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heinn

heinn

@heinn_dev

🍤 lowpoly shrimp 🍤 The Big Catch @FiletGroup 🍤 Dread Delusion @LovelyHellplace 🍤

Se unió Mart 2018
652 Siguiendo31.5K Seguidores
heinn
heinn@heinn_dev·
can't wait to try and mix this with error diffusion dithering but my brane is fried
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heinn@heinn_dev·
a fun thing I discovered is squeezing oklab along the ab dimensions while dithering, makes things quite tasty (especially visible in the first example with the metal gear containers)
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heinn
heinn@heinn_dev·
bing bong dithering intermission messing with dithering and palettizing again, the main idea being applying the dither to not just a linear ramp, but to all dimensions of the colorspace at once
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heinn@heinn_dev·
Hmmm... huh? Happy new horse year.
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heinn@heinn_dev·
made a little game for a jam limk below
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Chumpkins
Chumpkins@Chumpkins91·
@heinn_dev I remember back when Blizzard was making WarCraft 3, there was this prototype of Undead race made as a single necromancer collecting corpses and spoiling the ground. Was that a reference? Good job, anyway!
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heinn
heinn@heinn_dev·
@GeorgePetri_ not quite sure yet, but the main idea is to slowly take over a map with the undead
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Ge⦿rge Petri
Ge⦿rge Petri@GeorgePetri_·
@heinn_dev looks awesome man will it be like a old school rts or something else?
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heinn
heinn@heinn_dev·
@Bitball_Game the main revelation is that I can go way lower than I thought with texel density, and the filtering really helps (fudging uv edges too) I guess I also did skill up a bit, but being forced to be concerned with the big picture with such small textures I think is really good
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heinn
heinn@heinn_dev·
thinken I've finally found a sweetspot where I can make models that I like without them taking one million hours ok see you next month
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heinn@heinn_dev·
@MyDafin good old Blender, but I'm actually making a game in Unity
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Dafonca
Dafonca@MyDafin·
@heinn_dev Warcraft 3 ? dude what tools are you using ?
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heinn@heinn_dev·
@duc_de_puce you can individually control them, but the camera is always focused on the player. nothing set in stone though.
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heinn@heinn_dev·
@TheBoneHeadClan working title is Catabothic, but nothing too concrete yet, just an itch page with a janky build on it.
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heinn@heinn_dev·
@RBanninga yup, the terrain is vertex weights + heightmaps each layer has its own HSV offsets for the edges (isolating a portion of the vert gradient), the dark edge actually gets extended by a global "shadow" direction, which sits in another vertex weight and is pre-calculated
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Renier Banninga
Renier Banninga@RBanninga·
@heinn_dev ooh nice use of heightmap blending for the terrain textures. modern but retro looking all at the same time. The holes in the ground from grass to dirt you doing some ramp tricks for the dark and bright green trimming?
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heinn
heinn@heinn_dev·
@JasozzGames yeah I guess there's a reason why they tend to look like that😅 lately I'm becoming more and more of a fan of bilinear filtering, so maybe some og animal crossing comes to mind?
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Jason Smith
Jason Smith@JasozzGames·
@heinn_dev I'm trying to find a similar sweet spot. I've tried 4000 times to find a low poly, toony art style that I like and can pull off economically, and somehow I always wind up in like "smooth mobile game" territory
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