Check out this new terrain tool by AdamNapper that lets you bake tessellation between painted layers and optimize the result into LODs. 🧱
See more: reddit.com/r/Unity3D/comm…#unity3d
Since Unity doesn't have nanite and I still wanted a 3D look while vertex painting I started working on this tool that bakes tessellation along the edges of different layers and the optimizes it into LODs :).
AdamNapper released a replacement for Unity's deprecated Polybrush, offering vertex painting, mesh sculpting, and procedural geometry creation.
Get RealBlend here: 80.lv/articles/unity…
@artofsully@mixdog Yeah when I made RealBlend I was focusing on blending textures together and painting specific Vertex Colours was an afterthought / feature added later, you probably made the right move for you project :).
since Unity doesn't have a vertex painting tool anymore, I've been working on my own! i've not dabbled with the asset store before but is this something ppl would be interested in if i put it up for sale cheap? 👀
GPT-5.4 was a big innovation for game dev, when using Codex it can access Unity’s unique file types such as .scene, VFXGraph or .animator controller which is very useful, it can essentially design and implement easy - moderately complex system from start to finish and fully set up prefabs with working animators. Or even just do simple scene organisation.
Although I think it would greatly be improved if Unity had a better interface for the models to work with so they can easily manipulate data in unique file types, I’ll probably end up making that myself.
Definitely more attention to detail since you can implement most systems fairly quick now, with less bugs.
Speed up on timelines is uncertain since the hardest part of game dev is a good gameplay loop, player fantasy, graphics, story, animation, has to be marketable, UI, enviornment design. Many of which are independent timelines from programming ( just because we speed up programming, some timelines like 3D model creation takes just as long ).
Probably depends on the type of game and how heavy the visual side is VS the system side.
Curious to know what impact coding agents are having in game-dev at the moment...
Are traditional game-engines now a bottle-neck to expressiveness?
What can we expect to see in the next wave of games, more attention to details?
.. or are timelines simply shrinking?
Added some improvements to StrobePages — a flipbook-style post-processing effect for Unity URP. I’ve also updated the sample scene with a more stylized look.
github.com/keijiro/Strobe…