Incredible, I love this so much. I'm glad someone out there decides to go make older games like this in newer engines. Great work!
Firstly,Amazing work !! But a doubt..for the background thing ..you mentioned of using a mesh with zero edges which helps out in covering up the repetition process..what is it?..any detailed description please.
Quite fantastic. I am a friend of Grayson Wixom and have an entertainment publication thehollywoodtimes.today and am trying to get one of my journalists to interview you.
The new version of Substance Designer is finally here and it brings new creative tools and UX improvements to support for the AxF format. Check out the list of the new patterns, filters and noises that will fill your Substance Designer toolbox with new creative possibilities.
A long-awaited feature is finally here! Use a black or white mask to generate height maps and assign random colors to each white zone with a variation of height:
A new way to build stunning patterns! Duplicate and map a pattern on a shape while defining the number of repetitions and shape:
You can now easily deform your input with direct control in the 2D viewport:
Isolating a height range from a height map is now easier than ever with this new node!
The vector morph lets you deform your input according to a normal map:
Cube 3D Node
This new node opens the door to a new dimension in creativity – the third dimension, actually 😉 Let’s see what you can do with it!
Arc Pavement Node
As a French company, we have to make sure we give you an easy way to reproduce Parisian arc pavements! Thankfully, this is exactly what this node is made for:
We also updated a few generators while we were at it:
Splatter Circular Generator
This famous node just got a fresh update, and we are pretty confident you will love the new possibilities 😉
We all know how scratches are important (as long as they are not on your smartphone screen ;-))! Therefore, we overhauled the the previous generator to offer more natural and tweakable scratches. When used with a pathtracer or raytracer, the generated normal map will produce the circular highlights we commonly observe in the real world.
With this release, support for non-square formats is standard, with all noises and patterns now containing a non-square expansion option.