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FrogmanDev
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FrogmanDev
@FrogmanDev
GameDev / Artist / Technologist • Architectural background • Chasing low poly vibes • Developing DEEP STATE - Wishlist on Steam 👽👇
Katılım Eylül 2022
1.2K Takip Edilen23.1K Takipçiler
FrogmanDev retweetledi

Somehow, #DERELIKT got a @noclipvideo documentary!? Surreal! 🤯 Check it out: youtube.com/watch?v=8auTT5…

YouTube
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FrogmanDev retweetledi

Vertex colors my beloved... They give me life.
They improve the look of my PS1 games so much.
Here are some tips from years of doing around with them in Blender...




Yuronk@yuronkdev
noclip is such a fantastic resource, it is really helping me understand how to use vertex colors to make a level pop without any real time lighting. if anyone has any tips, let me know! environmental design scares the hell outta me
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@PerfectionNV Not that I want to make public just yet. We're still working on this with essentially zero budget so most of the team is part-time and schedules fluctuate, makes timelines really hard to lockdown accurately 🥲
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@FrogmanDev Any ideas on a projected release timeframe? I cannot wait for your game 🙏🏻
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FrogmanDev retweetledi

Meet the Paleweaver. He's a little upset about being born an upside-down flesh tree that has to walk on his hands. He vents his frustration by jumping on the ceilings and walls and puking acid on whoever he feels like puking on.
#neurostate #uzdoom #indiedev #solodev


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Saw this and now I long for claustrophobic low-vis gasmask vibes
HauptmannHK 🇧🇪🇺🇦 🇪🇺@HooptyBooty
I just found out that someone made a port/remake of Medal of Honor (1998) on UE4, I'm having a blast so far. And it's free! DL link below 👇
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@FrogmanDev @Hennejoe Does that mean you use Vertex Colors for lighting?
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FrogmanDev retweetledi
FrogmanDev retweetledi

@MschulmeisterM No engine quirks but I plan to add some grunge so I left room to allow for more variation - totally true that you could pack this down much more efficiently though 💯
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@FrogmanDev Hi i was wondering about the repetition with seemingly no visual variation on the texture, is there an engine thing or another system you're using that requires unique uvs for all surfaces?
Just a genuine question not a critique as your work is very nice 👍

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I create a separate VC channel in blender and then paint a black and white mask to control the limits of the caustics. Then you need to convert those colors to a new set of UVs which can then be referenced in a unity shader. Unity mesh's can only have a single set of vertex colors (which I use for lighting) so the UV trick is the only solution I've been able to find. You can convert VC > UV using an addon called Vertex Color Master.
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@FrogmanDev @Hennejoe Looks awesome, I would've never thought about doing caustics in the vertex colors! How would you limit the effect to specific areas? Another color channel in the vertex colors?
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@Hennejoe The shader uses scrolling noise to offset the existing vertex colors which gives it a warbling effect, so the VC themselves aren't technically animated
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@FrogmanDev How do you animate the vertex colour? I tried once a while ago and got something workable just from keyframing different values in probuilder but it was a bit of a pain
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@SpigNsfw a sentient pool could make for some interesting horror ngl
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@PaniczWyborny We have an internal date in mind but nothing worth making public yet. It’s hard to give an accurate timeline because the team works part-time on a volunteer basis (future revsplit) and schedules fluctuate as people need to prioritize paid work to pay the bills.
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@FrogmanDev Hey, do you have any estimate on when you are releasing? I wont hold you to it, just curious. It looks soooo good already i actually cant wait
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