Working on things together with @smallfi.sh
Beginner-friendly shader tutorials: https://shaders.wheatleymf.net/
s&box, as well as draw any splats over them. Customizable width, ease-in falloff, and offset.
Haven't figured out a nice way to handle rotation minimizing tangents yet, but it's somewhat useable! #gamedev
s&box, as well as draw any splats over them. Customizable width, ease-in falloff, and offset.
Haven't figured out a nice way to handle rotation minimizing tangents yet, but it's somewhat useable! #gamedev
(((everything is work in progress)))
(((everything is work in progress)))
Still big noob in animating, but it's a fun thing to practice sometimes.
Still big noob in animating, but it's a fun thing to practice sometimes.
s&box, using custom BRDF model with stylized surface-stable dithering, pixelated shadows, and support for subsurface scattering using thickness map.
WIP! Has plenty of inaccuracies that I'll need to resolve in the future.
s&box, using custom BRDF model with stylized surface-stable dithering, pixelated shadows, and support for subsurface scattering using thickness map.
WIP! Has plenty of inaccuracies that I'll need to resolve in the future.
Little fact: these zombie hands were animated and programmed into Shoot & Build just a few hours before the playtest. Initially we thought we'll host the Infection gamemode with much more barebone art lol.
Little fact: these zombie hands were animated and programmed into Shoot & Build just a few hours before the playtest. Initially we thought we'll host the Infection gamemode with much more barebone art lol.
I'm still figuring out animations, but so far I am happy with the result.
I'm still figuring out animations, but so far I am happy with the result.
There's no particular reason for it. Sometimes I make changes just for the sake of challenging myself.
#shaders
There's no particular reason for it. Sometimes I make changes just for the sake of challenging myself.
#shaders