Pacific Drive is out!
Congrats to @ironwoodtweets! Especially @LareVar for being a great lead, @Urban_Oxygen and Jade for nailing the art, @SIRrosen for making the game fun and @Dralex789 for making it all a reality.
Very proud to have been a part of it for a bit.
@DMeville I have this working in Blender Geometry nodes. You might be able to get the math from it.
dan335.gumroad.com/l/blender-geom…
Check "Rotate UVs to World Direction" and the UVs will be rotated to a world space direction.
Shader question time: Any way to make a material that will properly project the roof tiles tex, that works with multiple surface angles *automagically*?
I have it working if each surface is it's own object (green), but a single mesh with multiple surfaces things break (orange)
Geometry nodes in Blender are awesome but I don't like how you have to apply modifiers before doing UVs so I made a couple modifiers to unwrap and set texel density. Now it's much quicker to get things into the game.
#blender3d#b3d#3dart#gamedev
Hey if folks are looking for a concept artist to work with, definitely check out @BaverIlya ! We're working with him on Pacific Drive and his work really is surreal and beautiful. We now even have some of it it up on our studio wall :) #gamedev#conceptartartstation.com/station-0
@SquaredApe i7-12700KR. 3070 Ti. 1920x1080 although I have 4 monitors connected if that makes a difference.
I had a much older computer when I started working on it and it ran slower of course but still great.
My Unity Grass Plugin just went up on the Unity Asset Store.
Uses less than 0.1ms CPU and no hitches because everything is done on the GPU.
#indiegame#madewithunity#gamedev
@RED_SIM URP. Does not currently work for VR I believe but you could add that to the shader. Cool idea I think about the shadows but not sure how you'd do that in a simple way off-hand. Thanks!
@dan335 Great job! Does it work in VR with single-pass instanced mode? Is it for URP or Standard renderer? Also, will it be possible to force low-tier LOD models for shadow casting, instead of how it works automatically by default? Would be great for optimizing shadow drawing stage!