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Puck's Seamlessifier + Ripper 1.8 is here! :3 It's a huge optimization update! I also fixed the wrapping algorithm to make it look even more realistic! Give it a try! >;3 #gamedev #indiedev #itchio #blender
Комментарии: 20

So you made no tools before this year, yet suddenly released an add-on and 3 standalone Unity tools, all faster than the average developer could, while claiming you don't use AI? Sounds suspicious.

Hi! I was making a lot other stuff for the past years on itch (like 10 psx packs and gamejam games)! This year I've focused only on tools. Each tool took me like 3-4 months and my bf helps me with development, so I'm not sure if that's exactly faster than the average..

Oh then if are more than one makes sense, bet with Unity is faster, I went full C++ back in the time and takes way more to test and do all I bet.

But yeah you can spend like 6 to 8 months to make a simple tool when you don't have modular existing parts or libs or so. So yeah 3 or 4 months is fast. Also nice work!

Yeah! I forgot to mention that we use a lot of assets! The runtime model importer or the color picker for example! The seamlessifier algorithm is from Ftexturetools! (I asked for his permission to use it!!)

going from a phone photo of a stickered DS to a textured model in Blender that fast is wild, the stickers even survive the wrap. does the ripper hold up on curved surfaces too, or is it happiest on flat faces like this?

you can do curved surfaces in it by right clicking onto the rippers edge! It does work the best with flat surfaces tho!

oh nice, right click on the edge is a neat trick. old handhelds and toys feel like the perfect thing to throw at it, gonna try it on a gameboy

This is so cool 🤩

very pucking cool

a big optimization pass plus a more realistic wrapping algorithm, great update 🔥

ty!

not just faster, also more convincing, which is a suspiciously good combo

Does the ripper correct perspective on angled photos, or does it work best from a straight-on shot?

It's made specifically to make textures from photos with hard angles! :3 i most frequently use it on easier photos on showcases, but with current changes it absolutely can handle more complex shots!

Hard angles are where most texture tools fall apart, so that's a big deal. Is the output tileable by default, or do you fix the seams by hand?

The tool interface looks clean, and the wrapping fix plus optimization pass sounds useful for PSX-style texture work.

never gone deep into blender but this is so cool

do it >:3 blender is great!!

Congrats on 1.8, the fixed wrapping algorithm is the part that matters most for believable textures.
