Doesn’t have to be ambitious or even ever released. Just curious to hear your ideas and techniques. Screenshots are welcome!
Doesn’t have to be ambitious or even ever released. Just curious to hear your ideas and techniques. Screenshots are welcome!
I haven’t done much. Only techniques so far, which is mostly just vertex colors+low-poly. The meshes are made with the color in-mind (+painted at the same time), also real-world reference scale. Game engine I’m using is Godot.
I’m trying to make a comprehensive set of general-use materials, ideally for an import script. If I use textures, there will not be many. In-engine noise works for some things, I am happy with a metal material and somewhat with glass materials. A billboardY material also works great (distance fade allows it as an easy ‘interact’ icon in 3D).
Not so happy with transparency or object scale (and still needing to mess with UVs), I made a visual shader material that allows adding a color for models that don’t have VC (specifically: textmesh)… I tried to use a shader for a pitted stone with fancy lighting, it didn’t turn out how I wanted and it seems like the possible complexity is too much for me.
More recently I’ve attempted to bring in grayscale watercolor to break up the flat color of the VC. Taking a picture with a DSLR, turn it into an optimized 512x texture. I tried to do a matcap but that didn’t work (maybe the matcap shaders I found weren’t right for non-metallic), a splatter texture seems to be alright. Gives away seams easily, default triplanar is not great either.
I might do unshaded stuff (with-or-without manual VC shading), but I haven’t tried vertex lighting yet. Though I will likely do a mix of styles, especially with obvious reasoning.
I had some example images uploaded but unfortunately my instance currently has all images broken. What I have isn’t much and it isn’t even very cohesive yet, anyhow.
Also, Spyro is one inspiration for these techniques, and I will probably make a vertex color skybox eventually.
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I am using Nim-lang via GDextension, also waiting for Godot 4.4 to release because of Jolt physics (I’m thinking it will make beginner projects more viable).
Jolt works great in
3.34.3!Neat. I am probably not going to use 3.X though (nor do I want to set up Jolt), and 4.4 is on dev 7 right now (as of ~20 days ago).
I also want to leverage as much as I can from the editor (and have it work smoothly) and later versions offer more. Textmesh is one of those things, probably procedural audio eventually. XR maybe, too (though this depends on my family members figuring out how to unlock dev mode with facebook BS so I can borrow the headset, if they even will figure it out). There are likely many other quality-of-life features/fixes I’m forgetting.
There was a 2D feature in 4.X that I was interested in, but there are viability concerns so it should be obvious that I’m leaning more into 3D given that polygonal art is already well supported there.
For language support I mentioned, it’s there in 3.X too but hasn’t been updated in 3 years.
Oops I meant 4.3 😆 enabling dev mode on the quest is easy, I’ve done it a few times!
Alright. For what little I do, I have just been focusing on the stuff I’ve described. The last time I tried something with the default physics, I had a door that instantly flied off the hinges into the sky. (I was able to fix it, but couldn’t do much with it due to it being complicated with a characterbody which I assume will be similar with Jolt)
EDIT: On top of what I said below, I think the facebook–>meta transition might be an issue too. They might’ve even originally been using an Oculus account.
Issue is they haven’t used it in a while so that causes issues with the account to unlock it. That and the fact that there is even the hint of it being restricted to someone part of an organization (I am not sure if it’s even still true or if they really just don’t check) sounds overcomplicated at-best and something they will be wary/scared of doing at-worst.
This is not the newest device, I thought I had read that the firmware had opened this up. I got to use the menu for less than a minute (cool hand tracking+overlay and even the grainy AR display was my sort of aesthetic) and decided to apply an update thinking it’d just reveal dev mode in the settings… after the update it seemingly couldn’t do anything other than spinny loading circle (I didn’t see how to get to the settings again).
I was lucky there, I still regularly use my Rift S so my account was at least current. That’s a weird problem… we’ve been updating so thankfully don’t have any need for the older (standalone) headsets