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sotfonz.bsky.social
3D modeller/animator, Artist, Voice actor, Sound engineer.
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I saw one of these for Photoshop. But it was like, instead of using the perspective cage transform tool, let's set up a guideline canvas by placing lines on the image to the software it needs to be, but the issue is, they called it professional but it ended up looking bad.

Next vending machine I add to a game is gonna be a Pepsi machine, dang thing took my money so it's less of a product placement and more out of spite. Sorry Pepsiman but you failed me this time.

If I can recommend anything for creating realistic digital worlds based on our world, so far it would be architectural plan books that have floor layouts, the MUTCD manual for realistic roadways, a really good book called "The 99% Invisible City" for infrastructure, and searching for standards.

Question for any #Rockstar @rockstargames.com #GameDev devs, what was the process used to make cities like in V or heck even Midnight Club? I'm trying to get some sort of idea how I want to make a giant world like that but I have no idea what to start with. Terrain? Roads?

Basic gist is this. The Video has RGB. Take RGB, put RGB thru mask of RGB CRT Phosphor dot pattern using shader nodes. do whatever I need to do to it, plug it in, and shift values if needed. You end up getting a result that is a rough facsimile of a CRT raster display.

So I decided to go further into my Cathode Ray Tube shader and atop the RGB channels of this lovely video of Jerma is a quick downward gradient scroll of white to black simulating phosphor darkening per scan, and is also being used as an emission strength value.

Some conceptual render tests for the style I'm going for. Very basic shading with vertex colors, 256-color texture maps, basic reflection textures. These are in Blender but I tried to turn the basic PBR shaders down to use just diffuse.

Thinking of doing a PS2 arcade style driving game in UE5. I have a giant texture library that covers about 9ish states plus I'm thinking of using some abandonware texture CDs from the era. Anybody got any good tips or trivia about how these games were made?

Did a mocap mapping test in blender. Mocap data from Carnegie Mellon University. #b3d #mocap

I'm on a muppet binge while making my Floyd replica, and I totally forgot how much bluescreen was used for the show!