Thread #1017244 | Image & Video Expansion | Click to Play
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The idea is to make simple games with them : )
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A cute little girl.
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An OC that some of you might know : )
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try to get a copy of unionbytes, it will help a lot with pixel art texturing.
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>>1017265
I programmed a rudimentary 3D modeling tool in javascript + three.js. It’s very simple, but enough for my lowpoly purposes. It supports basic skeletal animations, UV mapping, and exporting to .glb format, which makes my workflow easier [picrel: a prototype I programmed in C + raylib using these models].
>>1017378
Um… right now I assign the UV coordinates "triangle by triangle" using my own system. It’s tedious, but it’s the way I like it : )
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[Picrel] I made a new model, though it turned out a bit weird... I guess you could call it "style" :P
>>1017426
Thanks! And now that you mention it… yeah, the white skin and simple design do give off cave story vibes c:
>3d modeling tool
Uh, I’m kinda embarrassed to show it since it looks super rough and temporary x_x. It’s understandable since it’s just for personal use... Maybe once it’s more polished I’ll share it :P
>>1017455
Little girls don’t have mustaches! @_@
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>>1017639
Umm… I usually post my stuff on /b/. The only thing I’ve shared here was this model, and that was quite a while ago…
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>>1017674
It’s nice that someone remembers me. Yes, in the last few months I’ve managed to improve this tool. For example, now I can export to .glb format, which allows the models to be used in a wide variety of development contexts.
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>>1017959
>>1017960
:)
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>>1021241
Um... I’m not sure which software you’re referring to, but in my app 3D models are created in a rather 'spartan way', that is, triangle by triangle [or rather, quad by quad]. The interface is inspired by Worldcraft/Hammer Editor. I know this approach isn’t the most suitable for ultra complex models, but it’s more than enough for low-poly ones.
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>>1021247
Yep, since these models don’t have complex UV data, they kind of resemble the designs from alone in the dark :o
In a way, I like it. It’s different. But in the future I’d like to get closer to the PS1/N64 style.
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