flipped the normals, pull the lower part cylinder inside out like a sock, & you see the inside instead of the outside.
but also I made a textureless cylinder in white color for the top of the liquid and replaced the top of the liquid cylinder with mirrored planes so I can economize texture space.
Posts by shmeuh
texture of the model, optimized it so I can make space for the scene, that was pretty fun by itself, picocad feels like a zachtronic game sometimes :P
#picocad2 #lowpoly #gamedev #pixelart
more low poly stuff in picocad, this one's WIP probably won't finish it any time soon ๐ซ
(added a secondary outline with aseprite)
#picocad2 #aseprite #lowpoly #gamedev #pixelart
couldn't agree more :D mechanic stuff is cool
what a magnificent model :o and the animation is really great, smooth and lively !
Thank you ! ๐ซก
Thank you ! your work is amazing too ! :D
I'd say the second option but I'd guess also setting up the texture space as either 64x64 or 128x128 or anything in-between from the start of an empty project could be practical ?
Asterix XXL, 3D platformer that runs on the gameboy advance
gba is well capable of 3d rendering when pushed to its hardware limits. the model itself is around ~400 faces so with a few tweaks and trimming it could be brought down to 350. and of course ingame there will be need to use a 2D sprite instead of the model to save up computing (like mario kart 64)
thank you ! ^^
Looking forward to this update ! i've been enjoying picocad2 tremendously these days ! :D
Is there any way to resize the texture space for example reducing from the default 128x128 to 32x32/64x64/128x64 so I could export assets with small individual textures without manually messing with uv maps ?
thank you ! :)
thank you vm ! :)
thanks ^^
thank you ! :)
thank you ! ^^
thanks ! and agreed
thanks ! one of these days I'll make a working prototype
thank you ! :)
indeed ! thanks ^^
Thank you ^^
Thanks ! ^^
Thank you !
thanks ^^
really warms the heart ^^ thank you for your kind words !
couldn't agree more !
ahah thanks ! maybe I'm overdue learning godot and do something about it :P
thank you !
imo sometimes you gotta need those "hard limits" in order to get more creative with the tool you've got. Near limitless toolbox almost always leave me stumped. meanwhile picocad is offering hard limits of color & texture space and I love finding new idea to do w/ it. same reason I love aseprite.
thank you ^^
thank you ! much appreciated :D