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Internal properties marked with a $ suffix are compressed in the build process. Clipping module now supports linked flags, such as manual loading of Spine. Bug Fixes Fixed an issue where auto-atlas compression left unused original textures. Improved project build prompts for scripts, engines, and native simulators.
Last week, we released the first of our Release Candidate builds, a state suitable for production settings. If you are interested in the latter, please request to join our testing group to get access to pre-release builds. GUI: Fix label clipping when ascent/descent are fractional ( GH-103192 ). rc1 snapshot.
Unit testing texture or asset loading can be useful, as is unit testing many other backend engine routines like memory managers, but that’s just not where most (and by that I mean 99%) of the bugs comes from. Or Delores stands in the just the right spot and she clips into the desk. We’re not making flight software for 777s.
Unit testing texture or asset loading can be useful, as is unit testing many other backend engine routines like memory managers, but that's just not where most (and by that I mean 99%) of the bugs comes from. Or Delores stands in the just the right spot and she clips into the desk. That's an oversimplification, but you get the idea.
If you're just tuning in, you may not have known that we unveiled a pre-alpha alpha alpha combat build of Kristala at last year's 2019 PlayNYC convention in - you guessed it - New York City! Much to Cass's relief (we're sure anyway), he was finally able to finish applying textures to the townhouses over the past few weeks. Take a look!
In addition to indoor items, Nasahara was also in need of a few structural pieces to help further build out the eerie, abandoned nature of this once-great, sprawling city. After finishing up the forest townhome models, Cass then started in on texturing each of the structures. Can you spot it? Let us know in the comments! Level Design.
The last time we met, we were right in the thick of preparing an early, pre-demo build of Kristala for unveiling at the PlayNYC virtual convention. Now that he's done with the model itself, Cass will focus on unwrapping the UV's before getting started on the detailed texturing for this colossal beauty.
build templates. Android Studio will run in the Release configuration if the build panel is insufficient to select the Debug option. Fixed an issue where the auto-atlas texture compression configuration failed. Fixed an issue where the custom texture compression tool configuration was not valid.
PR Editor New Features Support google play build target. Internal properties marked with a ` suffix are compressed in the build process. Clipping module now supports linked flags, such as manual loading of Spine. Bug Fixes Fixed an issue where auto-atlas compression left unused original textures. for better performance.
This month, Cass was able to fully texture all three sets of Jhacanda tree houses and officially cross this ongoing task off his to-do list. We're looking forward to seeing how Cass textures this beast of a model once he's done crafting it. Here's an update on the textures for the outdoor table and leaf shade Karena created.
You'll read a lot about the work that went into making our Play build smooth and seamless in this issue of the blog, but check out this article from our friends at NoobFeed and the following video from Piercing Metal that explain a bit more about the exclusive build of Kristala we exhibited at Play NYC. In-tact and broken Amulets.
After fiddling around and running some tests, Will was able to make it so that the character can effectively roll through various environmental objects - like the barrels shown in the clip below - to destroy them. First, Shelly gave a little facelift to the texturing used on our Masarusa enemy. Behold.the completed, eight-legged fiend!
Editor: Make texture preview filter setting content aware ( GH-67426 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET
From automated clipping to smart video creation, we'll explore how these technological innovations are helping studios save millions while maintaining their expressive face in modern filmmaking. Infrastructure Requirements Building blocks of visual magic demand striking appearance in technical setup.
If they don’t create textures themselves, 3D modelers will work especially closely with texture artists and look development artists (aka surfacing artists) who will add realism and detail to their model through texture maps and shaders. They may also be required to use software that processes scans and photogrammetry.
Editor: Make texture preview filter setting content aware ( GH-67426 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET
We’ll be sharing some clips from David’s recording sesh for Hiratrola—plus many more making-the-trailer goodies—over on the Kristala Patreon hub , so join us over there if you’d like to snag some exclusive Kristala content you definitely won’t find anywhere else. Another cool trailer tidbit, especially for our friends who enjoy metal music?
Curious about Harold's process for building out each concept's composition? After working with the hair cards for awhile, it dawned on Pete that he could actually create a proxy texture that would easily troubleshoot the orientation of each card. Convenient, right? 3D Environmental Design.
Tragically, many important Nisargan buildings and landmarks were ruined in the devastating fire; though the stunning Kristal Cathedral of Nasahara remains standing, its crumbling passageways—once filled with laughter and joy—now serve as grim reminders of the carnage that nearly swallowed the entirety of the city. Take a look!
When it comes to the grand strategy and castle building, every frame per second (FPS) counts. Open the clips at the ends of the RAM slot. Gently press down on the RAM until the clips snap into place on either side of the module. It’s a game that has captured my heart with its intricate design and historical depth.
Many of our friends who've already had a chance to play early builds of Kristala have lovingly referred to it as Cat Souls. Last up for James this sprint was to create a design for a new kind of pickup we'll be implementing in the Kristala game build: Kristal Memories. and they're not wrong. 3D Modeling. Check it out!
First off: I learned a lot about Unity’s build in batching system. Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. Draw call batching. And it has just twelve vertices.
When we last met, we shared some exciting updates from our time exhibiting at Play NYC 2021, and shared all the work that went into ensuring the exclusive build we prepared for the convention was in tip-top shape and ready to be played. Concept Art. If you're a big lover of fantasy games (and we're betting you are!) link] Next up to address?
Some of the applications used to create comics include: Adobe Photoshop, Illustrator, and InDesign Clip Studio Paint Corel Painter Autodesk SketchBook Skills Required To Become a Comic Book Artist Comic book artists usually have a knack for story-telling. They also have knowledge about current events and pop culture.
Although he'd already completed the base models and initial texturing for the Nisargan Impaler and Rosethorne Swords prior to this sprint, Cass spent some time this month further refining each design and finetuning its details. Here are two of the different texture variants Pete showed off this sprint. link] Programming.
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