I’m developing a humorous simulation video game set in an open world where you can work various jobs. I’m blending the classic/retro style of Roblox with modern lighting.
What do you think?
CAPTURES:
I’m developing a humorous simulation video game set in an open world where you can work various jobs. I’m blending the classic/retro style of Roblox with modern lighting.
What do you think?
CAPTURES:
WOW, that actully looks really nice… I’m really curious what post-processing effects you’re using
They are definitely using Sunrays and Atmosphere. They could be using more.
This classic style and modern style mixed together is VERY GOOD AND COOL! Good job on this! How long did it take to make? Is this a public game?
This has gotta be one of the best builds I’ve seen today! It reminds me of a game I used to play that did something rather similar, and it just looks stunning! Great work, keep it up!
To be honest, I don’t really like that there are studs on EVERYTHING, but overall I think it looks good!
Ahh, very nice use of color here! Purple and yellow are complementary colors.
Haha, funny seeing this. Just yesterday I was thinking about adding a country in my game called Mexas, a portmanteau of Mexico and Texas
My favorite thing about your builds have got to be the emotions of the colors. To that end, gray is never just gray, and black is never just black. Instead, light cool hues are used for gray and dark blue for black. I do the same thing in my games as it’s a principle of color theory for art in general.
My one recommendation is, start building with stud increments. Right now I think your scale is set to 0. But if you stick to increments like 1, 0.5, 0.25, 0.125, 0.025, etc. you’ll find things will align better, and look better. Like for example, your stud textures won’t be uneven. Also, your gas station pumps will be symmetric in spacing.
Amazing work so far
I am using SunRays, DepthOfField, Blur, and ColorCorrection, thank you very much!
Thank you very much! This has taken us a few weeks to make, about 4. The game is not public yet, as we plan to create a large map.
I really appreciate your comments! As for your country ‘Mexas,’ it sounds great. Regarding the scale I use, I mainly work with values of 0.5, 1, and 0.25.
I appreciate it :)
Ahh, my apologies. Upon looking at it again, I realize that indeed you do use those increments. The reason I thought otherwise was because in some places the stud textures were getting cut off, which is something you often see when increments aren’t being used.
But then when I looked again, I noticed the stud textures are getting cut in perfect halves and quarters, showing indeed that use of stud increments is not what is causing the misalignment. It’s actually the fact that the texture is 1x1 studs so any size less than that causes clipping. If you prefer avoiding that, there is a technique to use.
You can create clones of the MaterialVariant
with different StudsPerTile
values. Then depending on how much smaller it is than 1 stud, just the corresponding variant.
This is completely subjective though! If you don’t mind the clipping then use your current method.