Alienhead Posted October 19, 2024 Share Posted October 19, 2024 Just making a single thread to hold screenshots after a days dev. This is from my 'Hurricane Cleanup Manager' title. 3 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 19, 2024 Author Share Posted October 19, 2024 My first play around with the SpecGloss.family shader... I can already tell IM GOING TO LOVE this shader set.. Got some awesome ideas in mind. 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 19, 2024 Author Share Posted October 19, 2024 Working on grunge textures and correct distribution. 3 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 19, 2024 Author Share Posted October 19, 2024 Experimenting with lightmapping. I disabled the directional sunlight. Placed a box light over the entire map, and brightend it up. I then Placed a probe over my entire city and built GI. I'm not saying this is the best approach but I did gain about 30 fps over using the SUN light. Plus I go the soft shadow look I was was hunting for so long. 4 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 26, 2024 Author Share Posted October 26, 2024 In continuing my terrain wetness substance creation, I have finished my texture for rusty water. 3 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 27, 2024 Author Share Posted October 27, 2024 More terrain layer blending, this time with a mesh and a matching texture that the mesh uses, creates a nice subtle blend. This is what I'm hoping one day Ultra will handle on it's own as it seems to be a most common feature elsewheres. 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 27, 2024 Author Share Posted October 27, 2024 Adjusted lighting and added a layer of light floor debris to the veg system. 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 27, 2024 Author Share Posted October 27, 2024 Begun scripting some of the invasion mechanics. 2 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 28, 2024 Author Share Posted October 28, 2024 A new terrain PBR i created today, this is oil mixed with water. 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 29, 2024 Author Share Posted October 29, 2024 Completely reworked my mud terrain pbr, it no longer uses tessellation ( speed up ), this is all done with normal, rough and AO. Also, this scene uses NO SHADOW casting whatsoever. Shadows are so 2010's.... I'm searching for a different kinda buzz. 2 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 29, 2024 Author Share Posted October 29, 2024 Interior of a mesh house model, the interior is done in Ultra brushes, with blending cohesion. 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
The 4th Doctor Posted October 29, 2024 Share Posted October 29, 2024 On 10/26/2024 at 9:40 PM, Alienhead said: Adjusted lighting and added a layer of light floor debris to the veg system. @Alienhead - You still got that baby out in all that mess?!?? 1 Quote Link to comment Share on other sites More sharing options...
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