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#n64graphics — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #n64graphics, aggregated by home.social.

  1. I spent hours struggling against a moonwalking bug. No matter the input direction, the character would always move backwards.

    Somehow, deactivating the item parenting script (which manages the camera that the character is holding) fixed the issue. Turns out the character was colliding with her own camera all along, and continuously getting pushed backwards.

    Happy belated #wipwednesday I guess!

    #photosim #jankstation #n64graphics #retrographics #unity #unity3d #gamedev #indiedev #wip

  2. I spent hours struggling against a moonwalking bug. No matter the input direction, the character would always move backwards.

    Somehow, deactivating the item parenting script (which manages the camera that the character is holding) fixed the issue. Turns out the character was colliding with her own camera all along, and continuously getting pushed backwards.

    Happy belated #wipwednesday I guess!

    #photosim #jankstation #n64graphics #retrographics #unity #unity3d #gamedev #indiedev #wip

  3. I spent hours struggling against a moonwalking bug. No matter the input direction, the character would always move backwards.

    Somehow, deactivating the item parenting script (which manages the camera that the character is holding) fixed the issue. Turns out the character was colliding with her own camera all along, and continuously getting pushed backwards.

    Happy belated #wipwednesday I guess!

    #photosim #jankstation #n64graphics #retrographics #unity #unity3d #gamedev #indiedev #wip

  4. I spent hours struggling against a moonwalking bug. No matter the input direction, the character would always move backwards.

    Somehow, deactivating the item parenting script (which manages the camera that the character is holding) fixed the issue. Turns out the character was colliding with her own camera all along, and continuously getting pushed backwards.

    Happy belated #wipwednesday I guess!

    #photosim #jankstation #n64graphics #retrographics #unity #unity3d #gamedev #indiedev #wip

  5. I spent hours struggling against a moonwalking bug. No matter the input direction, the character would always move backwards.

    Somehow, deactivating the item parenting script (which manages the camera that the character is holding) fixed the issue. Turns out the character was colliding with her own camera all along, and continuously getting pushed backwards.

    Happy belated #wipwednesday I guess!

    #photosim #jankstation #n64graphics #retrographics #unity #unity3d #gamedev #indiedev #wip

  6. I can't seem to find a way to post this privately. So I might as well just put it out there.

    I'm working on this #photographysim thingy for a cool community demo disc. It's still very janky and broken, but that's just what my stuff looks like when it's under construction.

    #jankstation #N64graphics #retrographics #blender #unity #unity3d #gamedev #indiedev #wip

  7. My model is alive ⚡

    I also tried some #mixamo animations on this, but they didn't look right. I suspect it's either because of the chibi proportions, or because they were designed for a different rest pose.

    Next step: drive the eye sprites with bones.

    (Originally posted as a reply to myself; reposting it as a standalone post)

    #retro3d #retrographics #n64graphics #blender #rigging #indiedev #indiegame #lowpoly #rigify #wireframewednesday

  8. I experimented with subdividing a skybox quad by hand but keeping its UVs intact. Followed by baking a new small texture in the new vertex positions to give more texels to more detailed regions in the texture.

    It produces an interesting result but I find the sharp details a bit jarring. Maybe it would work better as a subtle effect.

    #n64 #n64graphics #blender3d

  9. After copying/studying most Zelda OoT characters, it's time to make my own N64 characters.

    Meet "Pottery Man" (inspired by a Portuguese sculpture).

    He's friendly, calm and stubborn and will avoid conflict.

    He's a great tank, yet fragile, because he defends himself and his allies with roof tiles (that he made himself). #Blender #N64 #n64graphics

  10. Just adding a 2x multiplier to colors seems to help a lot when blending textures with vertex colors. Avoids the muddy early CG look.

    #n64 #n64graphics

  11. A new occlusion culling video: youtube.com/watch?v=QV3LqC1v4q

    There's now a simple BVH for frustum culling of both objects and occluders. It's still on the slow side but definitely works!

    #N64 #N64Graphics

  12. Experimenting with the most basic bounding volume hierarchy for frustum culling. Trying spheres instead of straight AABBs this time.

    In theory I like how compact the tree can be made but given how very conservative it becomes (see the second picture) it seems to make sense for moving objects instead. Rotations don't affect the radius unlike AABB so it's a great fit there, not for static level objects.

    #n64 #n64graphics

  13. Worked a bit on occlusion culling again. Seems to work OK for a small scene with two rooms. Still a few glitches.

    In the video the white transparent boxes I toggle on and off are oriented bounding boxes (OBBs) of objects that are used to test them against the software rendered Z buffer.

    #N64 #n64graphics

  14. I'm becoming a real boy

    #3dart #3dmodeling #n64graphics #lowpoly #lowpoly3d

    Also I'm deep into a rigging rabbit hole right now. I'm trying to get my rig/model to work on multiple engines and platforms, not just #Blender and #unity3d I've always loved #Rigify for its widgets, but it takes some work to convert Rigify humanoids to the various other humanoid rig formats out there (#Mixamo, #VRM, #Mecanim).

    How do other 3D artists make cross-platform humanoid rigs?