TreeSculpt: Tree Spline Modelling
TreeSculpt is exactly for creating trees for your level design needs
It's a unique tool for level designers who want total control of vegetation style and shape composition but also just for creating beautiful trees
Want to make a game about monkey bars on trees, squirrel tree parkour or just a stylized garden shop simulator? LETS GOOOOO
Draw the branches by hand, shape them, scatter your own meshes along and bake to a prefab or FBX
sculpting trees in unity
working on a tool that lets you easily create tree in unity
i love editing terrain with curves
updated my tool TerraSplines so now it works way faster (because we switched to chunk processing)
and now editing my terrain is extremely easy
still have some work regarding optimisation, but it's around 2-10x times faster
fishing village location
made a fishing village location for my game
any tips on how to improve it?
fishing village location
made a fishing village location for my game
any tips on how to improve it?
fishing village location
made a fishing village location for my game
any tips on how to improve it?
shell painter prototype
made a small prototype for a shell painter
i am using it for moss right now, but i think it has way more use cases, but idk what they could be
any ideas how it can be improved and for what else it can be used for?
a map so you won't get lost in lost longing
i hate quest markers so you need to note everything by yourself
BLOOD EVERYWHERE
BloodOcean - VFX Graph Decal System that I've made, you can find it on the asset store if you want
so the cool thing about VFX Graph Decals is that all those decals get renderer in one batch (holy damn)
the only downside is decal overdraw but we minimised it using our hashgrid™ system to avoid decal overdraw and so the memory gets way less bloated
pond before and after
before and after the art pass for the pond location in my little adventure game Lost Longing
really glad how it turned out, there's also a cool water system that i will post a little later
pond before and after
before and after the art pass for the pond location in my little adventure game Lost Longing
really glad how it turned out, there's also a cool water system that i will post a little later
Showcasing VFX Graph Decal System
showcasing my asset BloodOcean which utilises VFX Graph and hash grid to create massive coverage with decals with a small amount of overdraw
i really like this demo because ceiling drips are just really satisfying
get out of my bucket!
made a small comic about my game Lost Longing
the mermaid lives in a bucket because she can't swim in the sea no more (too bad)
the little guy is a main character
TerraSplines: Spline Terrain Editor
Updated TerraSplines so it supports different profiles and now it's way more convenient to use
Get it on the Asset Store here: https://u3d.as/3HGr
made a cool vfx graph decal system
is uses hash grid to minimize decal overdraw and i'm very glad how it turned out so i made it into an asset
BloodOcean: VFX Graph Decal System
Populate your scene with hundreds of thousands of decals using our BloodOcean system
Powered by VFX Graph decals, hash grid and pooling to eliminate overdraw and maintain peak performance
FEATURES
- Optimized decal spawning at a MASSIVE scale
- VFX Graph decals for optimized batching
- Spawn decals from particle colission
- Spawn decals on collider collision
- Spawn particles from decals
- Hash Grid system to avoid decal overdraws
Unity Asset Store: https://assetstore.unity.com/packages/vfx/bloodocean-vfx-graph-decal-system-380132
finally added better noise editing
finally added better noise editing for my asset and now trying to paint terrain with splines doesn't look as bad as it used to, and just general noise operations are way easier
PSX Decal Blood System
working on a PSX blood decal system in Unity
it's hooked to VFX graph + particle collission and some custom scripts for optimizing