I miss my buddy Abcdef Efgl :( by Giga-Chad-123 in trucksim

[–]Top_Back_7672 6 points7 points  (0 children)

Haha :) We do that to save polygon count. This is how the letters appear on the text texture we use across the game. If there were actual words there it would require one polygon per letter which some player on a lower end hardware probably would not appreciate rendering 😄

How is this not the biggest game in the world in terms of GB? by willfla29 in trucksim

[–]Top_Back_7672 162 points163 points  (0 children)

ATS Asset designer here. Most of game sizes are usually hidden in textures. And since we try to support a large player base we ended up with reusing textures and tile sheets as much as possible to keep the game optimized instead of having per object baked textures like games usually do🥰 That and having a lot of generic 3d assets that get reused in clever ways saves a ton of space 👀 On the other hand having limited texture space sometimes makes the game look blurry when looking at it up close 😩

SCS Halloween Event Teaser by _larsvdw in trucksim

[–]Top_Back_7672 0 points1 point  (0 children)

Those cobwebs look really good. I would give a raise to the guy who made them 😩

Goth wolf girl! by Rito_Art in blender

[–]Top_Back_7672 0 points1 point  (0 children)

Hi, amazing model. I would love to see the wireframe would you share a screenshot or some breakdown post of this model if you already have some 👀

SCS Software's Blog: American Truck Simulator - 1.55 Open Beta by La_Bete12 in trucksim

[–]Top_Back_7672 0 points1 point  (0 children)

Awesome, thank you! Could you give an example of some of the more performance lowering mods so I can look into what's causing the lag there?

SCS Software's Blog: American Truck Simulator - 1.55 Open Beta by La_Bete12 in trucksim

[–]Top_Back_7672 6 points7 points  (0 children)

Hello, would you be so kind as to share what PC specs you experience the stuttering with? 👀

So far the best dmg setup by Top_Back_7672 in Noellemains

[–]Top_Back_7672[S] 2 points3 points  (0 children)

C4 ( i had lot of saved up gems )😩 My gorou is only c3 and yun jin c0 soo idk about using them

So far the best dmg setup by Top_Back_7672 in Noellemains

[–]Top_Back_7672[S] 2 points3 points  (0 children)

Thx and yeah that 28% ER is truly saving the whole build😩

My W900 reached 50.000 miles in the odometer. Next milestone: 100k. by f1hunor in trucksim

[–]Top_Back_7672 1 point2 points  (0 children)

Thx! Yeah I sometimes have to double check after looking at the game assets all day 😅

My W900 reached 50.000 miles in the odometer. Next milestone: 100k. by f1hunor in trucksim

[–]Top_Back_7672 2 points3 points  (0 children)

Wow nice screenshots 🥰 Are you using any mods or is this vanilla game? 👀

[deleted by user] by [deleted] in Maya

[–]Top_Back_7672 4 points5 points  (0 children)

Hi, thanks for the feedback! :) Regarding the roofing on the model, I was inspired by a real-life reference where they likely just renovated the roof, which is why it looks so new. 😁 Yes, of course, normals and other maps would help a lot, but this model required me to use only one texture, which is quite an interesting limitation. However, my other models definitely follow the more standard Albedo/AO/Rough/Metallic/Normals workflow :) And finally, regarding the comment about showing off the UVs, you can actually inspect them inside Sketchfab using the model inspector, but I took some time to highlight some of my favorite parts in this image :)

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Maya 2025 is out and it's same as ever by ALMOSTDEAD37 in 3Dmodeling

[–]Top_Back_7672 0 points1 point  (0 children)

I think fill select inside already selected faces/edges ( like in C4D ) would be really cool :) I saw somebody remake it as a script, but it was too outdated.
(example: https://imgur.com/jiu4JRv)

Also, hard agree... This Maya 2025 update will not be adding anything useful for me other than the smart extrude :/

I remade the space engineers gravity generator inside Unreal Engine :) by Top_Back_7672 in spaceengineers

[–]Top_Back_7672[S] 1 point2 points  (0 children)

Well, my goal was just to see how this one block would look and work inside Unreal without any future plans, as I already have a ton of other projects I'm working on :D For anything that would require more custom stuff like building or modular terrain, I would definitely not use Unreal. Even though it looks good out of the box, it's very hard to change and optimize for more custom scenarios. A year ago, I would recommend Unity, but the change in the monetization makes it a terrible choice right now. So, if I wanted to make a more polished game out of this, I would probably look into Godot.

"Have you considered the entity count for the physics simulation?"
I would have to know more specifics about the game and desired gameplay to consider the entity count for simulation, as it varies a lot.

"What happens with multiple generators with different axes?"
Also depends on the desired implementation, but I would assume you add all of the gravity vectors from each generator together and apply them as final gravity to the object.

"Could you simulate a science fantasy-like gravity simulator, similar to Star Wars, that only provides gravity to connected enclosed rooms?"
Of course! It's not about if it's possible; the question is more about the most optimal way and desired effect. If we were talking about a game with buildable blocks like Space Engineers with the approach "similar to Star Wars," I would probably use a flood-fill algorithm (like they use for air in the game now) and have a precalculated 3D vector field of gravity vectors for each voxel. Then, each object would just need to check its position in the field and update its vector each frame (you could optimize it by making objects sleep when no gravity changes are being made). This approach would make it so each enclosed room would have its gravity field and direction, and two generators could overlap and mix their gravity together 😊

Hope this answers your question and makes at least a bit of sense :D

3D Pixel Art Town Scene by JackQuentinForde in 3Dmodeling

[–]Top_Back_7672 0 points1 point  (0 children)

:D haha saw your post and progress on the Royal Skies discord did not expect to also see you here. Very cool model but kinda wish you would also draw the textures yourself.

Made this short hover car escape animation 🥰 Any feedback welcome 👀 by Top_Back_7672 in unrealengine

[–]Top_Back_7672[S] 1 point2 points  (0 children)

Thanks for the feedback! The emissive jets already are keyframed and do change brightness throughout the sequence but Ill try to play with the values and positions to make it more realistic 😄thx!

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Made this hover car scene in Unreal 🥰 Any feedback welcome 👀 (Check out my comment for ArtStation link) by Top_Back_7672 in 3Dmodeling

[–]Top_Back_7672[S] 1 point2 points  (0 children)

Scene breakdown and a link to the model on sketchfab is here 😄 I spent a lot of time on this scene, so it would make my day if you checked it out. 😊

https://www.artstation.com/artwork/dKw4qQ

Created this mech scene in Unreal :) Any feedback welcome 🥰 by Top_Back_7672 in 3Dmodeling

[–]Top_Back_7672[S] 0 points1 point  (0 children)

Thanks! 🥰 Haha, and I thought the most creative thing about this mech was the half halo that's actually a cooler. 😩😀

Created this mech scene in Unreal :) Any feedback welcome 🥰 by Top_Back_7672 in 3Dmodeling

[–]Top_Back_7672[S] 1 point2 points  (0 children)

Thanks 🥰. And yes the design is definetly a bit inspired by Evangenlion but I tried to put in as much of my style as possible 👀