3D Artist, Indie game developer Working on RPG game "Arteria chronicles" and create some content for TPS "Kitsunetsuki project" Artstation - https://www.artstation.com/kumabeer
Working on adaptation of MalberS Animations' asset from unity assetstore with few great-animated creatures: It is low-poly style by default so I need to make new uv/textures/fix shading-but I'm happy how it goes even without normalmap!(ndotl-greyscale mask used) #gamedev#indiedev#blender#unity
November 21, 2025 at 6:29 PM
Working on adaptation of MalberS Animations' asset from unity assetstore with few great-animated creatures: It is low-poly style by default so I need to make new uv/textures/fix shading-but I'm happy how it goes even without normalmap!(ndotl-greyscale mask used) #gamedev#indiedev#blender#unity
Working on ruin's trees(Yep, Angkor Wat reference) It is modular(roots+trees) to have more variations in less time cost. #gamedev#indiedev#unity3d#blender
August 2, 2025 at 1:13 PM
Working on ruin's trees(Yep, Angkor Wat reference) It is modular(roots+trees) to have more variations in less time cost. #gamedev#indiedev#unity3d#blender
It is how I work with tiles/trims and mid-poly for my project (it is not really mid-poly cause of weird cheap-poly floaters using, but I love how it seems and works-especially for fast LODs creation) #gamedev#indiedev#unity3d#blender
June 4, 2025 at 10:52 PM
It is how I work with tiles/trims and mid-poly for my project (it is not really mid-poly cause of weird cheap-poly floaters using, but I love how it seems and works-especially for fast LODs creation) #gamedev#indiedev#unity3d#blender
I really like the foliage from the Spellbreak game, especially the moss, so I've made moss for my own game in a similar style, using noise and vertex color to control the alpha clipping. #gamedev#indiedev#unity3d#shader#blender
May 16, 2025 at 12:30 AM
I really like the foliage from the Spellbreak game, especially the moss, so I've made moss for my own game in a similar style, using noise and vertex color to control the alpha clipping. #gamedev#indiedev#unity3d#shader#blender
You can also bake such objects onto a plane, and then “cut” them out by duplicating them on top. This will also save uv space and also allow you to make cheaper LODs quickly.
May 4, 2025 at 11:44 AM
You can also bake such objects onto a plane, and then “cut” them out by duplicating them on top. This will also save uv space and also allow you to make cheaper LODs quickly.
It is better to place straight parts with angle of 90-this will save space, as well as reduce the visibility of seams, because pixels are square, and crossing them at angle of 45(or another, not square) gives seams, and the lower the texel, the seams are more noticeable.
May 4, 2025 at 11:43 AM
It is better to place straight parts with angle of 90-this will save space, as well as reduce the visibility of seams, because pixels are square, and crossing them at angle of 45(or another, not square) gives seams, and the lower the texel, the seams are more noticeable.