I guess those dots really highlight all the mistakes
Mixamos autoriggin is black magic. Work's every time, even with a bit shittier topology. How? #gamedev
There should be some kind of texture maker app for smartphones. There is plenty of working 3d modeling apps already so performance shouldn't really be a problem.
I wouldn't ever want to model on a phone, but making textures/materials would be great for bus rides etc. #3dmodeling
#gameidea : Stealth game, in which you are totaly unqualified worker in a factory, or where ever, and you are trying to hide it
I actually got bunch of shit wrong. Naming layers and material library, it's all there!
I blame the lack of tutorials. Maybe I should make one later myself
I think I *really* like @godotengine, now that I've had a chance to really dig in. I could see myself using it for more projects.
It has some areas that are a bit weak that I lean into on other engines, though. I like that there's a community of folks working on those (I don't have the time to build the skills to do that, right now).
Of note: The UI system, especially the vbox/hbox stuff works well, but if you need to tweak them, it can be less than intuitive. I'm also missing rapid dev tools like a polymodeler (the existing tool is powerful, but meets a different functional need) and vfx/shader graph type of stuff.
I'm still super new, so it's possible that I've just missed something in these, but that's my experience so far.
Some stuff I would like them to add
- Material library. At the moment, materials you made are unique to the project file which they were made in. So you either have to make your materials always from scratch, or make a project file that you can use as your own library
- Better support for graphics tablets. Painting works fine, but using the UI wth a tablet is a bit buggy
- All the node shortcuts from blender, since armorpaints node setup is already almost a perfect copy of it
- Layer names
gamedev hobbyist and such 🇫🇮
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