MechWarrior99
mechwarrior99.bsky.social
MechWarrior99
@mechwarrior99.bsky.social
Tools, game, and software dev freelancer. Currently making Sprig - An artist centric vegetation modeling app bewildered.io/Sprig
Been showing a lot of flowers and 'plants' (TM), but Sprig can do other things too!

Here is a little timelaps of making a simple cactus.🌵

(Workflow subject to further improvements!)

#environmentart #gameart #gamedev
October 1, 2025 at 8:49 PM
I wanted to avoid bloating Elements in Sprig, so 'extra' features can be added with Modifiers, multiple of any type

It means you can do stuff like have big noise for shape and smal noise to break it up

Also new website + signup for release update (link in reply)!

#gamedev #gameart #environmentart
September 25, 2025 at 6:17 PM
Made a little flower cluster in Sprig while bug hunting.

Not great for actual games due to uneven terrain. But was fun to see how the workflow would feel.

Beyond the bugs, also found all sorts of UX improvements which I can't wait to add!

#environmentart #gamedev #indiedev
September 18, 2025 at 7:41 PM
Most properties in Sprig allow for changing the Unit type. Specifically between meters and percent.

In this example, changing the offset where branches can be placed from meters to a % lets it adjust for different lengths of trunks!

#gamedev #environmentart
September 11, 2025 at 9:59 PM
Something not touched on yet is that Sprig supports cards!

You can explicitly define edges, just have lose vertices, or both, along with holes (not shown). And position the pivot.

Will have it automated later on, for now it works though!

#gameart #gamedev #environmentart
September 3, 2025 at 7:21 PM
Worked on adding a template system this week to give some starting points for creating your foliage in Sprig.

Turns out it is not easy to figure out what a good base to work from is😅

Will for sure be adding more templates as time goes! 🔥

#environmentart #gamedev #gameart
August 27, 2025 at 7:44 PM
Making plants feel plant-y means✨randomness ✨

Almost every property in Sprig has a variance field. And holding the Alt key on a gizmo lets you edit the variance of that property!

It feels so much easier to iterate and see the min/max than using a text box!

#gamedev #gameart #environmentart
August 20, 2025 at 4:06 PM
In Sprig elements dynamically change their name to give a better idea of what they are as they are edited and arranged!

Its a small UX feature, but can help make it easier to just create!🔥

(Only for elements without a specified name)
#gamedev #ux #environmentart
August 12, 2025 at 5:48 PM
Not super flashy, but I rewrote the project file format for Sprig and managed to get a 20x reduction in size!🤯
...

As normal when you get a 10+x improvement, it wasn't because I did something smart, just stopped doing something dumb haha
(Uncompressed images are big!? /s)
August 5, 2025 at 12:21 AM
I'm making sure Sprig has features for advanced users too!

You can influence properties using values from parent (or ancestor) elements. For example, you can shrink the stems further from the center, and the leaves closer. Much real plants!

#gamedev #environmentart #gameart
July 25, 2025 at 10:31 PM
Been working on the circle scattering gizmos.

Made the sweep and rotation controls similar to vector graphics programs, which should make it feel familar to lots of folks!

This is a pretty simple 'fern-ish' plant just to demo it, but it felt fast to make!

#gamedev #indiedev #environmentart
July 18, 2025 at 10:49 PM
Added scattering meshes in a grid to my foliage modeler! Works great for crops like wheat.... So I took the opportunity to make a simple wheat-ish type plant! 🌾

#gamedev #gameart #environmentart
July 9, 2025 at 11:37 PM
On and off the past couple of years I've been working on a foliage modeling program.

You mostly use gizmos to create plants instead of tweaking fields, so hopefully it do be easier to use than things like #speedtree!

Let me know what is important and ya wanna see!

#gamedev #indiedev #gameart
July 7, 2025 at 9:31 PM