New player base models for TDX-2 in three different levels. Modelled, UV mapped and baked ambient occlusion textures with Blender.As you can see in the background I've also been working on the red and black (evil) enemy base towers, the VR room/environments and the game maps/terrains, more on that later..
https://youtu.be/1lGwfwqf9_c Snow globe particle system created with Unity Visual Effect Graph. It uses inner sphere collision, scrolling turbulence, randomly rotating gravity force and mass relative to particle size. Screenshot from the VFX-Graph (for recreational purpose), or you can download the graph from here: github.com/Timanious/Unity-VFX-Graph-Samples
Working on UV mapping and texturing buildings.Took me a day or two to unwrap all the faces, almost manually, and make the normals..well..normal, but now I can put any square texture that I want on it. TankBlazeAR level nr. 70/75 #indiedev #gaming #unity3d #DailyScreenshot
"De laatste loodjes wegen het zwaarst" -old Dutch saying TankBlazeAR level nr. 70/75 #indiedev #gaming #unity3d #DailyScreenshot
More lightning and emission! TankBlazeAR level 39/75 #indiegames #IndieGameDev #unity3d #DailyScreenshot
Working on some emission textures and materials for my iOS AR tank game project: #TankBlazeAR with #unity3d #Illustrator and #b3d
Since the last update I have made a lot of changes to TDX-2. I took a step back from the multiplayer part of the game and instead focussed on getting the pathfinding and the AI agents movement behaviour right. For the navigation of the ai agents in the game i made the choice to go... Continue Reading →