LucenDev

@lucengame

VFX artist turned gamedev | Solo dev of Lucen | Discord: | Youtube:

Melbourne, Australia
Vrijeme pridruživanja: svibanj 2017.

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  1. Prikvačeni tweet
    19. sij
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  2. proslijedio/la je Tweet
    30. sij

    We’re going to be recording a podcast with ! We’re looking for some questions for the Q&A section, so if you want to be featured in the video, give us some questions. Thanks! - Bruno

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  3. 27. sij

    The new devlog is up! I talk giant chicken, the cave, and a few other things :)

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  4. 19. sij

    And here's a screenshot of the feathery foe. I made a fresnel shader for the eyes that makes them always face the camera for maximum spook

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  5. 18. sij

    I love how intuitive and quick rigging is in ! Working on a rig for one of the bosses in Lucen, including head stabilisation and other fun IK stuff.

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  6. 9. sij
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  7. proslijedio/la je Tweet
    7. sij

    Someone said my feed has been negative lately, so how about we do a “share your creative projects of any scale in any medium” thread to balance it out? Reply & include a description and link. If you attach image(s), GIF, or video - even better. Maybe RT this if you add something?

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  8. 7. sij

    The Substance Painter smart material is based on a stylised stone smart material by Andrew Alexandrov:

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  9. 7. sij

    Breakdown of a method I'm working on to rapidly create consistent cave rock formations for Lucen with painter, and . It's not too complex of a setup- it takes any input shape and uses SDF noise to shape the rocks.

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  10. 1. sij

    I just searched my name on Twitter on a lark and this popped up. Thank you Simon! I always wondered if people actually read through the sea of names in the credits. It's nice to see someone did 😊

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  11. 29. pro 2019.

    Also big ups to for sharing his intersecting grid leaf technique, I've made sure to mention this in the videos

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  12. 29. pro 2019.

    Stylized tree tutorial is finally here! 1 hour of video covering the step by step creation of stylized trees in and Source files also available on Patreon and Gumroad

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  13. 19. pro 2019.

    Inspired by , I modified the quick tree tool into something to replace my previous fluffy tree setup! Creates variations of performant trees in seconds, along with automatically generating LODs.

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  14. 17. pro 2019.

    Aaaand here's a still if anyone wants to see it in (slightly) higher qual

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  15. 17. pro 2019.

    Here's a quick breakdown of the fire effect made with and , with some tweaks and embers added!

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  16. 16. pro 2019.

    Started on some fire. Still a few tweaks to make, might post a breakdown tomorrow!

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  17. 12. pro 2019.

    New devlog is up! In it I talk about setting up the bow, and the cliffs/waterfall shot from the other day.

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  18. 11. pro 2019.

    God damn twitter was brutal with the compression this time. Here's a still frame

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  19. 11. pro 2019.

    A peek at some work in progress 😋

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  20. proslijedio/la je Tweet
    9. pro 2019.

    18 improved the chipping in the RDB Material Fracture. You can use the chipping to create procedural damage on models, here a quick example of it.

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