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new Quake map: "Taught By Thirst" for Remix Jam

Radiator Blog

However the dark lighting and texturing transform much of the play area into an unpleasant mid-brown mess, and its reliance on Source displacements leaves it feeling a bit blobby and melty. Like a lot of Counter-Strike Source, it often feels more like a game engine tech demo rather than something for humans to play.

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NVIDIA Research Shows Interactive Texture Painting with Gen AI at SIGGRAPH Asia Real-Time Live

Nvidia

NVIDIA researchers took the stage at SIGGRAPH Asia Real-Time Live event in Sydney to showcase generative AI integrated into an interactive texture painting. It enables the interactive addition of local details with infinite texture variations and realistic transitions. Inspiration images are a common concept in 3D design.

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CC 2.4.11 - Render Texture: Opacity Issue

Cocos

Hi, I’ve been having issues with opacity and Render Textures in CC 2.4.11 I have created a very easy to understand demo project showing how it behaves and it’s easy from this demo to swap things around, create new cameras etc.: which I don’t know how to solve. I’ve tried so many different combinations.

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CC 2.4.11 - Render Texture: Opacity Issue

Cocos

Hi, I’ve been having issues with opacity and Render Textures in CC 2.4.11 I have created a very easy to understand demo project showing how it behaves and it’s easy from this demo to swap things around, create new cameras etc.: which I don’t know how to solve. I’ve tried so many different combinations.

Texture 40
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Some Scattered Thoughts About Hades

The Bottom Feeder

Storytelling like this is a great way to juice your game with some nice texture, but know its limits. When I watch streamers try Steam Next Fest demos and it's all mashups of Slay the Spire/Vampire Survivors/Gain a Level and Pick One of Exactly Three Upgrades games, all I can do is sigh and look away.

Indy 71
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CC 2.4.11 - Render Texture: Opacity Issue

Cocos

I first tried the generic solution, but since in a real game it isn’t so straight forward as in my Demo where you would just have a one colored background and no other overlapping elements, I think the “src Blend Factor”: “ONE” is the way to go for the graphics which will use opacity and blend on top of other RT.

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Solo dev Walter Woods (Here Below) of Dark and Deep “Strategic partners are crucial” 

PreMortem.Games

Solo developer Walter Woods , working under the name of Here Below , used the distinctive black and white illustrations of 19th century artist, Gustave Doré as the textures for much of the game. People have been playing the demo and it’s been amazing to see people really enjoy it.” It’s really cool.

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