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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:
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:
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
By 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:
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:
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