finally learned vertex colors (b ᵔ▽ᵔ)b
Posts by Charles Boury
I don’t know well skeletons and skins, so I don’t know why Godot couples a skin and a mesh so thightly. Vertex Weight is encoded in the mesh, right? What’s a skin??
Discovered the same problem a few months ago, the alternative is to have all mesh instances in the same Hkb, children of the skeleton, and toggle the one you want in Godot. It’s messy
Sharing my first year progress!
From my first diorama in Blender to my first game environment in UE5. What a journey!
2024 - 2025
#art #ue5 #b3d
4 of my 3D portfolio pieces - Door, Apple, just a box, and fall
hello again #portfolioday !!!!
i'm a 3D environment / prop / texture artist working in games, and a hobbyist illustrator on the side. you shall find here a character that knows how to paint a little object, for certain
🎨 www.artstation.com/stobin
💌 stobinart@gmail.com
weren't we cozy in the primordial grotto
#backpack-girl is getting a proper backpack
Woah meme le miro il est dans la DA 💫
Really fun! A big diorama, right? Wait I wanna see 🫣
😮
today's work on the #jungle project
took a step back and made the blockout of the entire island
I already put a few secrets under the trees🌟
Designing visually distinct buildings with the same footprint on a hexagonal grid was tricky
rig controls
#backpack-girl
today was blocking out a secret bunker
Still a lot of work 🫤 but the gist is here
That's the best I can do :D
wow achievement!!! great result
there's joy in quick doodles too 💨 besides, often the result I get after over-tweaking for days is not worth it :/ So I tend to lean more towards the overall vibe of a piece instead of its details.
But you're the master of polished paintings!! you're so talented 😍
Main ref, by Paul Emile Boucher, Art Director for Absolver
www.artstation.com/artwork/YKPmkq
This has reminded me of my most controversial gamedev opinion:
Ease of use is WAY more important than optimization.
Better to waste a little texture space or a few polygons and get work done easily than make something perfect that takes more effort to finish.
Here's a quick thread about how the procedural material is set up to enhance the details of the editable terrain in Island Architect, without baking any textures. Still details I want to add, but I'm happy with the foundation!
Here's the final result and the diffuse texture:
#gamedev #indiegame
*closes Unreal (work project)*
<restful, relieved sigh>
*opens Unreal (side project)*
Noted, I’ll try to write on these subjects for next post 💫 thanks for your nice propositions!
Je ne suis pas expert, je sais seulement qu’un shader cutout permet d’éviter la majorité des coûts de la transparence. Mais faut benchmarker parce que ça dépend de plein de trucs
Thanks. The leaf is a portion of a 1024 texture
I plan to write more yes! Do you have some specific problem to tackle? The more specific the better
Today's work was figuring out a kit for temples
11 modules for now
night time
Backpack girl and this are 2 different projects, working on them in parallel 🌞/🌚
Backpack girl is a solo project dear to my heart, tightly scoped. So no enviro there 😅
Oh definitely ! Tiny Echo is so pretty, messy and painterly. I don’t aim for this style, but this game has influenced me for many years