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@pushmatrix 🏎💨 okay on to the drifty car
❓ using "cancel lateral velocity at each wheel" (=grip) it's not impossible to make a satisfying arcade drifty car, but it's hard
🛞 it's also hard to control, essentially you have to be a good driver to control the drift with this model
@pushmatrix 💡 then I learnt (from Edy's EVP) that it's actually allright to use 🤫 Unity WheelColliders 🤫 just for the suspension. They can do the raycast for you! Just turn off all else.
the advantage is that the car is no longer 'floating' and will exert forces on the object under it
That's because the Decal just uses the normal of the Projector obj, not a per-pixel normal based on the surface. (See 👇🎬)
And that's where I'm at 🤷🏻♂️
I could let go of ShaderGraph and just do everything by hand (including a decal projector GameObject) but I don't wanna 😭
6/
So I thinks to myself. Okay, well bye-bye elegance, I guess the decal just has to compute its OWN lighting/shading when it's applied.
I open up the Decal Shader Graph (Unity provides a 'Decal' master node, that's nice)
And I add in the cell-shading there.
But no.
5/
don't mind me, just doing normal dog stuff 🐶
#PizzaPossum #IndieDev #MadeWithUnity @Friedemann_A
I've been experimenting with a direct texture painting 🖌 workflow in Blender, together with "unwrap as you go" UV mapping.
I miss everything you can do in a real image editor 🛠🧰 (copy patterns, color replace), but staying in Blender is a nice flow ☺️
https://t.co/pjOIUi1RYi
Starting out simple with a fairly messy texture of some blobs. It looks good but I'd like it to be 'fuller'. That's hard because I'm not sure if I'll be able to get away with this simple 2 plane geometry.
We'll be showcasing some upcoming unreleased levels for #CloudGardens this Wednesday at @indieexchange . I'll be on stream a couple hours after the show starts.
A little town by FoxyWinoma
📸 https://t.co/DqUkEtH4YH via https://t.co/KQHYc0Y7ev