What?! A mouse?

roma★
RMH

oozey mess

if i look back, i am lost
ojovivo
YOU ARE THE REASON
No title available
$LAYYYTER
we're not kids anymore.

titsay
AnasAbdin
Misplaced Lens Cap
art blog(derogatory)
styofa doing anything
Claire Keane

JBB: An Artblog!
TVSTRANGERTHINGS

No title available
Sade Olutola
wallacepolsom

seen from Brazil

seen from Australia
seen from United States

seen from France
seen from United States
seen from Germany
seen from Canada

seen from Malaysia
seen from Australia

seen from Malaysia
seen from United Kingdom
seen from United States
seen from United States
seen from United States

seen from United States
seen from United States
seen from United States
seen from United States

seen from United States
seen from United States
@kellyrayj
What?! A mouse?
Made a quick banner for my new game!
Changed the way the companion block works. It will travel to your location when you are using your magic.
Trying out some new mechanics in SuperBLT.
This last weekend I made a puzzle game for the ICT Game Jam. It won the community vote and the judges vote! You can check it out here:
https://itch.io/jam/2017-february-ict-game-jam/rate/117254
Weekend progress and some game design docs for a platform I began a few weeks ago.
Late night practice.
Making myself a website!
The Last Few Months
Spent the last few months sort of starting a new thing for myself. I’m calling it devDabblr.
I’m still tip toeing into development on lots of scales. This year I decided I’d try to make a mobile app every month. I’ve made three.
I’ve also been trying to do quick vector character sketches for fun in the meantime.
Drew an Orc for old times sake.
TL;DR: get nice fluffy leaves by forcing all your leaf planes to be shaded as if they’re facing outwards from a central point.
I had a bit of time this afternoon and wanted to figure out how to make fluffy, witness-style trees. A couple of other people also wanted to know this, so here’s a little tutorial about it. As always, this is blender3D specific, but there’s probably a way to do it in your preferred software as well (I think it’s called something like normal thief in maya EDIT: try normal thief in 3ds Max, and transfer attribute in Maya. Thanks to @mellowTama for pointing this out!).
The trunk is pretty simple, just an extruded cylinder:
More interesting is the leaves
It’s pretty easy to guess that there’s a ton of transparently textured, semi-randomly placed planes in there and the shader’s nothing special - just unity’s standard standard+fade material,
with a pretty substandard leaf texture made with the airbrush in gimp.
And a bit of lighting foolery to make it look better.
BUT most importantly is normal editing on the leaf planes. Without, they look like this:
Not good.
The general idea behind normal editing here is that you want all of the normals to be pointing more or less “out” of the tree. Normals are normally (hah) the vector that lies perpendicular to the plane on which any given polygon lives; that’s what being a normal means. Changing them in this way more or less makes them be lighted as if each plane is on a sphere around the center of the leaf cluster.
The easiest way to do this in blender is to add the Normal Edit modifier like so.
And here we are! Nice fluffy leaves
Food and a devpost project:
http://devpost.com/software/winner-is-dinner
I’m curious what this will turn in to… We shall see!
I've started a new development blog all about my adventures in app and game production!
Mocking up a map.
I'm very pleased to announce that my asset Run N Gun 2D for Playmaker is now available in the asset store!
https://www.assetstore.unity3d.com/en/#!/content/47006
Skullboy rendered out with shadows and some highlights.
Quick little thimble nail sketches for wizards I'd like to create!