Narre (@narredev) profile picture

3D Artist and Indie Game Dev I use Blender and Godot https://nitter.gq/t.co/QvUcs1CN9b https://nitter.gq/t.co/IdqOkjBSd5 https://nitter.gq/t.co/gQ0s6rkSnE

Joined August 2021
Photo by Narre (@narredev)Photo by Narre (@narredev)Photo by Narre (@narredev)Photo by Narre (@narredev)Photo by Narre (@narredev)Photo by Narre (@narredev)Photo by Narre (@narredev)Photo by Narre (@narredev)Photo by Narre (@narredev)Photo by Narre (@narredev)
My visual script is now open source! While it's still a work in progress and far from a full release, you’re welcome to test it, share feedback, or stay updated on its progress. What feature would you like to see in Hengo? #GodotEngine #gamedevelopment #GODOT
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Terrain3D for #Godot4 now supports terrains as small as 64x64m, and as large as 65.5x65.5km at full resolution. 🌐 GTA5: 9x12.6km (113.4km^2) 🌐 The Witcher 3: 8.13x8.13km (134km^2) 🌐 Terrain3D: 65.5x65.5km (4290.25km^2) With vertex scaling you could reduce resolution for 131x131km and more, or have a higher resolution terrain at smaller sizes. The kicker is that we only store the regions you use. Your world could be 37x the size of GTA, with a few small islands and lots of ocean. Only the land would consume memory and disk space. Region sizes now range from 64m to 2048m, and the maximum number has been expanded from 256 to 1024. 32x32 regions @ 2048m = 65.5x65.5km. This required a lot of optimization and restructuring from 4 devs to make feasible. A lot of work has been done to make the tool much more suitable for teams. Each region is a separate file with coordinates in the filename, and labels can appear in the editor. This enables different editors to work simultaneously without conflicts in git, and vastly reduces the storage requirement for each commit. These changes are available in nightly builds now, and v0.9.3 coming soon. It works with Godot Engine 4.2.2 and 4.3. In a future release we'll look at removing region limits entirely and stream regions in and out of a fixed size window. I'm basically discovering what my Out of the Ashes team needs and focusing Terrain3D efforts building that. The result is you get things you don't even know you need until you have them. Pictures: 1) 512x512m regions with labels 2) 128x128m regions, label size and distance reduced 3) 1024x1024m regions. Red square shows previous 16x16km limit. Blue square is 32x32km.
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Remember about the importance of edging when doing texturing in Blender! ☝️🌟 Here's how to do it with the Ucupaint addon: 1. Create a new Solid Color layer. Set the Color and other channel values to wanted parameters 2. Add a Bevel Grayscale mask to it and tweak it with a Curve modifier to change the edge radius and falloff 3. Load your edgewear texture (could be any grunge texture) as yet another mask, tweak it with a Curve and set the blending mode to Burn! It might take some tweaking to achieve a good edge so don't be afraid to experiment! ❤️
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finally, the forbidden technology to move the selected object wherever you're pointing
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FUNC_GODOT IS HERE! github.com/func-godot func_godot is a Quake Map file importer and entity parser for Godot 4. It's a complete rework of the Qodot plugin, with a lot of new highly requested QoL changes and official support for TrenchBroom, JACK, and NetRadiant Custom.
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The mirror game dev platform is now open source. All built in the wonderful @godotengine I am personally in 3431 hours. 142 days worth of dev time in on this project. (rough estimate) ;) github.com/the-mirror-gdp/th…
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Freedom to own: @themirrorgdp is now open-source! Gaming is the frontier - not just of content, but the internet itself. The move to 3D takes on many terms: Gaming, spatial computing, 3D creation engines, metaverse, VR/AR/MR, digital experiences, immersive worlds, and more.
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Awesome news! Backpack Battles has reached the 100,000 units milestone in less than two days! 🥳 We are super excited about this, thank you so much! ❤️
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Narre retweeted
My Godot Trail-Renderer is open source🥳🔽
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Thinking of level design tools rn 🤔 Will be focusing on making Blender-Godot workflow as smooth as possible since it would be impossible for me as one person to create all of the modeling and pcg tools in godot from scratch Will be 2 plugins, one for each side of the pipeline
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I just received word that I'm banned from attending certain #gamedev events after having called out Global Game Jam's AI sponsor, I'm not considered "part of the Global Game Jam community" thus my opinion does not matter. Woopsie.
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What?!!! Two new releases from the funkin' insane Szymanski brothers?! @Ducky_Szymanski @DUSKdev Get them, Janitors! (they're dirt cheap too!) - The Pony Factory: store.steampowered.com/app/2… - Exiled: store.steampowered.com/app/2…
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I made a little plugin for @godotengine to show little camera previews (in both 2D & 3D!)
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In a nutshell, China just banned gatcha style gaming. Honestly, I think Canada, the US and EU should follow suit and the world would be a better place.
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Breakdown of #ucupaint layers to create anime eyes. I only use solid color layers on this one so I can easily change the color anytime. The demo video is available on youtube: youtu.be/6UBSmHdO8gw #b3d
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Finally released my Normal Editing tutorial! I go through the whole process from defining the zones, editing topology, editing normals, getting smooth normal rotation, and how to animate while keeping the nice normals! #blender #b3d youtu.be/SM8ukvOFgKs?si=bKdx…
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Metroidvania System 1.1 is out! - added undo/redo to Map Editor - added zoom - fixed various bugs reported by users - and more! Get it here: github.com/KoBeWi/Metroidvan… Or in the Godot AssetLib. #GodotEngine #metroidvania #gamedev
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For obvious recent circumstances I finally dedicated hours to properly try out #GodotEngine As a side project, I rebuilt from the ground up my 2017 mobile app Transomnie (with around 200 000 installs) from Unity to #Godot4. Here's how it went and what was my experience: 🧵
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AlBot
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