Stuart
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stuwhen.bsky.social
Stuart
@stuwhen.bsky.social
musician and occasional indie dev

he/him 🏳️‍🌈
I grew up in & around York! I love it very much and this is wonderful work
November 25, 2025 at 5:10 PM
Yeah that combined with the clone brush to smooth the joins is excellent, I’m not very experienced with any of this stuff but it’s made it very easy
November 24, 2025 at 12:40 PM
basically as long as the textures tile neatly overall (which I check using Krita and the wrap-around mode) it works. sometimes I need to rotate the UVs of certain faces as they don't always point in the same direction

short answer: manually !
November 24, 2025 at 12:09 PM
with things like the cliffs, walls, detailing and hedges etc, where the texs are larger, I use smaller chunks of the texs for connected faces - which takes longer but allows me to have a larger texture over a larger area rather than it being really small and noisy
November 24, 2025 at 12:09 PM
thanks :D

no real trick, it's done manually - rather than unwrapping UVs - i reset them so every face has the entire atlas texture on it, then select eg. the faces I want to be grass + manually scale the UVs for all those faces down so they cover only the portion of the atlas that has the grass tex
November 24, 2025 at 12:09 PM
the wall tex size is a bit overkill to take up that much of the atlas, so that will shrink!
November 24, 2025 at 12:05 AM
these 4 notes are used throughout the music i've written for this project, they appear everywhere in different ways, sometimes as melody, sometimes as bassline, inverted, reversed, as chords.....etc. (2/2)

#gamedev #indiedev
November 20, 2025 at 8:23 AM
anyway this is why I am the way I am
October 22, 2025 at 11:06 AM
we were 7!!!! i can't get over how fucking unhinged this is. his parents were v relaxed on the whole age ratings on horror games/movies thing + he introduced me to a dark dark world. i am forever grateful.

not even silent hill 1 either bloody silent hill 2!!! thank god the symbolism was lost on us
October 22, 2025 at 11:06 AM
you can alter individual materials on an object, and even cull vertices totally based on the assigned material. for example the water, which is a tiny model of a child's paddling pool with everything but the water material culled/then scaled up to the size of the scene :D
October 16, 2025 at 8:01 AM
i've been using a bit of interior design/architecture software i was playing around with years ago, absolutely NOT designed for this kind of stuff, BUT it comes bundled with a very old renderer that gives everything 1993 myst vibes (particularly after lowering the res/bit depth) and I LOVE
October 16, 2025 at 7:58 AM
I love this
September 12, 2025 at 8:39 PM