lots and lots of rounded noise yes
it’s all terrain really is
lots and lots of rounded noise yes
it’s all terrain really is
Those screenshots specifically contain 7-8 “layers” of noise manipulated in different ways to achieve that specific look, it’s all a recipe
And here it is with vegetation layers enabled
Been making some badges for my game
First time i intended designing my own badge desing tempale from scratch
Which one you would like to have the most?
My eyes are deceiving me, this looks amazingly realistic.
I took me a min to figure out that the second image was not a reference image
I didnt realize until you made this post
This umbrella is useless!
(directional rain; any direction works; can tween direction)
First draft of my city.
https://gyazo.com/f9fafc8b3ce19d8fff4288e27b0bcb33
Train.
https://gyazo.com/bbaeb838a85a02da79eb770d3ce1682d
Got @Theta0 's guns all cleaned up and ready to be used in my new game. Really love the octagonal style and how many he made of them. (I’m only using 46 of them).
https://gyazo.com/0f774a2b71cafd43b6e36727fe90b9e4
Been testing out some of the roblox web chat endpoints by making a chat bot. Here’s a screenshot of it in action:
I can see quit a few uses for this
Finally got around to giving the Robloxian Blu Dragoon a proper body.
Well turns out my brother and I are getting copyright for our new clothing line that’ll be present inside the game my team is working on
We’re also making a prototype shoe irl .o.
So many amazing things will be happening soon and we’re super excited!
“I can post this since it’s also Roblox related ha ha!”
ᶠᶦᵍʰᵗ ᵐᵉ ᴵ ᵈᵃʳᵉ ʸᵒᵘ
ᴾˡᵉᵃˢᵉ ᵈᵒⁿ’ᵗ ᴵ’ᵐ ˢᵒʳʳʸ
I’m an accelerator intern this summer, which I’m super excited about
And although I haven’t been working on my summer project as much as I’d like to, I have been making some progress building the tools I’ll use to build the game.
One of these tools I’m working on is something that simply lets me convert wedge/triangle terrain to smooth terrain. This’ll let me convert my game world into smooth terrain directly from blender
Originally, using a simple fillblock or writevoxels call on a height map, it resulted in pretty ugly terrain with a lot of strange artifacts.
But with some time, patience and lots of help from my friend Quasiduck, we were able to come up with a solution that blurs both the heightmap and the terrain post generation with gaussian blurs, and quite frankly some other math I don’t quite understand
and this is the result!
With things like this and other tools and modules I’m working on , I’m hoping to make some nice progress and cut my workflow before I even get the time to sit down and program the game itself
So I got bored and wanted to work on a digital editing project to take a break from modeling stuff and get a bit better at editing images, so I quickly hopped into Blender to render Blu in a sitting pose with just ambient occlusion for shading;
Other then Blu being fuzzy and the rest of the image being more sharper, its a good edit.
They look amazing.
This is honestly amazing… bravo! I’ll keep my eye out for your work in the future.
Looks amazing ColdSmoke, the way the vegetation is spaced out, yet in clusters is remarkable.
I actually thought that was a real life shot. Phenomenal work!