Foyezes
@foyezes
Blog: foyez.es Youtube: youtube.com/@foyezes Lead 3d artist for @elomelo.games. Github: github.com/Foyezes Support me:
Example Project - Making doors age procedurally using Material Layers. www.patreon.com/Foyezes/post...
Real-time wear & tear using mesh maps and Material Layers #GodotEngine #MaterialLayers
Godot Material Layers - Vertex Colors & Height Blend example project available for free! www.patreon.com/Foyezes/post...
Introducing Material Layers for Godot. A plugin that lets you blend materials using a layer-based system. #MaterialLayers #GodotEngine
I'm building a free Material Layering Tool for Godot that lets you blend materials similar to UE. #GodotEngine
Learn how to blend two materials using Height Blending in this new episode of the Godot PBR Mastery Series. Turn a flat material blend into a realistic layered surface. #GodotEngine #Godot
Another episode of the Godot PBR Mastery Series is out! Learn how to optimize 5 textures down to just 2, using Channel Packing! You can easily optimize textures by combining them using channel packing, reducing GPU and storage overhead. Full video in comments!
The second episode of the Godot PBR Mastery Series is out! Learn how to scale, offset and rotate UVs. Link in the comments. #GodotEngine #Godot
Packing 2 grayscale maps into a single color channel. This works well with minimally overlapping masks. Great optimization trick to reduce texture sampling and vram cost. Easy substance node setup as well. #GodotEngine
Introducing the PBR Mastery series for Godot. In this tutorial series I'll cover everything you need to know to create professional materials in Godot. The first video of the series is out! Link in comments. #GodotEngine #Godot
I recreated this brick material in Godot to create variations in engine. Left Godot, right Substance Designer. #GodotEngine #SubstanceDesigner
working on a shader that can be adjusted to create variations of the bricks in engine using a single master material. this can be used to create a lot of variations using masks and hsv shifts, instead of importing a bunch of different texture maps for each variation
More progress on the building builder. A lot more control and scalability. The meshes are coming from a single PackedScene. Using strings to assign meshes and variants. #GodotEngine