I'm using baked GI for indirect lighting, nested probes for reflections and parallax occlusion mapping for the materials.
I'm using baked GI for indirect lighting, nested probes for reflections and parallax occlusion mapping for the materials.
#gdc #gdc2025 #gamedev #indiegamedev
#gdc #gdc2025 #gamedev #indiegamedev
I'm not quite done, and still have to add materials, but being able to "hold" what you just made = crazy
I'm not quite done, and still have to add materials, but being able to "hold" what you just made = crazy
This was about 2 hours, still trying to become more efficient, but it's really easy to get into the groove and super fun. Gonna hopefully work with the new non-destructive stuff in desktop mode, but VR is still super fun. Hardsurface next!
This was about 2 hours, still trying to become more efficient, but it's really easy to get into the groove and super fun. Gonna hopefully work with the new non-destructive stuff in desktop mode, but VR is still super fun. Hardsurface next!
I’m creating my indie series “Night Shift Archive” in Blender. Teaching on that Patreon as I go. #blender3d #b3d
I’m creating my indie series “Night Shift Archive” in Blender. Teaching on that Patreon as I go. #blender3d #b3d
Concept art
Thumbnail
mecha
Concept art
Thumbnail
mecha
Mega Man Legends
lowpoly art
concept art
concept design
entertainment design
valve
vr
photogrammetry
mecha
gundam
calligraphy
hardsurface
bonsai
pixel art
technology
a lot more than that, but this is a good start
Mega Man Legends
lowpoly art
concept art
concept design
entertainment design
valve
vr
photogrammetry
mecha
gundam
calligraphy
hardsurface
bonsai
pixel art
technology
a lot more than that, but this is a good start