XaiJu
CarrotsCritters
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This Week in the Forest! #56 (Holiday Edition!)

Yo folks! Sorry for the late post! Enjoy some 3D shiz I was messing with a bit ago! Yurusa, Arsemaus and I made this Duchess model a few months ago. Similar process to my bunny, I sculpted her, Arsemaus retopo'd and Yurusa did the base rig/weighting. I do the texture and whatever additional weighting/rig stuff!

This was one of the first times I've set up an actual scene with props! KINDA COOL, but also super laggy and a huge pain to work with lmao. All of these props were nabbed from Blender Kit's addon. It's a thing you can subscribe to and get access to a buncha premade assets, it's super dope for fleshing out a scene pretty quick!

Anywho, just wanted to share with y'all some fun side stuff I was messing with :>

We wish y'all some happy holidays ^-^!

OK, moving onto this week in the forest! Starting with a word from Vixel!

12/13 weekly report:
Last week I worked on breaking down objects in our Unity scenes into more distinct pieces to use with the new spawners. (It's boring under-the-hood stuff that'll speed up my workflow and reduce opportunities for future bugs!) :}
In the old project, something like the Bunny Garden was built using one complex object that contained two cutouts of fence art for proper layering; the colliders to block Red unless he used the gate; and the information about which dialogue to play when you inspected the garden or walked into it.
Sometimes we'd need to disable interaction, like during the Plant Quest minigame or when Scarlett wasn't home to scold you for stepping on her vegetables. We needed a special script to find the garden object, *know* about how it's designed, and signal it to disable the relevant triggers so you couldn't interact. But consider a bunch of objects with a bunch of triggers, all designed differently - it was a buggy complicated mess to maintain!
Instead, it's a much better design to separate the triggers, colliders and artwork into different objects that can be spawned selectively, sort of like layers. Then the spawner can simply spawn or not spawn some of the layers when necessary. I can also tag all interactive bits and process those objects as a batch, since their design is consistent now.

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My side I've been doing more writing shiz! This time for a holiday event. I'm not gonna spoil anything here, but 10$+ folks will be getting a large poll later today :>! Keep an eye out for it!

OK! See ya guys soon! 

This Week in the Forest! #56 (Holiday Edition!)

Comments

Wow you're extremely good at sculpting. Are you sculpting in Blender? Also you're probally better off setting up scenes in Unreal engine 5. You need to tweak the shaders in blender to get the non laggy ness. So things to check in blender: What shaders are you using? What resolution are you rendering at for the previews? Have you set Blender to run on your GPU? and given it a temp folder on an SSD or the same drive your file is on? How high res are the models you are playing with? Also this might be helpful for re-topology. https://twitter.com/AFX_LAB/status/1470158604212658180?s=20

Jack_Wolfe

This art looks great. Cute and sexy. I am always happy to hear new game updates too. Getting both art and game updates is heavenly.

Vinchenzo

So wonderful! Thank you for sharing this gorgeous render, together with the other nice news and updates.

Mircea Kitsune

Nice to see you all expanding your horizon into other stuff including 3D. Love to see what you all are capable of and thanks for sharing with your supporters. Happy Christmas and we'll wishes

Stormdrake


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