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Sophie Houlden @SophieH@mastodon.social

thx for being here masto Show more

sooooo... my twitter account has been locked for some reason :/

pre-rendered video in my pre-rendered backgrounds :D

you can't tell from the gif but it's 60fps & high resolution too mastodon.social/media/lRYNqnrr

So I had a dream where everyone is clones, their consciousnesses burned into new bodies whenever they die. A side-effect being everyone feels terrible but nobody can cry and only a very expensive drink can let you form tears and feel some kind of relief.

oh yeah in gamedev news I'm running out of things I can do before my next task has to be "have a whole story roughed out complete with most or all main characters"

which is scary affffffffffffffffff

So have you noticed that Legion is actually a ridiculously good television show?

I mean, as good as a show about a superpowered person with mental issues can be, it's that good.

started playing chocobo world... it's kinda scary how this would have destroyed my life if pocketstation had come out in the UK

I can set resting expression too, which the test character seems very unimpressed with :( mastodon.social/media/IGewBdhT

characters will animate talking when stuff pops up in their speech bubbles :D mastodon.social/media/CTgIPnJ3

simple generic basemesh, and everything is layers in substance painter I can adjust to make each character unique, I don't need to start from scratch for each new character but still get all the advantages of nice normal mapping & metal/smooth PBR workflow mastodon.social/media/poS6NisV

face system testing progress :)

I can probably make a few of these faces in a day, and they shouldn't look bad next to pre-rendered backgrounds. I think I've figured out how I'm gonna populate my RPG (or at least, add faces to most of the populace)
mastodon.social/media/Vzbu9wF_

Someone is having a good day today and IT'S ME! \:D/

the downside is it obv means a bunch of extra texture memory gets taken up on faces but I'm gonna just file that under "don't worry about it rn"

early test confirms my theory and shader are sound, I can paint face detail frames in substance painter & animate them in unity, marking face areas with vertex colours & animating UV offsets for fragments of diff colours.

I think older games would have just blitted to the character texture to animate it, this should be a little faster, and because it's new it supports full PBR with animated roughness/metalicity/normals as well as just the colour mastodon.social/media/auNeolLj

(Of course, needed characters' faces at all wouldn't be a problem if I wasn't insisting on updating this old tech so it'll run at ridiculously high resolutions but THE GAME IS GONNA BE PRETTY AND THAT IS NOT OPTIONAL)

(I've spent the past week or so DREADING how I'm going to model allllllll the faces I'd need for 100s of NPCs and I finally figured out the trick is; model only a handful (and even then, it needn't be anything too detailed), then just paint extra faces in substance painter.)