La Débilothèque
ohfinewhatever:

Extraction complete

(you should check out the whole blog)

ohfinewhatever:

Extraction complete

(you should check out the whole blog)

anarcutethegame:

The riot spreads to Paris !

!

anarcutethegame:

The riot spreads to Paris !

!

via normalbravo:

Sunburn, by Chris McCaw

Hermippe
takorii:

you’re all special and lovely
mnunu nimune
discofish:

Scene from my upcoming game.

discofish:

Scene from my upcoming game.

0x4e71

pixelatedcrown:

at around 6 this morning I couldn’t sleep so I went for a walk - it was all cloudy & windy with seagulls flying by high up, sailing in odd directions & speeds. so I stayed up a bit longer and tried to remake that! ended up with this gull model that’s wings move either up/level/down at random and then its movement reflects that. just a lil enviro doodle!

lowpolyworld:

Looping spinny lakeside.

lowpolyworld:

Looping spinny lakeside.

tomgamedev:

So I’m working on heads for the first seven monsters archetypes, I like to work with a simple color pattern before texturing, so I can decide where I’ll place each color to ensure that they all look different (They won’t stay blue/pink).

tomgamedev:

So I’m working on heads for the first seven monsters archetypes, I like to work with a simple color pattern before texturing, so I can decide where I’ll place each color to ensure that they all look different (They won’t stay blue/pink).

il-etait-lune-fois

tomgamedev:

Improved my “constellation weapon” effect a lot. It used to update the mesh every frame (ugh) now the mesh is only converted once, and I use a shader to render the lines and dots with a regular weight.

I can also now change the color of lines/dots/body at any time to create light gradients, which will help distinguish weapons ! Overall this looks better and is faster. Gotta learn HLSL since Shader Forge can get kinda slow to use when dealing with lots of nodes.