That looks amazing!! How did you do the grass exactly?
First, I used Blender to make a set of four meshes that are just two planes with normals facing outwards & mirrored UV maps.
https://i.gyazo.com/ec34814b6c54e9ceab3820fe155d565c.gif
Next, I imported them into studio and created a simple cluster placement script. The individual “grass tufts” are made up of two randomly selected grass meshes that are slightly rotated towards eachother. Non-textured, it looks something like this:
The end result looks something like this:
The mesh is just because the min width on roblox is 0.2?
I imagine that if we could set the width to 0 (or 0.0001) you could’ve used decals for this.
but sadly, that’s not the case, and even if it was, gg: your grass looks awesome
The mesh is so that it’s just 2 planes per mesh instead of a squished box. Not that it’d make a huge difference, but it also allows me to use the same image for all 4 meshes and easily invert the UV maps for perfect mirrored textures.
Do you progressively place them?
As of right now I’m just placing them by hand. I’d imagine having thousands of these buggers would be really detrimental to performance, so I plan on only rendering grass that is nearby the player. Still haven’t decided on how I’m going to go about that.
You could cast a ray from the sky towards the ground, ignoring non-ground stuff.
That’ll give you the position (basically the height) you can place grass at.
If you want the grass look exactly the same everytime you visit the same spot, use procedural generation.
Just do something stupid like makeGrassHere = (pos.x+math.sin(pos.y))%1 < 0.2
(idk, math)
Rotationg of the grass would also be some formula like that.
you’re better off googling it and reading stuff written by people that actually know stuff about it
Oh, should’ve noted that it’s not 100% hand-placed lol
Basically I go into play mode (not a plugin because I’m lazy) and go around clicking the ground where I want to place a cluster. The cluster is made by grabbing several random positions in a circular form and then raycasting downwards from those positions, grabbing the normal of the surface and aligning the grass tufts accordingly. Rotation and texture is also procedural, procedural generation is my go-to for just about anything.
(Tree placement works the same way, I click to spawn a randomly selected trunk. A random rotation + lean is applied, then leaves are layered over the trunk(which also have a random rotation))
Are these grass textures downloadable somewhere? They look perfect!
That bridge… hotcha!
Let me know if you figure it out, this subject interests me a lot when it comes to scripting.
I love the cartoony look!
the bloom seems to be a bit much, so it’s hard to see the details on some of the images,
other than that. Coolio
Not a current project, but a gear I made during my internship last year just got released.
It makes your dude look way cool
https://t3.rbxcdn.com/83f7126d9702056e429d3cc7ef5d22a1?.png
https://i.gyazo.com/7620542bd7bee6d604f022eb0644c216.mp4
Fill your map with dino plushies! And it’s only 250 robux!
Why did you make the tool so big on profiles?
Because I wanted it to look cool and unique. Too many gear are the same old right-hand-holding-a-thing. I swear the value of gear would go up ten fold if gear would experiment more with changing your avatar pic. Like leaning on a sword or sitting in a chair.
The value of gear would go up ten times again if it could be equipped as a “hat” (non-functional, attached to character, and can be taken into any game).