Expanding my 'Mini Market' pack a bit, it'll contain more retail objects and even a self-checkout plus older models get a little refresher. Will release November 2nd!
You can already get the current version here (free):
kenney.nl/assets/mini-ma…
How I paint pixel-art water on a 3D model:
1. Mask the surface in one click
2. Drop on procedural water, tune the ripples
3. Darken the edge with an AO mask
4. Copy the layer, flip the mask, set it to Divide - the middle lights up
#screenshotsaturday#pixelart#gamedev
Paint one side, get both.
Symmetry mirrors every stroke across the model as you paint, and Paint Mirror copies a finished side over in one click. Still pixel-crisp.
Coming soon to Steam - link in bio.
#pixelart#gamedev#indiedev#lowpoly#pixelpainter
In Graveyard Keeper 2 we have used real 3D models for almost every object in the game.
It was kind of a nightmare to model and to build, but we got a realistic 3D lighting and shadows.
Last post I said I built my own pixel-art texture tool. Here's the part I use most: procedural materials.
Drop them on, tune them live, stack them. Every texel stays crisp.
Coming soon to Steam - wishlist link in my bio.
#indiedev#gamedev#pixelart#lowpoly#3d#pixelpainter
@FableQuest Thanks! I don’t repack, it just uses the UVs from your unwrap. The crisp look is nearest filtering with no mips, same as the viewport. If your engine builds mips anyway, export fills the gutter with the nearest edge pixel instead of blending, so seams don’t bleed.
For days I searched for a way to texture pixel art in 3D. Nothing fit.
Even Substance Painter isn't built for it - never truly crisp, even at 128x128, and you can't go any lower.
So I built my own tool to help make my game.
#indiedev#gamedev#pixelart
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