What are you working on currently? (2017)

Finally! qq I’ve been waiting for ages for collision filters. Now I just have to wait another month probably…

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Polished the way a day cycle (every 30 minutes) looks in my game and I’m pretty happy with the colorful results!

[details=4 images]http://i.imgur.com/xyediqo.jpg

http://i.imgur.com/gJZODcX.jpg[/details]

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Small side project with a friend

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Teaching myself more non destructive blender modifier editing.

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Skin modifier?

I’ve been implementing some kind of LOD mechanism for multiple visual effects/trails that I’m working on, and it turned out surprisingly well. I’m showing the lightning one as example because I’ve shown that one before


Before, about 20 FPS:

https://gfycat.com/FittingDeliciousAfricancivet


In this example I’m able to get as high as 55+ FPS with my LOD tricks with a ton of effects on screen:

https://gfycat.com/SoulfulUntriedBrahmancow

Basically what I’m doing here is decreasing the detail of effects in the distance in two ways: if they are further away from the camera, they update less often, and the amount of lines per effect also decreases. So the detail stays in front of your camera, while effects in the distance have less detail. That leads to better performance because you have to update less stuff per step.

For low-end devices, the distance drop-off will be closer-by compared to high-end devices, but both devices will maintain 50+ FPS.

(Note: this is an obscene stress-test, I’ll never put so many intense particles on-screen at once in an actual game :grin:)

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Wrong name, Its called the “Sp00ky Sp00der”

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Yeah, pretty basic, theres a decimator in there too

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#Thank you! Thank you! I gladly accept the golden gun awards.

(P.s. this is a screenshot from the render viewport with the gold matcap)

So for the past 3 hours I’ve been working on my prized anti material rifle in Planetside 2, the NS Archer. Weighing in at a heft 18,301 polygons, its the most detailed weapon I’ve ever made in blender. And also the 20th weapon I’ve modeled in Blender. (Yey! milestone achievement sound pls!) This is being modeled for my character I posted above, its mesh is not final yet as I still have a few tiny bits of detail to add in but its good enough to show off now.

P.s. I know its missing the ejector.

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probably could’ve used ninjaripper and just ripped it right from the game but that works too

the archer is pretty rad

Thought about it honestly, but I wanted to be cool make it myself rather then cheat my way out.
Plus its a learning experience soooooooooooooooooooo.

But yeah Archer = god send. Anti everything, got a nice 320 kills with it, unlocked it about a month ago.

More UV mapping and themed skins, featuring bee movie quote

This is the first skin ive ever made so bare with me


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You can’t use bees and wasps interchangeably like that.
Bees are bros.
Wasps are not bros.

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Our racing project is turning out to be quite amazing so far

A big video teaser of the game so far

https://www.youtube.com/watch?v=iJkG5FyMmOk&feature=youtu.be

Please let us know how we are doing it so far, did you like it? Any changes needed? Let us know :slight_smile:

I wouldn’t last 2 minutes with those cars ><

It looks nice but everything seems to be chugging a lot (either camera or car) why is that? Maybe you’re forgetting to set the right physics ownership somewhere?

What do you mean?

Also note that i am not even racing i am just showing the controls the physics the powerups the camera and so on… I am basically showcasing rather than racing there. Also it is captured from roblox video capture and it dramatically decreased a lot fps

I don’t race

The car looks it’s being driven by Tracer on steroids. I think the physics need a little work.

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It is meant to be like that as if it’s a toy car. Further more investigation on car’s physics will be done after alpha release of the game and tests