The big SDF thread

Just finished my modular level builder kit. Demo sandbox level running in UE 5. Everything modeled in Substance Modeler in VR.
Level playthrough:

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Has he mentioned an iOS port being a possibility?

Strange. The Discord is still active. I’ve made a new invite link:

No mention of iOS yet. Ephtracy only mentioned to me that he dislikes macOS development because things are easily broken and need fixing again with every major new macOS version, among other things.

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Wow, fab work Dan. :pinched_fingers: Love the atmosphere and the details, such as the security cams.

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Thanks Metin, despite building and playtesting this level for almost 3 days I still get lost… :laughing:

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Man I got all excited for a sec there.

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Well, I had another chat with Ephtracy, and he is still planning conversions to other platforms once MagicaCSG is feature-complete. Let’s hope that feature-completeness will be achieved in 2025. :pray::slightly_smiling_face:

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@JohnKaz has just released an open source add-on renderer for Blender, as part of his ConjureSDF add-on development.

He’s eager to know if it works in Blender for macOS:

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Unbound is now directly available from https://www.unbound.io/download :slight_smile:
First public early-access release, no need to use Discord to get access.

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Nice! Thanks for sharing. :+1: I’ll process it in the initial post.

Made this in the new version of the Unbound SDF editor today:

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@Metin_Seven This was the ‘little guy’ from the other thread. He’s the Space Marine I did a while back in Substance Modeler.

Exported the decimted SDF model into Blender. Unwrapped him in Blender, textured in Painter, and hand-animated animated directly on the decimated mesh, just with basic FK parenting, no rig. It’s been a long time since I’ve done any character animation, but it’s been fun. :smile:

The whole idea was to render him to a sprite sheet in Blender to be used as the player character in a 2D platformer framework I’m experimenting with in UE.
This method of animation works quite well for this sort of old-school 16-bit style. It also means you can pretty much model anything you want, use any sort of texturing and any method to animate and anything goes because it all gets rendered to sprites.

Playtesting the sandbox player controller

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Haa, great! :smiley::+1:

Real retrogaming vibes, and the animation has a pleasant stop-motion feel.

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Yeah, I did the animation on 1s so no interpolation. It definitely suits the old-school sprite style. :+1:

Made some enemies for our hero to battle. Same as always, Substance Modeler. :wink:

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:smiley: Love 'em!

The insect is my favorite! 1980s Galaxian arcade cabinet artwork vibes.

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Yep, we have to have the classic platformer baddies. :grin:

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First of the wee lads ready for animation.

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What utterly gorgeous little beasties.

The look of them as well has a real stop motion vibe I think.

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Hehe! Thanks. My only rule is that they have to make me laugh while I’m creating them. :grin:

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