3D dev | Shader addict | Blender

Joined April 2023
Stress test for my 3D pixel renderer, ported to Godot! My old approach had a huge problem, it broke at some camera angles and perspectives, so I fully redesigned it. This test also covers dynamic lighting and shadow maps. What should I test next? #godotengine #gamedev #indiedev
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Just a reminder that you never can 100% trust AI. It can lie to you in a very convincing way.
AI slop. Almost everything is mislabeled or wrong. Allow me to explain...
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New update on 3D pixel-art renderer. I tested it on sphere, turn out it was probably the hardest shape to make all the tricks works on, but now it stays same stable as cube. I also improve the edge pixels and fix depth test. Let me know what you think #gamedev #indiedev #pixelart
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More closer look at the depth test. My approach will not make perfectly square pixels, but its made in purpose, as camera in this scene has some pretty heavy perspective distortion tho.
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My main goal is to imitate that naive pixelation look, but keep the pixels stable without flickering between frames. It should also handle overlapping objects correctly. Basically, it should look like perfect pixel snapping… without actually being pixel snapping 😄
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I think now in a new ear of AI you will always have a risk that someone will copy your idea, especially if idea is easy to copy. It was harder before, but even before AI became this powerful, Steam was already full of games copying some simple, popular ideas.
It’s every indie dev's worst nightmare. I created this concept for the GMTK game jam. I held off on my Steam page to obsessively polish the mechanics... and it just got cloned and shipped. Probably mostly with a simple AI prompt. Here’s my original build vs theirs 👇
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One part that can be not so noticeable from previous video, is that the new approach also preserve original pixel "sprite" look better on glazing angled surfaces. Here is closer zoom to compare. Still WIP #gamedev #indiedev #pixelart
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Another trick to make 3D pixels look even more stable is to not keep them perfectly square (distortion is barely noticeable during movement), but it makes the result much better. Here’s a new test with an even stronger perspective distortion. #gamedev #indiedev #pixelart
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Working on a new technique to make pixel effect more stable in 3D. It almost completely removes pixel shimmering and can support also a perspective. My idea is to merge the crisp 2D pixel sprite look with the 3D world. #gamedev #indiedev #pixelart
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v1.2.0 is out now! Its a huge list of improvements and new features, first of all the new Blur tool, it will let you blur the hard edge of brush or any place where is needed #b3d #blender3d
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Preview-it update is coming soon: 1) New adaptive preview UI grid — works at any scale/position 2) Reworked preview system — heavy nodes (booleans, subdivision) no longer block; others render in a new separate background process 3) Grease Pencil preview support — finally added!
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🔥 v1.1.0 is out — and I basically rebuilt the gradient system from scratch. Before: gradients had only 2 stops, and the workflow was kinda like: draw → undo → tweak → repeat. Now: everything's live before you apply. Move stops, add/remove them, change colors, tweak interpolation — all updates in real time. What's new: * Multi-stop gradients, full ColorRamp-style editing in the viewport. * Oval radials + focal shift, no more perfect circles. * Mesh gradient — place points anywhere and blend between them. * Noise on every gradient, 7 types with proper controls. * Randomize button (colors / noise / layout / all) #b3d #blender #blender3d #blenderaddon #vfx
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🚀 LightPainter 1.0.9 is out! What's new: * Reworked brush falloff logic — behavior across the Hardness range now feels much more distinct, especially along stroke edges, and closely matches Photoshop. * "Fill Color" now respects active selection — it'll fill only inside the selection. Previously the selection was ignored for this option. #b3d #blender3d #blenderaddon #lightpainter #3dlighting #cgi
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After 4 months of hard work, my Blender add-on is finally out of beta! Paint light directly in the viewport like you paint in Photoshop. No nodes, no wiring, no hassle. #blender #b3d
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The new add-on for previewing geometry nodes in Blender is almost ready. I just need a bit more time for extra polishing. As promised, you can now preview not only the geometry output by a node, but also the incoming attributes. #blender3d #geometrynodes
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I’ve been working on a new add-on that preview Geometry Nodes output. Still a WIP, and I wanna make it as useful as possible — so let me know what you think! #blender #b3d
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