What are you working on currently? (2024)


Since last year, I’ve been working on a voxel building game! You can build with friends, engage in PvP, or live on the edge and fight off monsters! It features an isometric camera toggle, tons of disasters, and more. Launch is tomorrow at 4pm EST and here’s a link to the Discord:

7 Likes

I’m working on a game called “Noodle time” A pretty cool game, i actually just made a post about it, lol





Remade some UI for my plugin, also game UI??? :0

10 Likes

me and my good buddy chat gpt are working on an arcade style zombie game (“zombies: arcade”)

5 Likes

This looks great! Just one question, when does everyone in the thumbnail look like they’re all using the Steven bundle?

Thank you! All players load in with the Steven bundle + their own body colors/accessories, helps with the Minecraft/voxel aesthetic

1 Like

Drop the toolbox assets, and learn to make assets yourself. Trust me when I say this; it will make all the more difference in not only your game, but also your development skills!

1 Like

im sort of going for an old roblox type of style
and i suck at blender and all things building

(i do indeed know how to make assets, though)

how did you get the fade off in the sides?

UIGradient, I just changed the transparency property

1 Like

Ahh yes, the stunning visuals you can still make with roblox classics. I will always miss og roblox.

1 Like

10 Likes

but wouldnt putting it this way cause overlapping on the corners?

1 Like

A new bus pack for my Public Transport Simulator


3 Likes

finished the custom footstep system today. it rolls different sfxs for every step - making them sound more organic instead of the pre-mixed sounds

8 Likes

i tried remaking outlines and it ended up OK

8 Likes

Sorry for the late response, no this isn’t done via tweening, the camera has actual keyframes here.

There is a rig with 1 bone that the camera uses. These animations are typically made in blender by me

1 Like

Sneak Peaks 2




11 Likes

Currently working on improving the stability of my DataStore managment software which I recently released into Beta.

2 Likes

Within the last couple days, I returned to my best restaurant cup model, the Mary’s medium cup, in preparation to re-import it to Roblox. I might be proud of it, since it’s the most detailed and realistic disposable cup that I believe has and will be in a video game–but that’s the problem with this cup’s lid: its detail really increases its polygon count! Like, the lid alone is ~ of its triangles.
A small image showing a wireframe cup model with its lid selected. Its sides use few triangles, but its lid has so many small triangles that it's almost a solid color in some areas. Text: "Objects 4/6 Vertices 6,775/7,325 Edges 11,591/12,660 Faces 5,563/6,119 Triangles 5,563/6,119.
Once I exported the cup from Roblox Studio (a while back) and noticed this, it has sort of bugged me since; That cup’s lid is way higher-poly than the cup and straw, which have a lower triangle density. I couldn’t leave it like that, so I’m going to try simplifying the lid in a different way, by using a normal/bump map.

First, I completely remade the cup’s UV maps:

  • In general, all three meshes will use separate textures, so their textures and UV islands can be placed somewhat more optimally. (I still kind of suck at prioritizing which sections get more texture space, but I refuse to use automatic UV mapping; I like creating and organizing my textures by hand.)
  • The cup texture’s upper half is dedicated to the sides of the cup; Below this are its lip (under the lid) and underside “walls”, followed by its bottom surface (inside and outside the cup).
  • The lid and straw have much more basic texture mapping. The lid’s just a top-down projection, and a tall, thin texture will wrap around the straw.

After I re-mapped the lid, I exported parts of it from Blender to Inkscape as SVG files, then made each shape solid, saving the results as PNG files. These images were imported into Substance Designer (Yep, I own it!) and used as height maps for normal maps.

The normal map will imitate the lid’s smaller details, like the logo text, Mary’s mouth, and the four cute buttons around the “straw platform”. This is what the project’s node graph and final normal map look like:


Oh, and here’s what the medium cup looks like with my cute UV grid texture applied, showing part of its UV map:

Lastly, I made a new cup mesh today! I figured that since Mary’s is a fast-food restaurant, it needs multiple cup sizes, so I stretched and added extra rings to the medium cup to make a new large cup! Conveniently, it reuses the medium cup’s UV layout, so textures made for it will work for both cups (though I would still like to make specific textures for the large cup to account for its thinner lower section).
A tall, reflective disposable restaurant cup in a dark, desaturated void. It doesn't have a lid or straw.
:sad: This probably wasn’t interesting (and it’s probably badly-written thanks to my brain falling apart), but I felt like I should share what I’ve been working on. Hopefully, my next post will show the more optimized cup model in Roblox Studio.

EDIT #1: I’ve removed any lid details that the new normal map imitates, and it doesn’t look too bad for a mesh with ¼ the polygons of the original mesh, even if the buttons look obviously flat now… Some things have to be sacrificed for optimization, unfortunately…

This is what the lid looks like now, with a temporary colorful texture applied so it’s easier to see the normal map. Anything that doesn’t have a black outline is formed using the normal map.

EDIT #2: Oh, how knowledge of Roblox development and mesh optimization can really help improve potential tool/item models… Before very recently, my cute and realistic cup was ~6k polygons. Now, with my post-2022 knowledge (SurfaceAppearances and Blender experience), that same cup is just under 2k polygons!
image

6 Likes