Liblast

Developing a super efficient environment asset workflow (& ubershader) for Liblast (2024-04-02)


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The goal of this workflow and ubershader is to minimize artist workload, while maximizing performance and visual fidelity.

If you want to learn more, read here:

https://codeberg.org/Liblast/Liblast/issues/3

I've used Blender 4.1 for modelling and the DreamUV add-on for automagically UV-mapping adding bevel and curvature information to edges + custom node group baking a channel-packed mask to vertex colors.

You can play with this in this feature branch in the Liblast git repository on Codeberg:

https://codeberg.org/Liblast/Liblast/src/commit/0d4c9e6b7c152140c25ebf998cd65bec9ce543e2

Liblast is an open-source multiplayer FPS game created with Godot 4 game engine and a completely open-source toolset.

Get the game here: https://libla.st

Want to help? Get in touch: https://chat.unfa.xyz/channel/liblast

We're always looking for contributors!

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