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Robin Seibold
Приєднався 27 лют 2017
~ Game Developer
Відео
The Making of Time Slice (2021) - A Ludum Dare Game Jam Devlog / Post Mortem
Переглядів 1,7 тис.3 роки тому
The Making of Time Slice (2021) - A Ludum Dare Game Jam Devlog / Post Mortem
The Making of Buzzle (2020) - A Game Jam Devlog
Переглядів 3,7 тис.3 роки тому
The Making of Buzzle (2020) - A Game Jam Devlog
nice glasses
Looks good!
Do you use seperate meshes for the glass lenses and the frame or is there some other thing going on?
One mesh, multiple materials!
Please give him a proper jawline
@@ramsey2155 Added to the ever growing TODO list! ;)
Thank you sir for your amazing work. It looks beautyful. I followed the tutorial but couldnt make it work for unity 6. I get this warning in the console: "The render pass ScreenSpaceOutlines+ScreenSpaceOutlinePass does not have an implementation of the RecordRenderGraph method." I´ll keep trying! thank you!
@@mans7432 any progress? (When I move to Unity 6 I will most likely post an updated version to GitHub)
A. C looks "correct" but A looks more stylistic? Idk
Dziękujemy.
You're welcome, and thank you! 💖
C
A
A by far
A
C
C looks good to me.
A
I think As gonna be the winner here
A looks most clear. But the chromatic effect doesnt look that good for the underwater, it looks better without it
I agree! But for an oilspill or maybe a blob monster this will make wonders!
Op A for sure, great job !🎉
This game will be Popular in UA-cam shorts
best thing is: it makes the shoes look even better!!
It definitely does!
Where did u go?
Heyo! Still here! If you're referring to the devlogs I haven't had the time to produce more in a while. If you're referring to my streams (which I do every weekday), I post information about them on my Discord. 💖
Why u not live today
Sickness (not me though). There’s a notification in the Discord channel!
your videos are so incredibly high quality and detailed, your work is very appreciated :)
Thank you! 💖
this is so incredibly useful, thank you so much for this!
What does your development roadmap look like over the next 1-2 months? Which features require the most focus?
Aiming for releasing a terraform game play vertical slice early next year. So everything on the roadmap in the near future is terraform related. Water has and currently requires the most focus!
We back
The abrupt ending might need an explanation, so I'm just posting what I wrote on my Discord: "Hello @everyone! During today's stream I got too excited for the solution (which I'm certain is a solution), and accidentally changed a kernel parameter from 10 -> 110. This mistake lead to the GPU running out of memory which caused the stream to go down. Ah well, I didn't have that much time left, so I'm gonna leave on a cliffhanger, and fully implement the solution on Monday! Have a great weekend! ⭐" If you want to join the Discord to be notified when I go live, release a video, or just discuss game development, then click this link: discord.gg/fsU5EmQWcr
Sad missed the live today 😔
😢
Super chill streams
What values should i use for all parameters in the outline shader? And how would i convert this to use RTHandles, since rendertargetidentifier is now obsolete?
Looks beautiful! Amazing work.
loved this tutorial but i am wondering if there is a way to implement normal maps into this shader?
Thank you! Yes, just alter the custom node input normal.
@@RobinSeibold Should i just replace the normal vector node with a Texture2D Normal Sampler or i should add the texture node to the normal vector?
And now, to rewrite it in URP 17 I'll need to dig into it myself
Hahah, I'll probably do it when Unity 6 is stable!
How might I color/tint the specular in this shader?
Like having the specular highlight be another color?
did you use post processing for the small glowing lights?
Yes!
This is amazing. Subscribed and watching literally every video. I learned so much.
Thank you! ❤
I'm new to development in unity and I had tried both full screen pass methods and the back face method, but ran into similar problems. Thank you so much for sharing what you've made, it made my aesthetic dream possible as well!
Just followed this for my project in Godot. Looks awesome! Adapting it for the different shading system was a little harder but in the end i learned a lot more than i wouldve by just following a tutorial directly, so thank you!
Great to hear! Good luck with your project!
He asked me if this would work even in versions like 2019
Who? What? When?
@@RobinSeibold Unity Version ':
@@Krhey-0 Well I've tried it in 2021.2 and 2023.2, could be adjusted to work with other versions too. Making it work for 2019 might not be as straight forward as one would hope though.
@@RobinSeibold uhmm, that's the one my PC runs decently
hi thank you such a amazing tut.. have really follow each and every step. i would like some information to what you have populated in 4.15 "class ViewScapeNormalsTextureSettings "
github.com/Robinseibold/Unity-URP-Outlines
Is there any way to joink it?
What you mean?
Sorry I have a fever and back pain
Get well soon! ~❤
I just discovered this video and wow, this is amazing, the atmosphere, the explanations, the animations, everything is so good. But I can't help but ask one question, how did you get that huge terrain in Unity? I thought it was Unreal. Great video!
Thank you! :D The terrain is the Unity terrain-component, but multiple such (4 I think) laid out as patches.
@@RobinSeibold Thank you for the response! I can't wait to see what's next.
These outlines are incredible. Nicely done.
so underrated
This is majestic, works beautiful in unity. Thanks for allowing everyone to use it.
beautiful animations
hey! really support your ideas! if you need any help on music lmk! my discord is threetwelve
This looks amazing
Pls, slowly develop your way out of youtube
No
@@RobinSeibold it was a kind command, you can’t choose
can i ask why are you using Unity version from 2021?
I think it was the latest stable release when I initially created the project. Might upgrade to Unity 6 in the future.