Procedurally Generating Icons for my Farming Game

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  • Опубликовано: 4 май 2024
  • Devlog video about "Homegrown", a casual farming game I'm creating using my own engine.
    Setting up an icon generation system this week, to procedurally generate tool icons that can be upgraded using the upgrade system!
    Support the channel on Patreon and get access to the game & code for Homegrown, the city-builder, and Equilinox:
    / thinmatrix
    Play my previous game "Equilinox":
    store.steampowered.com/app/85...
    You can follow the progress of the game on my social media:
    Twitter: / thinmatrix
    Instagram: / thinmatrix
    Facebook: / thinmatrix
    Trello: trello.com/b/W3zkIJTM/farm
    Email: thinmatrix@gmail.com
    Background music by Jamal Green:
    open.spotify.com/artist/50jTM...
    Equipment (Amazon Affiliate Links):
    Camera: amzn.to/491ayFZ
    Desk Microphone: amzn.to/48Hs5mP
    Camera Mic: amzn.to/48ZcRcE
    Mouse: amzn.to/3Sn0v8J
    #devlog #Homegrown
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Комментарии • 322

  • @marcruijs1039
    @marcruijs1039 Месяц назад +702

    I'm lokey kind of jealous of your workspace dude. It's so peaceful looking with all the greenery, both inside as well as outside. My dad always says "green is good for a human, grey makes you irritable." Too bad my place is surrounded by concrete and bricks 😂

    • @dirklangohr
      @dirklangohr Месяц назад +5

      Yeeees it's so beautiful!!

    • @nobocks
      @nobocks Месяц назад +1

      Static grass diorama tutorial ❤

    • @evanchilson9829
      @evanchilson9829 Месяц назад +2

      100% - Also the concept is called Biophilia! Super interesting stuff!

    • @milanrdesign
      @milanrdesign Месяц назад +3

      get some plastic plants to brighten up your space :)

    • @semydev
      @semydev 29 дней назад +1

      So true, would be my dream! Even the outside, I live in germany and for me I have one ugly tree infront of my window

  • @Kaikaku
    @Kaikaku Месяц назад +252

    In case you are struggling to get enough handle models:
    -> The handle could start with no handle at all i.e., only the end of the stick,
    -> next could be a knob and
    -> then finally the t-shaped handle which you currently use right from the start.

    • @morgan0
      @morgan0 Месяц назад +26

      also maybe one of the later models has finger shaped bumps and cutouts to make it look like it fits in your hand better

    • @aletei
      @aletei Месяц назад +16

      Another idea would be to change the appearance just every second upgrade, so saving half of models needed :)

    • @liliyaversus4051
      @liliyaversus4051 26 дней назад +4

      @@aleteia reply from someone who is actually working in a creative field ahah. But i like the idea of having a whole-powerful system of upgrades. He can add special rare upgrades randomly or at the end, to make the tool unique. And he can add constructions/machines that may use his tools, which again would motivate players to create and upgrade them as a separate mechanic. But these are just ideas.

  • @SZvenM
    @SZvenM Месяц назад +169

    Love these new icons. They fit the style of the game perfectly and the designs are very fun. Really adds a lot of life to the whole system.

  • @himselfe
    @himselfe Месяц назад +90

    A very easy way to indicate scale changes would be to have some sort of fixed size object with the item for contrast. For example you could have the watering can sitting on a a very simple patch of grass with a blade or two just around the base, or some stones, or a tool laying next to it. I'm sure you get the picture! I'd probably only use that object in the upgrade/shop screens and not for every icon on the tool belt otherwise it'd start looking very cluttered.

    • @LukasOwen
      @LukasOwen Месяц назад +4

      i like this idea, i support it

    • @morgan0
      @morgan0 Месяц назад +19

      could also make some fake in world tool brands, which have some sticker of their logo on it, which doesn’t get bigger with the bigger objects

    • @ThinMatrix
      @ThinMatrix  Месяц назад +21

      Nice idea!

  • @callumcowden1511
    @callumcowden1511 Месяц назад +21

    I'd keep speed being a colour change consistent across the tools so players can easily see "oh light blue (tool) is 2x speed". Feel like it's just a cleaner user experience. I understand it doesn't work for every tool part but speed being colour would keep it somewhat consistent

  • @roz1
    @roz1 Месяц назад +75

    Hi ThinMatrix how is your health now.. hope you are doing well.... Love your videos... It's so peaceful and calm

    • @ThinMatrix
      @ThinMatrix  Месяц назад +62

      All good thanks!

    • @roz1
      @roz1 Месяц назад +15

      @@ThinMatrix Glad to hear that 😊

  • @4AneR
    @4AneR Месяц назад +62

    I've done a similar thing on positioning objects in the camera frame, and I think this way is simpler: (1) get the true rectangular bounding box as you already have (2) expand the bounding box so it's a square, basically depending if it's a tall bounding box, add abs(H-W)/2 to horizontal bounds or to vertical bounds (3) this square bounding box can be directly mapped into NDC coordinates (from -1 to 1), you can even go with simple orthographic projection unless you really need the perspective for your icons

    • @ThinMatrix
      @ThinMatrix  Месяц назад +29

      Ah that sounds like a good solution, thanks!

  • @liliyaversus4051
    @liliyaversus4051 26 дней назад +6

    Some ideas:
    Start with a water bucket. Just a bucket XD. And first upgrade will add a spout.
    With the size, you might want to sacrifice "perfect framing" only for "upgrade menu". An icon in the inventory can still be a perfect frame, but in Upgrade menu you start with a tiny tool!
    Great work, as always! Thank you for inspiration c:

  • @SirJoshuaTree
    @SirJoshuaTree 29 дней назад +29

    Your tools change too much visually for each upgrade. Unless there's a reason to parse the exact level at a glance, you can do smaller incremental changes to the model and it's fine. Keep dramatic mesh changes for significant milestone upgrades. I think that will be a much more comfortable system for everyone

    • @dieselboy.7637
      @dieselboy.7637 5 дней назад

      I disagree. The way he made is way more creative and fun.

    • @dieselboy.7637
      @dieselboy.7637 5 дней назад

      And not basic and generic.

  • @lancer197
    @lancer197 Месяц назад +26

    the sprinkler is absolutely awesome. Kinda hilarious but genius aswell.

  • @jonas2560
    @jonas2560 Месяц назад +30

    Very ingenious. I am maybe afraid that the higher level icons may give a different vibe to the game with their more rpg/gamery look. Maye only one every 3 upgrades changes the model and the two following upgrades change the color : crooked handle : brown, grey, white > straight handle : brown, grey, white.
    Just an idea.

    • @ThinMatrix
      @ThinMatrix  Месяц назад +22

      Yeah, I was thinking about that as well, and that would be possible in the current system. I also also want to spend longer designing the models - now that I've had a few trials I think I could do better. Maybe with smaller increments between model stages I could get to tier 10 without it looking too crazy.

    • @themrpancake
      @themrpancake Месяц назад +9

      I think only 5 upgrade icons would be better. A 1/10 upgrade to a stat doesn't feel like it should be an insane model changing upgrade. It would also make each model change feel more impactful

    • @OptimechX
      @OptimechX Месяц назад +4

      On that note, I think it would be cool if the icons could slightly increase in size, making fully upgraded ones look beefier :)

    • @jonas2560
      @jonas2560 Месяц назад +1

      @@ThinMatrix Nice ! Also just want to say I am a big fan of your videos. They helped me a lot through the pandemic and I have been following your channel ever since.

    • @thiccbaron
      @thiccbaron 29 дней назад

      They could also start as 'broken' like you have with the spade. with minimal less broken each upgrade. Or adding a gem that changes color.. Very nice update

  • @Pallerim
    @Pallerim Месяц назад +12

    It's always great when "overengineering" a system pays off. These icons look perfect, good job!

  • @ooRobertoo
    @ooRobertoo 18 дней назад +2

    very nice! A good idea for your selling effect. When the coins float to the top left corner to add to your balance, make the balance add up portions of what you sold while the animation is playing. So it looks like the individual coins matter. Example:
    You have 2000 in ur balance.
    You sell products worth 1000.
    The animation for the coins take 3 seconds.
    1000 / (3 sec * 2) = 152 coins
    This means you update ur balance every 0,5 seconds with 152 coins while the animation is playing.

  • @jugowater9546
    @jugowater9546 Месяц назад +12

    it would be really cool if you made a video about the process of designing a system. for example, how you brainstorm ideas, relate it to the current state of the game, etc... great video as always!

  • @charlvanniekerk8009
    @charlvanniekerk8009 Месяц назад +9

    The procedural generation had me really excited and then when i saw how you did it and the positioning of the icons, i was just giddy. Love the progress and the look of the game!

  • @IndieMarkus
    @IndieMarkus Месяц назад +20

    I love the way these generated icons look :)
    Regarding the issue of conveying the size of the watering can, when they get normalized: Could you try scaling the outline relative to the size reduction you performed in the normalization step? So small items (blueberries) would have a bigger outline, making them "feel" smaller than a spade. (Tbh, probably this specific idea would look stupid, but maybe some other shading effect relative to the normalization could work)

    • @ThinMatrix
      @ThinMatrix  Месяц назад +8

      Thanks for the suggestion! For items with a simple icon like the blueberries I can actually just make them smaller. I have a custom scale that I can apply to the model after the normalization, so I can make chosen icons appear smaller. That only works on a per-item basis though, so it doesn't work with individual model stages of the same item (like the watering can) which is the main issue.

  • @OrionDomeric
    @OrionDomeric Месяц назад +4

    Gotta say I was impressed with the bounding box camera view bit. Nice approach.

  • @marcely1199
    @marcely1199 Месяц назад +3

    I didn't notice you switching to Intellij. You were always the last warrior to use Eclipse for me😀

    • @morbuskobold4233
      @morbuskobold4233 7 дней назад

      Intellij is such an awesome IDE. Way worth switching to nowadays.

  • @Joern290
    @Joern290 Месяц назад +3

    Love the icons! So clever how you have them generated. Cannot wait to see what kind of cool tool modefications you will come up with. 😊

  • @cool.guy.
    @cool.guy. 29 дней назад +1

    This video made me really nostalgic of the time I used to watch your old OpenGL + Java tutorials, ha… good times
    I’ve come a long way since then

  • @GamesBySaul
    @GamesBySaul 29 дней назад +1

    I think this has been one of my favourite updates! Procedural generation is such interesting technology and I think the way you use it is great!

  • @GamerMickey87
    @GamerMickey87 Месяц назад +2

    This looks so cute! I can't wait to play it.
    By the way, as a feature suggestion, maybe people just walking in the market area would bring life to the game and it wouldn't look so static. In the farm I get that it's just you and it's the chill place, but in the town where the shops are, you would expect to see other people.

    • @ThinMatrix
      @ThinMatrix  Месяц назад +1

      Thanks you! And yes, I definitely want to add people to the town soon :)

  • @Daywalkr
    @Daywalkr Месяц назад +2

    Lol I kinda love how ridiculous the upgrades look visually - it's fun. Liek the watering can just going off the rails just I think would make it satisfying to upgrade.

  • @hamzahgamedev
    @hamzahgamedev Месяц назад +2

    As I am making my own farming game, ur series has inspired me so much. I learned a lot from you. Thanks🙏

  • @goodtimeswerehad
    @goodtimeswerehad 11 дней назад

    A great video. I enjoyed learning about your workflow idea to generate these new icons. The game is looking really lovely now, great job sir!

  • @MaXx0r_
    @MaXx0r_ 25 дней назад

    Your work is very inspiring! Please keep sharing the progress, I'm sure it'll will help alot of people.

  • @Skeffles
    @Skeffles 19 дней назад

    Fantastic to see the icons. It's so cool how you're able to generate them like that.

  • @paulturner7988
    @paulturner7988 Месяц назад +1

    That icon system is genuinely awesome!! Love it! 🤩

  • @pterafier
    @pterafier Месяц назад

    I love this series so much. You were the first dev I watched and now I make games :D thanks dude!

  • @hensou
    @hensou 26 дней назад

    That was amazing!
    Loved the way you used procedural generation, seeing this makes me want to jump into game dev as well.

  • @interested3791
    @interested3791 Месяц назад +1

    Dude I love this... you can check, I don't even comment that often, but those upgrade procedural generations were top-grade!

  • @benpope10
    @benpope10 Месяц назад

    Love the progress on the procedural icons! I was wondering how you were going to make all the parts fit together nicely after each upgrade, I’m glad you explained that. Keep up the good work, the game is looking better and better each devlog!

  • @rungeon83
    @rungeon83 29 дней назад

    I really loved this episode, as someone who mostly ended up being a software tools programmer, this is fantastic to watch your process! I really liked how you solved the position/size issue! Looking forward to the next one!

  • @progress_games
    @progress_games Месяц назад

    I always look forward to these devlogs! Something about your workflow is just so chill and organised in a way that mine probably never will be. Keep it up :)

  • @pfannkuchengesicht42
    @pfannkuchengesicht42 Месяц назад +1

    Throughout the video I was thinking "but have you considered X?" a couple of times and every time I was relieved to find out a couple moments later: yes, you did. I like how well thought through this system turned out to be!

  • @NitramiuZ
    @NitramiuZ 28 дней назад +1

    I get envious seeing you being able to change rendering style, press one button, and get updated icons. Such a cool and impressive system!

  • @SaraTalefe
    @SaraTalefe 27 дней назад

    UI revamp looking amaziiiiing! great job 👏

  • @MrOmega-cz9yo
    @MrOmega-cz9yo 28 дней назад

    Another nice video. Thanks for sharing ThinMatrix!

  • @warmightydevlog
    @warmightydevlog Месяц назад +1

    Great idea, i was intending to make some upgradable in my game but got scared of make hand craft combinations, your video gave a good inspiration.

  • @holly_hacker
    @holly_hacker Месяц назад +1

    Those icons looks amazing, it's really surprising how much it does for how polished/ready the game looks

  • @TheEnthusiasticCoder
    @TheEnthusiasticCoder 29 дней назад

    Another great video by ThinMatrix, keep up the great work!

  • @VirtuallyRetro
    @VirtuallyRetro Месяц назад +1

    Very nice. I love the new UI and Icons..

  • @vyzymz
    @vyzymz 29 дней назад

    i admire your workflow. so disciplined.

  • @akalex770
    @akalex770 Месяц назад +1

    Youre saving my day with this video right now.

  • @msgarts6476
    @msgarts6476 Месяц назад

    wow, loved the way u solve these problems, keep growing , keep uploading

  • @CurtisDoesADig
    @CurtisDoesADig 28 дней назад

    This is coming along insanely well! Congrats!

  • @codehawkfalcon
    @codehawkfalcon Месяц назад +2

    That night to day transition was flawless

  • @b-vance
    @b-vance 29 дней назад

    Very nice! Very peaceful vibes as always. 🌱

  • @gower1973
    @gower1973 Месяц назад +15

    Wow this guy is going all in, most people would just download an icon pack and be done with it, but he procedurally generates his own 👍

    • @Oeuvre-Bramon
      @Oeuvre-Bramon 19 дней назад

      And he's not using a game engine. So even bigger props to him

  • @drewdt3445
    @drewdt3445 Месяц назад

    Great devlog! This and the UI updates have made the game feel a lot more polished. Excited to see what comes next!

  • @kanebrady2228
    @kanebrady2228 Месяц назад

    you are a straight up inspiration to those of us who are lowley part time hobbyist devs, always wait for your vids with anticipation - great job!

  • @dandymcgee
    @dandymcgee Месяц назад

    The icons are awesome, great work! Thanks for sharing. :)

  • @Datdus92
    @Datdus92 Месяц назад +2

    The icons look great!!

  • @jamesbaconreid
    @jamesbaconreid Месяц назад +1

    wow you've come a long way, awesome work. these icons look great. and the post processing too! :)

  • @ElianeGameDev
    @ElianeGameDev Месяц назад

    That was so cool! I'm impressed by your capacity to design such complex systems and to explain it so well to us :)

  • @Keimoj
    @Keimoj Месяц назад

    "Diggy bit" is my new favorite for spade :D love the content, both digital and irl planting!

  • @360McCarthy
    @360McCarthy Месяц назад

    This is an awesome feature, I'd be interested in seeing where else you may find an opportunity to use procedural generation in the game! Keep it up can't wait to play 😊

  • @alexeyl22
    @alexeyl22 27 дней назад

    Awesome work!

  • @LiamKarlMitchell
    @LiamKarlMitchell 29 дней назад

    Looking great!

  • @KarimHamdallah-gc2el
    @KarimHamdallah-gc2el 14 дней назад

    Amazing work 💚

  • @FarSam25
    @FarSam25 28 дней назад

    I'm addicted to your Devlogs please don't stop 😁🙌

  • @masterloic7180
    @masterloic7180 Месяц назад

    Love your work !

  • @FM-kl7oc
    @FM-kl7oc 27 дней назад +1

    16:02 Me: "I'm totally not compensating for anything."

  • @evanrobison567
    @evanrobison567 29 дней назад

    The procedural icon system is absolutely brilliant!!

  • @leocrabe2253
    @leocrabe2253 Месяц назад +1

    I love the watering can upgrades

  • @DinoStudio901
    @DinoStudio901 15 дней назад

    Loving this game keep up the good work

  • @CESTLEDU
    @CESTLEDU 29 дней назад

    I love how crazy the watering can gets after a few upgrades 😂
    Also I'm very impressed by your icon generator it looks great!

  • @andygeers
    @andygeers Месяц назад

    Your videos are always delightful but this was next level- really fun looking project and great to get that little glimpse into the technical challenges behind it. And congrats on your night to day transition in the vid- you nailed that one!

  • @halfgrape8696
    @halfgrape8696 Месяц назад

    I like how he's actually showing development footage. Other devlogs I watch only show the result for what they built without much of the process.

  • @lukesnyder4183
    @lukesnyder4183 25 дней назад

    Honestly, I could see that little icon generation program being something useful to release on its own. Really nice stuff!

  • @joeldesante
    @joeldesante Месяц назад +1

    This game would be an awesome mobile game. The mobile space needs more high quality games like this one. Please consider releasing it on mobile!

  • @qexat
    @qexat Месяц назад +1

    the upgrade system is so neat

  • @catnapsandramen9435
    @catnapsandramen9435 29 дней назад

    Spelling Colors as Colours is crazy to me LOL. Can't wait for this to come out!

  • @NoVIcE_Source
    @NoVIcE_Source Месяц назад +1

    this is awesome!

  • @wolfieboy09
    @wolfieboy09 14 дней назад

    This is the evry video that got me into Java game development, thank you for getting me into it :D

  • @kylemason01
    @kylemason01 Месяц назад +1

    Great work as always! For the watering can upgrades, why not make the watering can shorter to begin with, so half height and then get taller and wider as you upgrade(ie more capacity). Would give you more "room" haha to play with. Also what about borrowing the curved handle idea from your spades in the watering cans, so you get curved spouts as well.

  • @LeBogo
    @LeBogo Месяц назад +2

    Ohhh yes! I was waiting for this!

    • @LeBogo
      @LeBogo Месяц назад

      This was probably already available for patrons, right? I don't check it that often 😅

    • @ThinMatrix
      @ThinMatrix  Месяц назад +2

      Not this time - I just finished editing it a few minutes ago :P It's only when I finish the video before the planned upload date that I share it early with the patreon supporters.

  • @wilk1nson277
    @wilk1nson277 29 дней назад +1

    the transition at 3:30 was so satisfying

  • @kaaf9840
    @kaaf9840 Месяц назад +1

    Make the icons spin when selecting/viewing its stats, I think this would make it pop a bit 😄

  • @Matojeje
    @Matojeje Месяц назад

    This reminds me so much of the monkey icons / models in Bloons TD 6, which also change when upgraded!

  • @Hoody803
    @Hoody803 29 дней назад

    This is great! You don't need to change the icon after every upgrade click. Doing so might lead to a constant need for new designs, potentially diminishing the impact of upgrades. However, having occasional model changes occurring with every few "upgrade bars" could also keep the player intrigued, wondering if any visual changes will appear with the next click or later, while still providing the sense of progression you mentioned.
    Good job!

  • @Jplaysterraria
    @Jplaysterraria Месяц назад +1

    Having the lowest tier items be a "joke" would be fun (e.g. the lvl0 spade is just a spoon)

  • @lucbloom
    @lucbloom Месяц назад +3

    Upgrade 4: bulge
    Upgrade 5: slightly more shaded bulge
    Upgrade 6: 2 bulges.
    Don’t sweat the minimal change. It’s the effect we’re after! Visual impressiveness is a bonus!
    Ask old Facebook games what lengths we go through to get a pixel in gfx change.

  • @floral1474
    @floral1474 Месяц назад

    Nice transitions!

  • @Ferdii256
    @Ferdii256 Месяц назад

    It's looking so lovely! 🥕

  • @Nick_Cutin
    @Nick_Cutin 10 дней назад

    Hey! I don't know if you'll read this as it's already 2 weeks since it was published but I'm really interested in this game and this series, hoping you will keep it up (of course no pressure)! I have an idea that may work as it may not: for the shop instead of using the icon keep the 3d model of the tools and let the player rotate horizontally to make it feel more real, the icon are still in the hotbar so the (amazing!) work you already done will not be lost

  • @zerosypher0114
    @zerosypher0114 Месяц назад

    Very cool idea.

  • @InvaderMik
    @InvaderMik 21 день назад

    I love your office! Could you make a video on how you care for all those plants / what kind they are? (And the desk! What a great desk. I want one!)

  • @assafcohen3173
    @assafcohen3173 28 дней назад

    Really nice update and great work! Coming up with 10 different upgrade graphics is really hard and as you mentioned - at some point it starts looking a bit off. Maybe consider the following: during the first X upgrades you get to see a physical upgrade, just like you showed in the video. However, after X number of upgrades the item doesn't change anymore physically but you add a "basic" --> "magic" --> "rare" --> "unique" --> "epic" type of upgrades? Obviously you don't have to use these names, it can be a star system where just like with army ranks every upgrade promotes the item. This way you don't have to come up with unrealistic physical designs and the player still gets to experience an upgrade rush.

  • @Maetschll
    @Maetschll 29 дней назад

    What a good video!

  • @MartinHanrez
    @MartinHanrez 29 дней назад +2

    Love the whole series, your approach,…
    I am just a bit not sure about the look and feel of the upgrade as if the whole game goes into that more and more fancier look it would meant that in the more advance game you will only have strange and fantasy tools, colors,… and there is a huge risk the game will feel less cosy/warm/natural than the actual look of the game that have that super peaceful vibe.
    I would prefer to stay with more natural colors and nature friendly look for those upgrade and I am already super happy to have more subtle visual changes but that stay in this cosy farm look you manage to keep :)
    Again, I love your work and I can’t wait to play this game to take a deep breath after some stressful days at work !

    • @ThinMatrix
      @ThinMatrix  28 дней назад +2

      I totally agree! I don't really want them to get too fantasy looking and that was mainly because I was just trying to quickly come up with some examples for the video. I've been working on more models for the other tools today and I'm getting better at making each upgrade a small subtle change, so that the higher tiers don't look too crazy while still looking more impressive than the lower tiers.

    • @MartinHanrez
      @MartinHanrez 28 дней назад

      @@ThinMatrix Awesome ! :D
      As an art director myself I really really love the art you develop on this project so I can't be happier to read that :)
      Thanks for the answer and have a nice day !

  • @xheptc9612
    @xheptc9612 29 дней назад

    You should do a Upgrade type "Reach" for the shovel, which increases the length of the shovel for further reach

  • @bonnwolff1890
    @bonnwolff1890 29 дней назад

    I hope that you keep the crooked stick upgrade as an inside joke for us dev log watchers!

  • @Avandale0
    @Avandale0 Месяц назад

    Amazing work as always :)
    I just want to mention that the icons are generated programmatically, and not procedurally (procedural generation usually involves randomness, and it seems like everything is predetermined). But I love the approach, and you're definitely saving yourself a massive amount of time in the long run !

  • @simoncodrington
    @simoncodrington 29 дней назад

    When you're upgrading your tools, it would be good if the "stats" icons e.g. capacity, area, speed etc ALSO upgraded, since there's only a few of those stats you could make little images with the capacity growing or the area icon getting more filled in etc. Little things like that are nice

  • @ajyauchler7678
    @ajyauchler7678 21 день назад

    I can imagine the frustration a decompiler or someone trying to find the asset for the in-game icons in a future release, just to find out they're all custom rendered hah

  • @migueltomaz1833
    @migueltomaz1833 Месяц назад

    Hey! I'm making a farming game myself and Im developing a season and terrain feature for it. The changing weather conditions of the seasons create difficulty and dynamics in the game, where the player will have to create strategies and adapt. The terrain on the farm impacts the growth of plants, and there are terrains compatible with some plants that make them grow faster, and so on.
    Maybe a system similar to this will bring interesting things to your game

  • @_mishi
    @_mishi Месяц назад +2

    is there a reason why you decided to make 3D models instead of 2D sprites straight away? I'm a little behind and don't remember if the 3D models of these items are used anywhere. Anyway really cool stuff. Love the environment you work in. It looks extremely peaceful

    • @ThinMatrix
      @ThinMatrix  Месяц назад +4

      Firstly it's because I have no 2D art skills, and the only way I know how to make icons is to take a picture of a 3D model that I've made ;) But secondly I think it makes it easier to combine the model parts for the tools - you can have them intersecting in ways that would be harder to achieve by just overlapping 2D sprites.

  • @lachee3055
    @lachee3055 Месяц назад

    Should try out a sketch effect for the items in a store, like they are in a catalogue or something. Bunning Warehouse like advert, all just newspaper drawings :3

  • @SpektrixGamingEdits
    @SpektrixGamingEdits 29 дней назад

    bro we need more food prep, tbh it was the main reason i subbed to ur channel 😂