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Orb
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Orb
@orb_3d
Lead artist - Skybound Former 3D Senior Artist II at Blizzard Entertainment. Makes pxl art for fun. https://t.co/nP0HEzB01H https://t.co/X2RpKjyWP5
Los angeles Katılım Mart 2021
708 Takip Edilen10.8K Takipçiler

@o2VseNrtPRwVAOF @tintinpapa1 Shut up. Aren’t you an adult with a Kirby avatar? What’s abnormal is not understanding basic human love for their pets and why she’s so distraught.
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@orb_3d This is looking so great! Excited to see it as it progresses!
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@JoeWilsonEQ1 also one thing straightened UVs will do is help avoid artifacts along seam lines/mirrored UVs!
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In this thread, I mention that you should straighten things that are straight in 3D, but I didn’t explain why very well or provide a good visual example. The main reason to do this is for bake quality. So let’s dive in 🧵->

Joe Wilson@JoeWilsonEQ1
Should you straighten your UVs? I’ll go over the pros and cons, especially for tapered shapes, in this thread →
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@erawrlyne Yeah, it instantly makes the game feel more alive. We’re also working on foliage shaders, so the plants can sway, and hopefully sway more aggressively during heavy rain.
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@zjdelicious you did xD. I don’t really like dithering either but here it’s pretty nice lol
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@buttercupsayn Then you turned an observation into a value judgment. "This has strengths" doesn’t automatically mean "everything else is inferior". No one said nostalgia, constraints, or classic tilesets are bad. I said this approach would work great for a lot of game. Two ideas can coexist...
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@orb_3d It had an attitude of "tilesets are mechanically inferior to this" when a lot of people like the classic tileset look especially because it is nostalgic. Limitations can actually improve art and style, particularly noticeable with pixelart.
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A lot more pixel art games would benefit from a world space texture approach for their terrain imo, instead of the classic tileset. This is pretty much a perfect example for it. Looks great, organic/natural and looks really fun to use
ΛMOHSˡᴵᵛᵉ@_amohs
Quick snapshot of the terrain and grass system after quite a few people got tired of our grid floor prototype ahah Also starting to prefer the characters with the black outline, feels more readable. What do you think? #gamedev #indiedev
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@buttercupsayn A lot of devs would love to use something like this if they could. Tilesets are the right choice for some games when they make sense, but for others, not using is just as valid of a choice. Sometimes tilesets are not even an artistic decision, just a production constraint.
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@buttercupsayn how do you even jump to such conclusion from my post (dev too btw) expressing myself (ironic) on a cool workflow tool. Saying a workflow has advantages in some cases is not the same as telling devs how they are allowed to make games. you made up an argument that was never there.
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@Chronosmitor visible tiles can be charming depending on the artstyle, I'm not saying this should replace tiles on every game. But a lot of games would look better without tiles if they want a more organic and natural feel.
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@NotThatGuy_33 Check his replies on the original post, he does give some hints about how it's setup. he's using RBG channels and heightmap masking for the blend, pretty standard in terrain painting. The grass is the best part, where he's using parallax layers
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@orb_3d Any idea how this works? I've been trying to wrap my head around this forever 😂
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@SecondSonInc I mean It always depends on the game and what look you're going for. This would only replace tile sets if it makes sense. But yeah I don't see why not.
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@orb_3d Would this work with a 2D deformable side scroller?
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@georgebsocial wow thanks a lot! that's very motivating actually. Hopefully one day! we're sure trying to make a game but it's hard to say how long it will take, especially being made on my free time.
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@orb_3d Just letting you know I'd buy this if it were a game. Love the visual style and the PlantTech(tm).
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@SaaantiGomez you pretty much got it, it's a projected texture on a 3d mesh
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@mochasucks Unless you're purely talking about selecting things or it's a joke I don't understand, I disagree about the shape and I'm pretty sure most people would. Left is a thousand times more pleasing and more round looking imo.

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@orb_3d So I am not the only one ex-Zbrusher now full time indie dev? The art is looking insane
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@100PercentRobot In this case, it’s clearly using my work as the main 2D input while pretending it was prompted with “fantasy axe.” But all of my art was still used in training for 2D, which ultimately also feeds into 3D generation. They do not rely only on meshes, it’s all completely intertwined
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