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@Drowned0ct0pus Heh, thanks! It's just layers of randomly splattered pentagons in substance designer, plus a grain texture to make the detail texture, than it gets blended over some basic colors with soft-light in a custom shader. Rest is my stylized lighting system and color grading. =3
Had a lovely day training my dog, implemented some really good VR armswinger movement for no reason, learned some houdini, got an idea for a rad way to do procedural level generation using simple box meshes as a base. Tomorrow i need to actually work on my VR mechanics though X3.
Ya know, i may have found a good middle of the road quality. I know this looks like pixelated junk on screen, but it actually looks pretty good in VR. Reminder to people to always check on your hardware X3.
Woo! Soft shadows! Hmm, this is making me reconsider using a PCF shadow now X3
Making progress on my custom shadow mapping system. Still a ton of artifacts and it's incredibly bare-bones, but it's the groundwork for a much faster shadow system. 🥰
Also, sidenote. For those familiar with the valve index sausage hands in H3VR... I may or may not be partially responsible...
I also made a bunch of quickly modeled goofy stuff, most of it i won't show because it's filler stuff but it was fun to work on nonetheless. Anton always has... Interesting briefs. I do remember the immortal phrase, "the more like a penis this looks the better". X3
I have a deep fondness for using ZBrush's BPR renders as my WIP shots. It's complete overkill, but looks rad X3
Anton had two 3D artists get hospitalized in the span of two days, hence why i got moved to this, so i count myself lucky to have completed it without falling victim to whatever curse he has. X3