i recently finished v2.0 of my browser-based World of Warcraft level viewer! so here's a thread on what it is, how it works, and a visual history of its development check it out at noclip.website by searching "World of Warcraft", finding a zone you wanna explore, and fly around w/ WASD + mouse
Charles Boury
@charlesboury.fr
Game graphics 🎨 Expect cute characters, grand environments, tech art tips & lowpoly appreciation ✨ (EN/FR) Check my website: https://charlesboury.fr
📢 BIG ANNOUNCEMENT ✨ My new game Yashi: Sand Driver now has a Steam page: store.steampowered.com/app/4601370 🚙 Drive through the desert 🏜 Survive the heat and the elements 📡 Find New Eden 🦊 Chill with your coyote Please WISHLIST & SHARE to support me 🙏 #indiegame #indiedev #driving #exploration
Continuing with cool #godot features coming to 4.7: Camera follow selection! Nice way of moving things 📦
#godot 4.7 is going to have a trackball rotation feature! NICE Doing Level Art in Godot is hard because of its crude 3d gizmos and viewport. Trackball rotation was one of those missing features 🪩
learn old, slow, ancient ways of doing things as a rebellion against the hurry and shallowness of the modern age
"I only use AI for the concept art and prototyping" OH, so only the most basic and fundamental parts, the parts that will literally determine the direction of everything else, just THOSE parts, cool, gotcha
considering streaming gamedev again what subject would you be interested in? 🇫🇷 or 🇬🇧 ?
a #godot foliage tool made for me by @adrienlucas.bsky.social <3 gonna plant all the plants
did you know? blender can generate convex hulls handy for in engine collisions
hello again #portfolioday !!!! i'm a 3D environment / prop / texture artist working in games, and a hobbyist illustrator on the side. you shall find here a character that knows how to paint a little object, for certain 🎨 www.artstation.com/stobin 💌 stobinart@gmail.com
today's work on the #jungle project took a step back and made the blockout of the entire island I already put a few secrets under the trees🌟
Designing visually distinct buildings with the same footprint on a hexagonal grid was tricky
today was blocking out a secret bunker Still a lot of work 🫤 but the gist is here
This has reminded me of my most controversial gamedev opinion: Ease of use is WAY more important than optimization. Better to waste a little texture space or a few polygons and get work done easily than make something perfect that takes more effort to finish.
i thought i'd try this cool thing called blocking out for once in my stupid life and i accidentally wrote SHIRT on upside down UVs and it's funny so i'm leaving it for now
Here's a quick thread about how the procedural material is set up to enhance the details of the editable terrain in Island Architect, without baking any textures. Still details I want to add, but I'm happy with the foundation! Here's the final result and the diffuse texture: #gamedev #indiegame
*closes Unreal (work project)* <restful, relieved sigh> *opens Unreal (side project)*