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Christopher Sims
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Christopher Sims
@csims314
Technical Art. I publish everything I create CC0 (free) https://t.co/hiFrzW0iV2 https://t.co/puftHXnVoA #Unity3D #UE5 #Blender3D #C4D #IndieGameDev
St. Louis Katılım Eylül 2008
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Christopher Sims retweetledi

@alexanderameye @AlanZucconi Amazing! How are you creating the simplified mesh?
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@AlanZucconi I'm creating a mesh based on the original geometry, transforming it in vertex shader based on current light direction, use that mesh to write to stencil buffer, then check stencil buffer in a later pass to compose shadows with the scene
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Christopher Sims retweetledi

More experiments with sharp shadows!
super easy to just generate sharp shadows for any mesh and get rid of these gaps or artifacts in my shadows that I often get
#madewithunity
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Christopher Sims retweetledi

Linework is NOW LIVE on the Asset Store!
A practical toolkit for rendering outlines, highlights and fills in Unity 🖍️
Get Linework here
> assetstore.unity.com/packages/slug/…
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@lucengame @alexanderameye Is Twitter busted? This post is so old, from before we all quit posting, either of you talented guys back at game dev graphics?
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@alexanderameye @csims314 Thanks! The scene geometry is courtesy of @csims314 , I believe he did the vertex coloring in Blender iirc.
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Christopher Sims retweetledi

@AntoniaRForster @unity Thanks for putting this in context. It sure seems like an attempted indie friendly structure? Also unity CEO selling .1% of his shares is not a scheme to cash out beforehand 😂
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I don't have all the answers, but I can clarify a few things about @unity price changes, and hopefully address some of the (very valid) concerns.
1. The runtime fee only applies to devs whose game makes over 200k revenue in a year, AND over 200k lifetime installs. AND. Not OR.
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@Scobleizer YouTube’s closed captioning is so bad, why isn’t their AI crushing it there?
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Christopher Sims retweetledi
Christopher Sims retweetledi

@alexanderameye Looking nice! I find rougher edges really help hide low res shadow map issues. And of course look more hand drawn.
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Christopher Sims retweetledi

@alexanderameye I love the look of outlines on prototypes, nice!
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Christopher Sims retweetledi

@NickDCarver Do you know if it's depth + normal based? And then some noise added, is the geometry just wonky?
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Christopher Sims retweetledi

@_dstrm @alexanderameye Your tool for UV mapping looks neat. Have you explored the idmapper blender add on?
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@alexanderameye Thanks! Object ID is a float3->float3 hash of world-space position.
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A breakdown of how our line rendering works.
Let me know if this is useful for your game, we're looking for a cool project!🎮🎨 Any suggestions welcome.
#gamedev #indiedev #unity3d #madewithunity
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