
Daniel Nesov
550 posts

Daniel Nesov
@nesovdaniel
I'm making stuff. Currently working on ETA: Unknown, a cockpit-driven psychological horror game set in the frozen desolation of Antarctica.
Poland Katılım Mayıs 2022
221 Takip Edilen179 Takipçiler
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@HorrorUntitled Yeah I see. I think that's the reason why trims are rarely used for props. From what I researched, Naughty Dog seem to be among the insane ones. Either way, sounds like a ton of annoying work, so I wish you a ton of patience in the process :)
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@nesovdaniel Oh yeah, a lot of my props share the same trim and texture sheets now which has drastically cut down on the number of materials. I currently have 474 materials on the chopping block. It's hard to say, both methods can be annoying depending on what I'm working on lol.
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@HorrorUntitled I assume these trim sheets are shared with multiple props then? Do you find it easier to make texture from scratch for each prop or just match islands with the trim?
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@nesovdaniel And yeah, I have to remake all the UVs since now a majority of my textures are now atlases or trim sheets!
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@HorrorUntitled Yeah 3 materials for a single prop like this seems excessive. How long does it take to optimize a single mesh like this? Do you also need to remake UVs?
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@nesovdaniel This particular mesh was using 3 older materials that I had planned to cut, now down to just 1 which does include the emission texture!
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@Stefaaan06 I wish there was more contrast between the sky and the buildings. Maybe instead of having a solid dark olive color, you could use a gradient that goes from that dark color to the color of your smoke?
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@gleb_alexandrov This is what I imagine my silly little computer does when I add geometry in blender
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Terrain artpass test (feat. weather effects and the new track)
#GodotEngine #indiegame #gamedev #ScreenshotSaturday
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@Foyezes Yeah, that makes perfect sense now that I think about it. Thanks for answering! I'm studying 3D art pipelines for my game so your insight is very helpful.
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@nesovdaniel they can also be drawn using a single draw call if they share the same material instance. in that case we'll need to use per instance uniforms for the variations
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@Foyezes So I imagine the benefit is being able to batch a bunch of door models while retaining control over the visuals of each instance?
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@nesovdaniel it doesn't seem worth it in a vacuum, but when you have hundreds of assets sharing the same texture arrays the flexibility and VRAM usage wins in this case. 20 of these doors will still share the same 3 textures, but not when using baked textures
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Daniel Nesov retweetledi

Big progress on Whisk3D's animation tools! The Dope Sheet is almost finished and will be integrated with the Timeline and future Curve Editor in a single workspace. Pose Mode is much easier to use.
#gamedev #3D #animation

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With the weather effects now in place, I added a runtime weather control system!
Ioannis Koukourakis@JKoukourakis
How it Started vs. How it’s Going 2025 I built a custom C++/OpenGL 3D game engine and editor from scratch in less than a year, and just ~2h average a day. Now, let's see how far I can push it with a small proof-of-concept game next. As the year closes, I want to thank the group of people who has been following along while I created this project. The comments and reactions on every post motivated me to climb another step every day. Cheers!
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@MV_Raffa They also seem to have collective amnesia as to what kinds of games they streamed and no other socials or clips :)
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@nesovdaniel Haha exactly! Some of them are really sneaky.
Found one with loads of subscribers and regular videos. But when you check one of the vods out, the chat is completely random fake bullshit.
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