Yeah. The red part determines how rough the water is. I kept it at a similar value to the default Roblox water.
Please make a tutorial of how to make custom normals in photopea so that people can make their own texture packs
Breaking Glass
Nice work, it really does look really accurate! What post processing did you use (if any)?
Idonāt actually know.
Just trying to work on garbage games I guessā¦
Probably fixing this one: Basketball Stars! - Roblox
Well, I really cant and thereās a few reasons why:
- I donāt use photopea.
- The tutorial is basically going to just provide information on how to get started, and then you have to figure out the rest.
- I made these textures from trial and error over the course of a week. To someone unexperienced, this could take around 3 times the time and effort.
- Iām not going through the hassle of trying to figure out how terrain texture blending works, nor am I planning to in the near future.
- I had to play around with size, scale, resolution, and adding empty spaces to avoid texture overlap. Explaining this to someone in simple terms is going to be very hard.
- Also I donāt want to. I have no reason to. Iām busy with other things.
Sorry I canāt satisfy your requests, but Iām busy with my own things including being a high school student as well as having a life to live.
Closed for re-scripting; Revamping the full game and that stuff.
Quite confusing it is. Great illusion
update: iāve finished the library that i mentioned a couple of days ago when i said iāll be remaking it
hereās the comparison between the old library and the new one in my game
(new one)
(old one)
Iāve been working on a FPS game, which is just about my first real game other than a trashy obby. The FPS game has a TON of free models, which Iām not really that proud about, but it did take a while to make. Actually, it is basically a meme game, with a horde of shreks trying to murder everyone lol. I am also wanting to learn more about programming and 3d modeling. Hereās a link to the game if you want to try it: gun test - Roblox
Wow thatās really cool! One thing thats kinda confusing is how the grey pieces seem like its one wall, like I canāt really see the incline until you get right up there. Know what I mean?
Deep Forest (Horror Showcase)
- ALL PBR TEXTURED
- Realistic Visual Effects
- Skinned Mesh Custom Character
Deep Forest WIP - YouTube
credit to: terran4627
for making the vehicle models.
Credit to:Optizim, And BluLost- For helping me make the showcase
Note: this is a WIP (Work in Progress) and is not coming out until Christmas.
I made these simple ornaments to decorate my synty tree. I wouldnāt call myself a builder, it took me over an hour to make and place these, but I think they look pretty good:
wide view:
Still working on my 2D engine.
Iād like to release it soon, but it depends rather heavily on Nevermore, so Iām not sure how to handle that.
Finished a model of the Makarov pistol, and honestly, I think it looks really nice.
1212 verts, 2384 tris
Heyo, I reimplemented one of my favorite algorithms, Marching Cubes.
Itās designed to ātriangulateā voxel maps.
Roblox: https://www.roblox.com/games/8150765359/Marching-Cubes
Repo: https://github.com/HawDevelopment/MarchingCubesRBX
Low-Poly Office
Experience Link: Bloxery City [Beta] - Roblox
(Experience open for public testing early!
Hi Guys!
I rework my Roblox Studio plugins into dockable widgets.
The first one is the Welder plugin from NAAP plugin - this is the most popular function of all.
It has been already done & published (as my first non Free plugin) yesterday.
Iāll add a more informative help function (maybe today) and a YouTube video is around the corner.
Then MSCP plugin will be facelifted too (as a Pro version) in a reworked dockable widget hopefully in this weekend.
The Autowelder widget has a fix dark mode as seen here (despite I use light Studio theme in general), I plan to keep this design in more widgets.