I feel like I have the creation of buildings in Blender for Godot figured out well enough.
The next thing is plants. One of the main planets in #IridiumMoons is a dense forest environment, so I am going to need a shitton of plants.

Figuring out how to do that without spending the next 3 years modelling trees and not making the game run like Crysis is going to be a journey.

#gamedev

"Piranesi" by Yora.

#IridiumMoons

I love it when a plan comes together.

These vault pieces for my Byzantian Art Deco palace work exactly as intended. And the 1x1 meter wall texture still looks great even when repeated hundreds of times all across the space.

The shadows under the vault look weird, but that's just the default ambient light setting of Godot.

#IridiumMoons

This is still a good way off from being a great wall texture. But given this is my first attempt at a procedurally generated texture in Material Maker, I am feeling that this is definitely going to be the way forward as textures for #IridiumMoons go.

#ScreenshotSaturday

First prototypes for my "Byzantine Art Deco" for the Turikan oligarchs on Sarhat.

Now that I have figured out all the things I want Blender to do, I am really getting exited about getting into worldbuilding through architecture and clothing, which pen and paper RPGs didn't really provide an opportunity for in the 20 years that was my creative outlet.

I can make anything I like, requiring nobody's approval, or practical or financial feasibility. 😄

#IridiumMoons #gamedev

Modelling all assets precisely to a grid may be something that high-poly designers consider silly, but it does make UV mapping to an image texture that was created to the same grid trivially easy.

I feel like 1024x512 pixels for a door seem rather excessive, though at 512x256, it does get a bit blurry when getting close enough to open it. But on early 2000s models, really sharp textures might look out of place. Reminds me of how I remember KotOR textures. Which is good! 😄

#IridiumMoons

Not really happy with the design of these doors yet. But I have the process of making them down now, with everything acting like I want it to.

Now it's just moving things around until it looks good.

#IridiumMoons

I started working on trim sheets and made this door texture as a proof on concept.

And it turned out exactly as I wanted.

This is just an image texture on a flat face. It has no normal maps or anything. Just Godot doing a bit of texture filtering to smooth the edges.

The .png image is a render of a 3D model I made in Blender in a few minutes.

#retrographics #IridiumMoons #gamedev #hobbydev

I really do feel that lighting is at least 70% of making low-polygon, low-texture resolution games look pretty.

I decided that for checking out how my #IridiumMoons assets actually look in first person, I don't really have to bother with making my own character controller in Godot, when the game will be built on the #Cogito template anyway. It already has full movement controls.

The demo level is as plain as low-poly can get, but I forgot how pretty it is. 🤩

New pictures from the Moons:

This is now the textures for #IridiumMoons as I intended them. And I think it's pretty good.

The light and dark contrast on the red plaster seems too high, but I think that's easily fixed.

The edges of the Voronoi scattering to hide the tiling on the 1m^2 wall and ground textures is noticable, but since these are 512 pixels per meters, I think a bit of blurring probably won't cause the textures to become too muddy.

#ScreenshotSaturday