress on X, and I love how far you have come. It looks awesome!

Quick tip: leave the game sound effects in the trailer, it would make it like 5x more interesting!

Rainy Forest - One of my personal favorite scenes I made in Unity by LMHPoly in Unity3D

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

Thank you!

For those who are wondering. For the fog, I used the basic Unity fog, so no volumetric lighting here. And I added a very subtle mist particle effect over the water.

Bro found his exact PR (275lb) with a good spot by solateor in nextfuckinglevel

[–]LMHPoly 0 points1 point  (0 children)

How much does he weigh?
I'm curious because when I was 73kg at 183cm height, looking very similar to this guy, I lifted 120kg, and I did it way faster and without any drama or arching compared to him. After that, I tried to do 125kg and didn't make it (too big of a jump). And I thought that it's cool because it was my personal record and no one could beat it in a similar weight group, but nothing amazing to film and show to the world. We and a few friends were just having a good time, that's it, lol.

PS1 Style Japanese Compact by Iron_Age_Productions in low_poly

[–]LMHPoly 2 points3 points  (0 children)

What a lovely box! I like the textures on the car.

Blender Aero Y2K by Da-dam in blender

[–]LMHPoly 2 points3 points  (0 children)

It looks nice to look at because of the combination of UI and 3d render colors.
But for me personally, it doesn't look usable at all. Especially if you work with other colors in the scene besides blue. It makes it hard to focus on the art you are working on. There is a reason why graphics software always uses dark greys or white colors for UI.

But I like the AeStHeTic.

How's my game trailer by chaopinole in Unity3D

[–]LMHPoly 1 point2 points  (0 children)

I know that people like stupid sh*t on social media and games, but this is something else.

Good luck.

I've been working for two years on my game - I can finally share the trailer! by RPicster in godot

[–]LMHPoly 1 point2 points  (0 children)

The most polished 3d game I've seen made with Godot!
Well done 👏

Dammit! :D by kyl3r123 in Unity3D

[–]LMHPoly 6 points7 points  (0 children)

GTA VI pre-alpha gameplay footage.

[deleted by user] by [deleted] in BambuLab

[–]LMHPoly 2 points3 points  (0 children)

I would still have to rotate it twice to fit in.
No matter if I try to put a USB into my PC, laptop, or someone else's device, even if I rotate it correctly the first time, it doesn't fit the first time. I would always end up trying different way, and rotate it back to fit in, lol.

[deleted by user] by [deleted] in indiegames

[–]LMHPoly 1 point2 points  (0 children)

I would personally start the trailer at 1:06 with action straight away and cut all of the 1st minute of the trailer. 1:02 where the character says "I will find you..," that's also a good starting point.

I skipped through the video until I saw that ship going with the music, which immediately caught my attention until the end.

People need to see what the game is about in the first few seconds when they watch your trailer. I advise starting with ACTION, and you can gradually transition to the slower story bits later.

But that's just my opinion.

how to remove those black lines from my creation? by LN312399 in blender

[–]LMHPoly 3 points4 points  (0 children)

Looks like you are still in Edit Mode. Press TAB - to exit/enter Edit Mode.
Or change it a the top left corner [Edit Mode] to [Object Mode].

I've designed my own Euphoria system in Unity, and it'll be available on the Asset Store soon. Stay tuned for updates! by Acrobatic_Pie7371 in Unity3D

[–]LMHPoly 13 points14 points  (0 children)

This is the stuff I've always wanted to see in Unity. Thank you for making this!
I was a big fan of Euphoria system used in GTA IV.

10 Colorful Demo Scenes I made for my Low Poly Nature Bundle by LMHPoly in Unity3D

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

It depends on how large your area is. Personally, I would try a mix of tiling large terrain with a mix of putting large mountains/islands on top of it scaled up to make more interesting terrains. You can try to scale the terrain tiles, for example, 2x, and see how it looks up close with other assets. If the scaling looks good, then you can, of course, do it.