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Found 12 results

  1. Hi there! I have one issue for now. I'm creating a RayCasting application, and for my floor and ceiling I'm trying to use Mode7 for rendering (I think this is easier to understand). but, I cant align the RayCasting walls with the mode7 floor. I use a rotate matrix to make the rotation of floor. Do you know what a need to think in the implementation to fix that? Or do you know if there is some tutorial explaining about it? Thanks!!! (Check the image below for understand) Here is my mode7 code: function mode7() { let _x = 0; let _y = 0; let z = 0; let sin = Math.sin(degreeToRadians(data.player.angle)); let cos = Math.cos(degreeToRadians(data.player.angle)); for(let y = data.projection.halfHeight; y < data.projection.height; y++) { for(let x = 0; x < data.projection.width; x++) { _x = ((data.projection.width - x) * cos) - (x * sin); _y = ((data.projection.width - x) * sin) + (x * cos); _x /= z; _y /= z; if(_y < 0) _y *= -1; if(_x < 0) _x *= -1; _y *= 8.0; _x *= 8.0; _y %= data.floorTextures[0].height; _x %= data.floorTextures[0].width; screenContext.fillStyle = data.floorTextures[0].data[Math.floor(_x) + Math.floor(_y) * data.floorTextures[0].width]; screenContext.fillRect(x, y, 1, 1); } z += 1; } }
  2. I'm unable to find my TerrainTypeSampler when I try to call it from my code! Why? struct VertexToPixel { float4 Position : POSITION; float4 Color : COLOR0; float LightingFactor : TEXCOORD0; float2 TextureCoords: TEXCOORD1; //texture2D Texture : TEXTURE; //TODO: Figure out how to change the texture used for the current vertex. }; struct PixelToFrame { float4 Color : COLOR0; }; float4x4 xView; float4x4 xProjection; float4x4 xWorld; float3 xLightDirection; float xAmbient; bool xEnableLighting; bool xShowNormals; //------- Texture Samplers -------- texture2D xTexture; SamplerState TextureSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D TerrainType; SamplerState TerrainTypeSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D Grass; SamplerState GrassSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D Rock; SamplerState RockSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D Sand; SamplerState SandSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D Snow; SamplerState SnowSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture2D Water; SamplerState WaterSampler { magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; //------- Technique: Textured -------- VertexToPixel TexturedVS(float4 inPos : POSITION, float3 inNormal : NORMAL, float2 inTexCoords : TEXCOORD0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords; float3 Normal = normalize(mul(normalize(inNormal), xWorld)); Output.LightingFactor = 1; if (xEnableLighting) Output.LightingFactor = saturate(dot(Normal, -xLightDirection)); return Output; } PixelToFrame TexturedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; float4 Color = TerrainType.Sample(TerrainTypeSampler, PSIn.TextureCoords); float4 GrassClr = float4(0, 255, 0, 255); float4 RockClr = float4(255, 0, 0, 255); float4 SandClr = float4(255, 255, 0, 255); float4 SnowClr = float4(255, 255, 255, 255); float4 WaterClr = float4(12, 0, 255, 255); float4 Diff = Color - GrassClr; if (!any(Diff)) Output.Color = tex2D(GrassSampler, PSIn.TextureCoords); Diff = Color - RockClr; if (!any(Diff)) Output.Color = tex2D(RockSampler, PSIn.TextureCoords); Diff = Color - SandClr; if(!any(Diff)) Output.Color = tex2D(SandSampler, PSIn.TextureCoords); Diff = Color - SnowClr; if(!any(Diff)) Output.Color = tex2D(SnowSampler, PSIn.TextureCoords); Diff = Color - WaterClr; if(!any(Diff)) Output.Color = tex2D(WaterSampler, PSIn.TextureCoords); Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); Output.Color.rgb *= saturate(PSIn.LightingFactor + xAmbient); return Output; } technique Textured_2_0 { pass Pass0 { VertexShader = compile vs_4_0_level_9_1 TexturedVS(); PixelShader = compile ps_4_0_level_9_1 TexturedPS(); } } technique Textured { pass Pass0 { VertexShader = compile vs_4_0_level_9_1 TexturedVS(); PixelShader = compile ps_4_0_level_9_1 TexturedPS(); } } When I'm calling this, TerrainTypeSampler returns null! public void Draw() { Matrix WorldMatrix = Matrix.CreateTranslation(-m_TerrainWidth / 2.0f, 0, m_TerrainHeight / 2.0f); m_Effect.CurrentTechnique = m_Effect.Techniques["Textured"]; m_Effect.Parameters["TerrainTypeSampler"].SetValue(m_TerrainType); m_Effect.Parameters["GrassSampler"].SetValue(m_Grass); m_Effect.Parameters["RockSampler"].SetValue(m_Rock); m_Effect.Parameters["SandSampler"].SetValue(m_Sand); m_Effect.Parameters["SnowSampler"].SetValue(m_Snow); m_Effect.Parameters["WaterSampler"].SetValue(m_Water); //m_Effect.Parameters["TextureSampler"].SetValue(m_Grass); m_Effect.Parameters["xView"].SetValue(m_CController.View/*m_ViewMatrix*/); m_Effect.Parameters["xProjection"].SetValue(m_CController.Projection/*m_ProjectionMatrix*/); m_Effect.Parameters["xWorld"].SetValue(WorldMatrix/*Matrix.Identity*/); RasterizerState RS = new RasterizerState(); RS.CullMode = CullMode.None; RS.FillMode = FillMode.WireFrame; m_Device.RasterizerState = RS; m_Device.Clear(Color.CornflowerBlue); foreach (EffectPass Pass in m_Effect.CurrentTechnique.Passes) { Pass.Apply(); m_Device.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, m_Vertices, 0, m_Vertices.Length, m_Indices, 0, m_Indices.Length / 3, VertexPositionNormalTexture.VertexDeclaration); } } Please help!
  3. Hello and welcome to this weeks Dev Diary! Today I would like to continue where I left off last week and that is texturing of the created heightmap. As it happens every so often, I had to redo the heightmap for two reasons; In order to get a more precise heightmap of the area and... To have the texture implemented as easily as possible. After all, this is just an initial map for the game, where I can study the following; How to make and define water How to implement vegetation in a most efficient manner (most likely procedurally generated) How to optimize big maps for high frame rates, with as little sacrifices to quality as possible Unit styles, movement and animations etc. Building systems in general Test out multi-level camera systems More on those on later Dev Diaries. The New Map This new perspective of the area is roughly 4 km² (or in miles; 1.544409mi²) in size, but the heightmap's precision is 2 meters, compared to the last weeks example's 30 meters. In other words, it is 15 times more accurate than the previous one, but there seems to be a problem still - when presented as a one huge map, Blender crashes if I try to make it as accurate as possible. This means, that I can't use all the accuracy that the heightmap has to offer with a single monolithic map. This is why I most likely need to try and divide the map into 1 km² chunks at the very least and combine them in the game engine. I'm currently planning to try this on Unreal, Unity and Godot engines to see which one is the most intuitive and easy to use. I kind of like the Godot Engines GScript language (based on Python), but the vidual programming functions make the Unity and Unreal engines more desirable currently. It will also be coming to Godot Engine, but we'll see on what timetable. Here is a preview of the current map; And from a top view; Despite not being able to use all the detail that the heightmap makes possible, it does look kind of nice. Still, I haven't touched the shaders at all, which makes the ground reflect lights like it was some kind of plastic. To help make sens of the map and it's size differences, I'm using the Blender's grid as a tool of measurement. Many tutorials are there to just show how to make something, but most often everything is done without precise measurements, which should be taken into account when actually making the assets for your game. This ensures that you have some hard points to measure your world and characters towards, to make sure that 1 meter or foot is consistently 1 meter or foot within the game world. Command and Conquer is one example, where the scaling of buildings and units were not so accurately measured and even though it didn't bother me personally, I like to keep close tab on scales from the start to ensure that there is good fundamentals for higher immersion at a later point of development. Tip Of The Week - For Beginners When I first tried to implement the ground textures for the map, the color image was misaligned in Blender, even though the heightmap and the color image were perfectly aligned in the images them self. This is how the map looked before aligning them in Blender; Last week I shared a link to the simple tutorial that I used to create this map also. The video showed, that the person in question aligned the map texture by hand in the UV editor. I found another, more precise way to align the texture to the map. Bare in mind, that this might have drawbacks that I don't currently even know. Once you have added the texture like instructed in the video, you can align it by left clicking "Vector" on the side-panel and select "Texture Coordinate". This simple adjustment aligned the textures perfectly with my heightmap. Conclusion How does the title of this week's Dev Diary correspond to this weeks topic? You can hunt for answers or find out the answer on the next weeks Dev Diary. Thank you for tuning in, and I'll see you on the next one! You can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
  4. FishingCactus

    Weekly Recap #27: Troglodyte House and video!

    Hi guys, Sorry for the waiting. I was on a long weekend :3 Last week, we started to work on other things than rocks for the second biome in Nanotale. That little house is the first step to create a troglodyte village. And here's a new concept art showing you some elements from the Sunken Caves' lore. I kind of love that concept more than the others because it's the first time that our concept artist uses the watercolor effect that we have in 3D on a 2D concept. The following concept shows you some new props that we needed for a special puzzle area located in the Ancestral Forest. Won't tell you more about the puzzle excepted that the area is full of sheep :epiwink: Let's finish that update with a nice accelerated video showing you our 2D artist texturing a Static Enemy. Thank you for reading! Have a great week.
  5. FishingCactus

    Weekly Recap #26: The Sunken Caves in 3D

    Hi Fox Riders, I hope that you enjoyed your weekend as much as we did. Before our long weekend, we started some modeling for our second biome And because it's called the Sunken Caves it will ofc start with rocks! There are multiple entrances to the Sunken Caves but the main one is located North from the Ancestral Forest, passed the meadow. We are currently working on its look. Concepts While modeling rocks, we are also in quest of the good colors for the Sunken Caves. We think we found an interesting color scheme for the dwellers of the Sunken Caves. What do you think? Texturing We finished a few textures. Here are the people from the Ancestral Forest. Video coming soon! T-shirts Giveaway The game being in dev, we can't give you keys of Nanotale. So, to support #loveindies we decided to giveaway t-shirts of the game! Comment with an #indiegame you love for a chance to win! 😍 Find the contest on Twitter Find the contest on Facebook[www.facebook.com] BONUS These inquisitive little creatures follow you around, no matter where you go. Not even distressed by the attacks of the blue predators on these lands. Though no one ever saw one attack a Green Jasper particularly. Visit the link below to have a closer look at the 3D model of the Green Jasper. https://sketchfab.com/3d-models/green-jasper-5ba42f678ecd4c878dc712d783fc644f Thank you for reading. Cheers, VirginRedemption
  6. Charly Men's BIZARRE

    BIZARRE Sprint 35 plus 36

    Hi! 🙂 First of all, a release date: Exactly! The book writing is finished. More than 400 pages of bizarre material gets published on 26 April as eBook and paperback on Amazon. In German. Sorry! Anybody out there for an English translation? Spanish? French? No? 😉 Plus, it is planned to publish the new GameplayVideo on 20 May. We want the GameplayVideo to show you the essence of the game, i.e. it's bizarre character as well as how the main-character Charly Clearwater is running into insanity while fulfilling the 13 wishes. We want to give you a first idea of the game's quality and what do you have to expect more or less when it is published later on. We got some issue fixed during the last sprints: We adapted Clearwater's facial animations. We also improved his walking, running and stair-climbing animations. We optimized Clearwater's gunplay but haven't completed this item yet. Unfortunately, we must fix some Bugs in Blueprint to make his gunplay behavior fluent and correct. All these different animations, from one-hand gunplay to two-hand gunplay, from reloading to shooting, from walking to aiming and, etc. must switch or toggle without ugly interruptions. We need to take account of Clearwater's movements when calculating the correct angle for shooting at an enemy. ...to name a few of the issues that need to be solved in the sprint 36. Yes, we implemented a shooting button and a gun status bar as you can see in the new GameplayVideo. And yes, we furnished Clearwater's terrace and a metro, look! We completed Clearwater's neighborhood. Say hello! Concept art and implementation. As a player you'll be able to walk through Clearwaters world-outside later on. We also tried to deploy the game on the iPhone to test the implemented shooting buttons but we failed. As it took a lot of time to find the reason for this problem, we postponed this item to a later sprint. After the publication of the book and GameplayVideo. We made more textures cuz we love it! Our plans for the current sprint: We want to optimize Clearwater's gunplay till perfection We want to re-texture Clearwater's clothes while using a much better texture tool We want to proofread the book BIZARRE Episode I and we want to publish it for pre-ordering We want to create destructible items and shooting visuals for the new video We want to produce a nice background song for the new GameplayVideo We want to make a first test GameplayVideo to find Bugs and ugliness that we'll eliminate when found We want to transfer the elements from the book into the game The plot of the book BIZARRE Episode I is the story of the game, yes. We want to transfer all the craziness and madness of the book into the game, although the 13 wishes from the book aren't playable. What we want to try now is to plan and to define the whole game by using the books elements because the book is the baseline for the game. Of course, the book is gonna be much more insane and horror, weirder and crazier than the game. Therefore, it's our task to translate the craziness from the book into the game in a proper way. I mean, in a way that the game is still horror and bizarre but also humorous and thrilling, suspense-packed, etc. We want to publish a rough draft of all game elements, all sequences and all levels that we intend to implement in the game. That's the plan. Have a nice week!
  7. Brain

    Level 6 - Close up of the storage tank

    From the album: Mr Boom's Firework Factory

    The storage tank is built of two materials, an outer layer that is a refractive glass, which has reflections of the scene on it, and an internal material that flows and oozes like the pool below it, as if its having fluid pumped through it.

    © (C) Craig Edwards, Brainbox.cc 2019

  8. Charly Men's BIZARRE

    BIZARRE Sprint 33 plus 34

    Happy new year! 🙂 The new sprint no. 34 is published today. Let's see what we did during the last two sprints 32 and 33. First of all, we finished texturing the first game scene, Clearwater's apartment. All furniture is modelled and textured, placed and polished. As you can see below: We put more effort into the park design opposite Clearwater's home. We placed benches, trees and lanterns in the park and made them all looking good. The metro is running regularly, the little fountain is built up but what we still miss is the grass. But we installed lamps, lights and bulbs in the houses around Clearwaters apartment, therefore his neighbors look a bit more livelier. Plus, we worked on Clearwater's gunplay behavior. He is now able to pull his gun when a button is pressed, he is able to shoot as long as his magazine isn't empty, he reloads when the magazine is empty and in case, he has another one. He stops shooting when all bullets are fired. You can see an extract here in this video (#WIP): We implemented all the gunplay behavior in C++ but also in Blueprint. We melted various animations together, so that he can walk and aim, shoot and switch fluently. Clearwater's gunplay is still unfinished. We still need to do a looot of things. #WIP I wrote dream no. 12 and felt that I forgot about everything I wrote before, that's why I decided to re-read the whole book hoping I'll like it and I can easily write dream no. 13. With dream no. 13 the writing is finished and the book is completed. The #WORDSproductions team is currently reading the book, too, at least all released chapters I felt OK with. The book BIZARRE Episode I is pretty thick, isn't it? Our plans for the current sprint: We have to improve Clearwater's gunplay (+ appearance) We have to improve Clearwater's walking and running animation We have to improve Clearwater's facial animations We have to implement a shoot button and a gun status bar (UI) We have to adapt the collision boxes in Clearwaters apartment We have to furnish Clearwater's terrace on the first floor We have to implement a stop walking button and to model a proper animation when he is touching a collision I have to re-read and complete the book BIZARRE Episode I We have to texture the metro, and some stuff in Clearwaters-world-outside environment It's a damn long way to our new Gameplay Video as everything is built up but nothing is 100% completed let alone perfect. I meditate now.
  9. piecuch.p

    UI refinements

    I have UI almost completed (at least for rendering and atlas management parts). I can render (using FreeType) glyphs from multiply fonts onto multi-pages atlas. There is now some basic management for viewing/browsing images. Everything is Qt-based so application is still cross-platform. I have added initial SVG export too.
  10. Charly Men's BIZARRE

    Clearwater was out of office. Sprint 26 + 27.

    Sprint no. 27 is here, and we skipped the sprint 26 on gamedev.net in June as the #WORDSproductions team members sent me a lot of vacation requests over the last few weeks (and I was on holiday, too 😉), so that we could not complete as much items from the sprints as we initially wanted, but we opened up a lot of nice issues either way. Take a look! First, the concept art of the next game scene is finished. The scene we want to recreate after Clearwater's apartement scene has been completed. It looks nice. It's a scene from the book BIZARRE Episode I. Furthermore, we continued texturing the houses of the world-outside-Charlys-apartement-window. We haven’t finished it yet, as it became a little game environment already, with many houses, with streets, street lamps, fences, and so on. We use a nice texturing software and began painting the bricks or the colored cement onto the houses exterior walls. Bit by bit, one by one. We use textures, we photographed in our neighborhood, or we’ve found by accident anywhere in the world. We continued programming Clearwater’s shooting behavior. We implemented some basic shooting mechanics in the player controller using c++. The player is now able to pull his gun which triggers the correct state transition causing the associated animation to play. The logic to control the shooting animation blueprint and aim offset, letting Charly aim at the target he is shooting at, is now in place. We did improve main-character Charly Clearwater’s appearance again, by adapting vertices and textures and light. But, obviously, we won’t stop improving his appearance and behavior until the finished game is published one day, and after that, we’ll permanently upload updates including some nice main-character improvements. 😄 Next, we started modelling Charly Clearwater’s facial animations. As I said, during the colored woman video, we’d published on Halloween last year, the facial animations could not be imported in UE4 caused by a mean Bug. But now I ate the Bug, and the animations can be imported now without any errors. We need some facial expressions for the planned video, but also for some 4k pics of Clearwater, we want to render later on. He’s now able to smile. To be continued… I continued writing the book BIZARRE Epsiode I. It works fluently. No Bugs, no thinking barriers. I’ll keep writing. Our plans for the current sprint 27 are: We'll continue painting walls and modelling houses, trees etc. We'll continue programming Clearwater’s shooting animation and behavior. We need to adjust his pull-the-gun-and-shoot animation. We need to make him look hot and unaffected while killing. We'll continue modelling some relevant facial expressions and import them correctly in UE4, hopefully. Test them. Adapt them. Until they look flawless. We want to shoot a status report video, in which I talk about our successes of the last year and our targets for the next year. In May 2017, the BIZARRE Game project was born and one year after, I pass the year in review. It’s planned to include English subtitles. It is also planned to publish this video in July on YouTube. I’ll post it here, too. Yeah, some props must be done, too. Stuff for the kitchen, some books, a couch. Peanuts. Did I miss something? I think that’s enough. CU
  11. Louis Brady

    Week One: Basic Geometry

    Week one is done To start off, I'd like to mention that I have no timeline for this project. This project's purpose is to get me more familiarized with game development and implementing Blender obj's into Unity. Then, eventually teaching myself basic coding for a 3d platformer. Continually, I will teach myself how to rig a character, add animation into Unity, add cut scenes, develop GUI's and a smooth user interface. The list is endless as well as standard. Also with this project, I will feel out the process of developing (and finishing) a game which will then allow me to decide if game development is for me. I've always had the idea in the back of my head, so now is the time to discover the truth! Before I get into my update, I would like to add that I have been using Blender and Unity for a few years, but I never completed a game. I did, however, finish a game using GameMaker https://www.newgrounds.com/portal/view/691738. This game will be different. Here is what I have accomplished this week: I was inspired by Ocarina of Time. I saw the buildings, the textures, and the low poly characters and thought "I could totally do something like this with Blender." Mario 64 was always a huge inspiration too, so I revisited some of the levels and noticed that most of the older 64 games used basic geometry and textures to create great games. I'm always hesitant, though, because all the other indie developers are doing unique systems, great art, things that I could not compete with. I thought, "Enough! If I'm ever going to do this, I'm going to have to do it for myself before I could please the masses." My mindset is locked in placed and I'm determined to make a 64-esque platformer. I started by created a prop set for myself. I skipped the concept art and the idea boards and jumped right into designing elements that I wanted in the game. I created cubes and put textures on them. I created ramps like I would imagine Mario 64 would do. I created stylized trees, bridges, fences, rocks, grass, and railings. Then, I put all those objects into Unity and played with the coloring of the textures. The lighting. I want to see if my vision would sustain the transfer. It did. I like how the objects look in Unity. After I finished transferring my objects, I was going to design a level with the pieces I created, but I couldn't. I needed to know how to scale my level. Which brings me to the end of my week. I just started constructing a main character. I want the player to be a small dragon. I'm in the process of figuring out the best design for him as well as how I think he should be colored. I'm texture painting him because unwrapping him seems too complicated at the moment. That's where I am at now! Next Sunday I will be back with another update 😜
  12. Kjell Andersson

    Caustics Generator 5.0 Available

    Spectral rendering enters the computer graphics world. After a period with not that many feature improvements, Dual Heights Software have now finally released a new major version of their water texture generator software called Caustics Generator. The new version includes full spectrum color rendering allowing the simulation of spectral refraction which produces prismatic coloring effects and thus bringing caustics simulation to a new level. The spectral functionality is available in the Pro version on both Windows, Mac and Linux. Read more about the Caustics Generator at https://www.dualheights.se/caustics/
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