eight-b-six
eightbsix.bsky.social
eight-b-six
@eightbsix.bsky.social
professional maker of unfinished things
unhappy in general
idk anymore, real metal shouldn't reflect like that, maybe doing this piece on trims isn't good idea, can't do bent normals with it
November 19, 2025 at 12:13 AM
wasn't the most complex thing, but planning for new trims is more exhausting than actual modelling, also my old arch enemy tried to manifest yet again - without capping roughness to 0.1-1.0 autoexposure destroyed everything on the screen
November 16, 2025 at 10:35 PM
got my glass shader working, nothing fancy, just two noises from material maker packed into 512x512 RG texture - one fine grained in the corners driven by vertex color, the other - dust specs and fingerprints, uses inverse of that color as a mask, should fit every window shape
November 16, 2025 at 10:30 PM
observation of the day: going full white in the metallic channel often makes metal things look dark and unnatural, i dropped values of my shiniest doorhandles to 0.5 in curves, not only they started to fit better into the scene but also stopped appearing completely black in unshaded view
November 14, 2025 at 2:06 AM
i think i finally getting the idea of beveling geometry entirely with normalmaps, now i see where that 9th/8th gen look originated from
November 11, 2025 at 3:00 PM
need to control my albedo contrast differences and noisiness better
November 9, 2025 at 10:42 PM
trying out trimsheets, concrete & tiles share the same texture, metallic channel of the ORM contains dirt mask multiplied with red vertex color, whole room is heavily subdivided to allow for more tile variation, floor & outer walls objects have disabled shadows #godot #gamedev
November 9, 2025 at 12:00 AM
wip
November 1, 2025 at 8:20 PM
For those interested
September 21, 2025 at 3:49 PM
They feed us poison (multi-layered diegetic UI), so we buy their "cures" (SubViewports), while they suppress our medicine (orthographic screen space model rendering) #gamedev #godot
August 19, 2025 at 10:45 PM
Back to compute shaders #godot #gamedev
August 13, 2025 at 11:56 PM
Man, modern lighting is a bitch if you want to stylize it even slightly. And this motion blur is artifacting like crazy with depth buffer, maybe I should hit the papers and try to roll my own implementation someday. Overall I'd rate looks of this little thingy as passable for now #godot #gamedev
August 12, 2025 at 12:51 AM
I miss the Matrix field from Godot 3, so useful for quick in-editor transform copy. Especially for asset placement. In 4 you either copy location or rotation, or you have to pollute scope with editor tools
August 10, 2025 at 9:10 PM
August 10, 2025 at 2:11 AM
Another silly experiment. This was way easier than I thought it would be, but the barycentric calculations and painting bit just beg to be offloaded onto compute #godot #gamedev #solodev
August 9, 2025 at 10:48 PM
Finally got some time to tinker #godot #gamedev #solodev
August 7, 2025 at 1:14 AM
Couldn't help myself #gamedev #godot
July 17, 2025 at 9:54 AM
Made my trail effect source code public
github.com/Azumist/comp...
#gamedev #godot
July 15, 2025 at 9:42 PM
One more buffer to prevent infinite feedback loops and I think I got 70s music video look just right #gamedev #godot
July 13, 2025 at 7:21 PM
my newest micro obsession this week: compute shaders #godot #gamedev #indiedev
July 13, 2025 at 1:02 AM
what I do? everything, but most often I'd like to torture myself. now onto texturing, retopo and baking this thing #gamedev
July 12, 2025 at 12:05 PM
July 11, 2025 at 3:59 PM
Yeah I just use lightmaps, let me unrwap the uv2
July 6, 2025 at 7:34 PM
Finally figured out how to shapecast properly with PhysicsServer, and that means clipping is not as noticable as before. Also fixed basis recalculation for bones to reduce mesh twisting. The only thing left is to transform that noodle into proper enemy type #gamedev #godot #indiedev
July 3, 2025 at 7:15 PM
SlitherModifier3D #gamedev #godot
July 2, 2025 at 6:25 PM