#n64graphics

Page of Moths 🦋pageofmoths@star.shaped.dog
2025-04-03

selfie with cat and succulent, 2025, 1507 tris

Thanks everyone for the help with modeling the cat!

#retrographics #retro3d #3dart #n64graphics #psxgraphics #blender #unity3d

A retro 3D scene consisting of: a room window, with a cat sitting on the windowsill, across from a plant. pageofmoths can be seen in the reflection, taking the picture with a retro-style rangefinder camera.The window scene open in Blender. The Page rig is selected, showing the usual Rigify controls, along with some custom ones. A preview pane shows the rendered scene, but it only shows what's rendered in the reflection of the window, not what's in front.The picture broken down into the background layer, the window reflectino, and the foreground layer.
Page of Moths 🦋pageofmoths@star.shaped.dog
2024-11-25
Page of Moths 🦋pageofmoths@star.shaped.dog
2024-11-01

I spent hours struggling against a moonwalking bug. No matter the input direction, the character would always move backwards.

Somehow, deactivating the item parenting script (which manages the camera that the character is holding) fixed the issue. Turns out the character was colliding with her own camera all along, and continuously getting pushed backwards.

Happy belated #wipwednesday I guess!

#photosim #jankstation #n64graphics #retrographics #unity #unity3d #gamedev #indiedev #wip

Page of Moths 🦋pageofmoths@star.shaped.dog
2024-10-25

I can't seem to find a way to post this privately. So I might as well just put it out there.

I'm working on this #photographysim thingy for a cool community demo disc. It's still very janky and broken, but that's just what my stuff looks like when it's under construction.

#jankstation #N64graphics #retrographics #blender #unity #unity3d #gamedev #indiedev #wip

Pekka Väänänenpekkavaa@mastodon.gamedev.place
2024-02-18

I experimented with subdividing a skybox quad by hand but keeping its UVs intact. Followed by baking a new small texture in the new vertex positions to give more texels to more detailed regions in the texture.

It produces an interesting result but I find the sharp details a bit jarring. Maybe it would work better as a subtle effect.

#n64 #n64graphics #blender3d

A skybox image comparison. Left: A quad with the baseline 44x44 texture. Right: The tessellated quad with the stretched UV tetxure. Gives more precision in details but introduces some artifacts.
2024-01-17

After copying/studying most Zelda OoT characters, it's time to make my own N64 characters.

Meet "Pottery Man" (inspired by a Portuguese sculpture).

He's friendly, calm and stubborn and will avoid conflict.

He's a great tank, yet fragile, because he defends himself and his allies with roof tiles (that he made himself). #Blender #N64 #n64graphics

Pekka Väänänenpekkavaa@mastodon.gamedev.place
2024-01-13

Emboss Bump Mapping experiment.

#N64 #n64graphics

Pekka Väänänenpekkavaa@mastodon.gamedev.place
2024-01-03

Just adding a 2x multiplier to colors seems to help a lot when blending textures with vertex colors. Avoids the muddy early CG look.

#n64 #n64graphics

brightened vs normal shading texture comparison from an n64 emulator screenshot
Pekka Väänänenpekkavaa@mastodon.gamedev.place
2024-01-01

A new occlusion culling video: youtube.com/watch?v=QV3LqC1v4q

There's now a simple BVH for frustum culling of both objects and occluders. It's still on the slow side but definitely works!

#N64 #N64Graphics

Pekka Väänänenpekkavaa@mastodon.gamedev.place
2023-12-12

Experimenting with the most basic bounding volume hierarchy for frustum culling. Trying spheres instead of straight AABBs this time.

In theory I like how compact the tree can be made but given how very conservative it becomes (see the second picture) it seems to make sense for moving objects instead. Rotations don't affect the radius unlike AABB so it's a great fit there, not for static level objects.

#n64 #n64graphics

Pekka Väänänenpekkavaa@mastodon.gamedev.place
2023-12-09

Worked a bit on occlusion culling again. Seems to work OK for a small scene with two rooms. Still a few glitches.

In the video the white transparent boxes I toggle on and off are oriented bounding boxes (OBBs) of objects that are used to test them against the software rendered Z buffer.

#N64 #n64graphics

2023-12-05

I'm becoming a real boy

#3dart #3dmodeling #n64graphics #lowpoly #lowpoly3d

Also I'm deep into a rigging rabbit hole right now. I'm trying to get my rig/model to work on multiple engines and platforms, not just #Blender and #unity3d I've always loved #Rigify for its widgets, but it takes some work to convert Rigify humanoids to the various other humanoid rig formats out there (#Mixamo, #VRM, #Mecanim).

How do other 3D artists make cross-platform humanoid rigs?

My digitally painted avatar, next to a work-in-progress lowpoly 3D model of that avatar

Looking like there's promising progress on getting vertex shading back into Godot 4 I'm so happy to see this #Godot4 #GodotEngine #Godot #Retro3D #LowPoly #PS1Graphics #N64Graphics
github.com/godotengine/godot/p

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