Such a lovely video i enjoyed watching it a lot
I’m really liking the staff and the sword though the bow could use with a little more kind of naturalness if you’re looking for that kind of model, if not then it’s pretty much perfect, I love them.
Currently making a house edit mode for my game,
It is in its very early stages which currently only wall and floor creation is available
(Mostly gui is just a prototype and not final)
I would love to hear some feedback back from you to encourage me continue on this more
(I really need it!)
Swimming pool and ladder removal when?
Also, perhaps you could try implementing a dollhouse camera for the walls, so you don’t have to look down quite so steep?
like this effect here,
where walls that would block the view into a room get shortened to about half a foot
meanwhile, I recently moved to Illinois, and after driving around a lot, i kinda realized “hey… this would be like… super easy to make as a driving game, because there’s nothing out here”
only creating road around where there should be road.
to do: Wedge recycling, Prop placement
In Primitive, players get the chance to build whatever they’d like. Here’s a small video showcasing a creation by one of our testers
I’ve been working on a new dragon model for Shard Seekers for a few months:
The entire model is going to have a little over 110 joints total once complete, but most of these joints will only run when the model is nearby or if the device is high-end. Most of Shard Seekers’ player base is on mobile, so I’ve spent a lot of time optimizing the game’s animation and LOD systems in preparation for this.
Downscaling the texture to 1024x1024 makes it look like a potato sadly, so I’ll need to spend a lot of extra time cutting/optimizing uv maps, or I might just end up using Roblox materials
Or split the model into 2 textures. Also are you mirroring the texture to save on texture space?
I’m only working with the right side to improve workflow. The uv map does contain both sides though. Whether I should mirror the texture depends on if I want characters to have asymmetric customization options like scars; although things like this can always be implemented as additional parts instead of as a texture. Splitting the model into multiple textures can cause problems if I want to be able to “LOD” the character into a single mesh when extremely far away, but I can simply have a separate low res texture for that case.
This is what the texture quality would look like as-is, downscaled to 1024x1024 without doing any additional texture reformatting optimizations:
I could probably get over 2x the detail by optimally packing the texture. Optimizing complex textures like this by hand can take days though, and I can’t seem to find any tools that automatically pack uv islands and transform pre-existing images to the new layout.
Even if I do optimize it, it’s frustrating that I can’t upload above 1024x1024 for use in high-LOD scenarios on more powerful devices (the texture is 8k)
Using Roblox materials would result in something like this:
I’m working on a voxel based shooter as my side project, and I just implemented explosive weapons. It’s a lot of fun to blast holes right through the map lol.
Im actually pretty Excited for it to come out. Any ETA?
Not yet - there’s still a long way to go with Survival. It’s a background project at the moment as I’m still updating Blox Classic; once I release Classic fully tho, it’ll be a full time thing. I’d give it a month maybe?
Could you try a combination of Roblox material and Decal/Texture?
I use it for my special Zimmerit versions of my tanks
it’s not the best effect, but I like using it, as the visual style of my game relies on roblox materials, and to use full textures just… feels off style
This reminds me of Ace of Spades
Yeah it’s inspired by Ace of Spades. I booted it up to play a while ago but the servers are shut down, and I’ve never worked with voxels before so I decided to give rebuilding it a try. I also plan to add some new features and experiment a bit, but that FPS-builder vibe has to remain!
I don’t recommend this. It double’s the polycount of the model. the way that roblox handles decals/texture projection is by creating a second mesh that is just slightly bigger then the original mesh and giving that mesh the texture/decal.