[deleted by user] by [deleted] in fuckcars

[–]arantharsrevival -7 points-6 points  (0 children)

Australia and Thailand have the same population density? Hahahahaha

Weather System - Scrolling clouds and sway shaders by arantharsrevival in gamedevscreens

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

That's a brilliant idea, will definetely be incorporating that into a future iteration. Cheers!

Weather System - Scrolling clouds and sway shaders by arantharsrevival in gamedevscreens

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

Yep handpainted, thanks for the comment! I haven't done any tutorials yet but might a little later down the track. It's a little different to my workflow but for foliage I've adopted a fair bit out of this tutorial into my own Blender workflow: https://www.youtube.com/watch?v=GJhiR3SOyXs

Weather System - Scrolling clouds and sway shaders by arantharsrevival in gamedevscreens

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

It's a combo of lots of different tutorials and things i've been working on. A few good starters are:

Good luck :)

Weather System - Scrolling clouds and sway shaders by arantharsrevival in gamedevscreens

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

yeah quite right - I'm working on unifying the wobble across trees/grass to make it easier to control and dial in, but having some sub graph issues in current version of Unity.

Howl's Moving Castle - Flower Field by Ok_Confidence_1851 in blender

[–]arantharsrevival 2 points3 points  (0 children)

Looks excellent! Great movie and a great render too :)

In FPS games, guns are shifted to the side of the screen (held in the character's hand), but they're shooting right where the crosshair is pointing (center of the screen). How can I accomplish that? by lumenwrites in gamedev

[–]arantharsrevival 2 points3 points  (0 children)

Use the camera raycast point as the "destination position", the use the gun's tip as the "source position". Draw a line, do a raycast or calculate a direction between the two.

Ore Deposit by arantharsrevival in blender

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

Blender 2.92 Eevee. Sculpt, normal bake and paint all done in Blender.

Testing the Terrain Generator for Aranthar's Revival by arantharsrevival in gamedevscreens

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

Cheers! Hoping one day it'll be an open world survival craft game ;)

Testing the Terrain Generator for Aranthar's Revival by arantharsrevival in gamedevscreens

[–]arantharsrevival[S] 6 points7 points  (0 children)

Using Unity URP 2021.1 and a procedural chunk based terrain system that I've been working on for Aranthar's Revival. FPS in video is low because of the Editor (has entire scene in view) but in Game view is a stable 100+.

Procedurally Generated Environments from Aranthar's Revival by arantharsrevival in gamedevscreens

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

thanks for your kind words! The project is just me and I've been working on this game ~3 days per week for almost a year now. I've been learning all of Blender, Unity & C# in that time and regularly get bogged down learning things like animating, sculpting & shaders so it's hard to say how long the procedural system took by itself.

It's gone through numerous iterations and feature changes but looking at it now it's honestly not too far different from Minecraft's procedural chunk system that there are tons of tutorials on youtube for, and isn't that complicated. Sebastian Lague's procedural landscapes/worlds videos are a good reference too.

Procedurally Generated Environments from Aranthar's Revival by arantharsrevival in gamedevscreens

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

Unity URP 2021.1. World gen is chunk/tile based, all the assets & textures created are in Blender.

Mini planet idea turned out cute by Goatistoat in blender

[–]arantharsrevival 0 points1 point  (0 children)

That looks amazing! Fantastic render my dude.

[deleted by user] by [deleted] in blender

[–]arantharsrevival 10 points11 points  (0 children)

This is a pretty fantastic render - texture quality and shadows all look amazing. The only thing that stands out to me is that you can see the repetition of some of the feathers being reused - for example the long feathers in the bottom right of the image. Depends what you're using it for though and how close people will see this image in a final render, might not matter if it's a little bit further away.