What are you working on currently? (2024)

CAN THE ROBLOX ADMINS HlRE THIS DUDE FOR THE SKYBOX UPDATE? PLEASE? WTH

normal map online is one of the best things ever.

silly infinite obby

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Stylized forest progress#3


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ready to publish this as a free model


hopefully this won’t explode people’s computers when they insert this thing LOL
edit: https://create.roblox.com/store/asset/18520608022/Complete-World-Map

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ik its basic but I spent about 4 hours making this out of boredom

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is this like a world role-play game when u paint land, I am addicted to that game rn lol

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also why is America east and not west?

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i think in east asia and oceania it’s common to have the world map with oceania and east asia in the middle, while the americas are to the right and the rest of the world to the left

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Oh that makes a lot of sense, I remember hearing about America wanting to make the US the center of the map at some point, didn’t know that Asia did that.

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honestly i never knew either, i just learned this lol

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It’s a simple little trick where you set the FogColor in Lighting to something very high (such as (450000, 450000, 450000) and it causes (what I assume is) a floating point error when rendering colours therefore limiting/banding the amount of colours outputted for a pseudo-cel shaded effect when combo’d with highlights.

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That’s very interesting! Thanks for the info bro :relaxed:

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Hey man, recently tried it out, it was super super cool!

Was wondering did you add in any lighting technology or extra lighting objects?

Thanks!

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You may tweak it how you like, but for me I made the colours ‘pop’ more by adding ColorCorrection with increased contrast and slightly reduced brightness. Also, to remove the glowing bloom from bright lights I added a Bloom filter with both Intensity and Size set to 0 (to more replicate cel shading!)


From there you may want to, depending on your desired artstyle, use custom materials/textures to have smoother surfaces as some of the default materials using this setup can be too grainy/intense I find.
(The default CorrodedMetal material on the right, left is with a plain solid colour texture overlay to make it less intense)

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Thanks for the info! It was definitely a cool experience.

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My fully textured real-time pixelate filter, which is a super optimised raytracer running 60-80+ FPS at 100x100

I recently added a proper sphere projected skybox, which took some time to get working code for

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Progress

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Had a little technical fun setting up a simple procedural interior generator with preset building blocks (you can add any new room of any shape and angle and it should work). It works a little similar to how I imagine Lethal Company’s system works, where it will connect rooms via doorway points and delete the doors between them.


It will also generate a minimap and hide other floors:

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