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Mrmo Tarius

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A member registered Feb 12, 2018 · View creator page →

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Hello! For 3d stuff, I am using Crocotile, Blender, or a combination of the two :)

Hello! It's redistribution :/

But you could allow for external assets in your project! :)

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Any updates to any of the included products will also be included into this bundle, and I'm using all of them on Blender 4.3.1. If anything breaks due to the new Blender versions, I'll try and fix it as soon as I can.

*edit* oh also, all of the processes have free versions so feel free to test those!

Okay! Also, I'd like to see the results.

Not at all, I've definitely had tiles go missing before, especially after I update the tilesets :) 

For example, the arrow tiles in "Goblins" were all "arrow up" for quite some time! :D

Could you please check tiles at coordinates 10,3 to 11,4? (starting from 0). What tileset are you using?

Hey! Are you referring to these?

Very nice! I don't have a fixed roadmap but I definitely want to add more stuff to the tileset.

Thank you very much for supporting my work!

You can set the picker toggle key to "press" to keep the character picker open, that's how I use it :)

It unfortunately does, and I'm really not sure how to deal with these as I've had similar propositions for my other tilesets before. Maybe make it so that it requires the assets to be placed somewhere manually?

REXpaint resizes the UI according to the tileset it uses, and it was impractical for me to make a X3 version as the UI extended past my desktop resolution, making it unusable. It's basically the only reason I'm not using REXPaint more :/

Hey! I'm glad you like it :D
My go-to palettes right now would be DB32 and AAP-64 as great "generic" all-purpose palettes. Most of the color mockups on the project page use AAP-64!

You can change any of the sub-windows to "Shader Editor" and switch its type from "Object" to "World" :)
Blender's UI is extremely customizable like that!


The "shell" material is set up to receive two separate colors from the main geometry nodes "control panel"- logo color 1 and 2- and uses two textures to determine where those colors get mixed on the shell, as well as to raise the "print" level via bumpmapping so that it reflects the lights appropriately. 


In order to use a full color image logo "print", you'd need to switch the two textures and edit the shader node connections. Basically, you need a black-and-white image of the logo to use as a "mask" and a full-color image to determine the colors, and then link the output from the first "mix" node like so, that it replaces the color attributes coming from geometry nodes:

Hopefully, this will give you the desired result!


Hey! The reflection comes from the HDR texture used for lighting the scene. Not only can you move or remove it, you can use a custom HDR environment if you want, and rotate it using the "Mapping" node to get it just right :)


Hey! I'll look into making more options, thanks for the references! :D

Hey! You can do it by replacing the textures in the "Shell Material.J" material!

Hey! If anyone used it in that way, they hadn't shown me :D
The process was intended for non-interactive use since it's entirely Blender-based, but there can be ways of incorporating it into something more interactive, if nothing else then by pre-rendering stuff as animations and using those as textures in Unity or something like that :)

Hey! Thanks a bunch for purchasing the tileset, please go ahead and share it with your team, I'd really like to see the results when you have made something with it!

I did some "colorizing" with a previous tileset, by doing basically what you described- I opened the set in Aseprite (which I fully recommend, it's awesome), swapped the colors and just pasted the recolored version into a large "atlas". Just find a palette that works for you, and you can get it done in a relatively short time. 

Maybe I should make some color variations and include them with the tileset, too?

Thanks a bunch :D

This is GREAT :D

Yes! And please show the results! :D

Hey! Thanks a lot for purchasing MRMO-STITCH!

The suggested "safe" maximum size of 128x128 pixels can be modified within the geometry nodes, but as the process is based around instancing "real" geometry, it quickly becomes extremely taxing on the hardware, with a 1024x1024 canvas producing over a million stitch objects, taking up roughly 5GB of video RAM with 10 million tris/5 million faces :)
What resolution are you trying to use?

Yes! And thank you :D

Hey! It should be working in Cycles already, it's the glass display on top that's specifically made for Eevee that doesn't (currently) work. If you remove the glass, you should see the shader behind it :)


Thank you very much! I was intending to make them all part of this same project, but I'm not 100% sure what to do yet :)
The "color" flavour is almost ready, I need to go and finish testing so I can release it :D

Hello! I'm glad you found this tileset useful! I'll look into some options for making a higher-res version, it should be possible for me to export the tiles in at least 2x resolution but I need to go check if the quality would be good enough :)

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Thanks for informing me about this, I'll go see that this gets fixed :D

*edit* should be fixed now!

Thank you very much :D

What version of Blender are you using? That's the first thing to come to mind since there have been some compatibility "misalignments" between newer Blender versions as there have been many new things added, especially with geometry nodes :/
The experimental GEO version was made with 4.11 and it might be what breaks compatibility with earlier versions.

Thank you very much :D

I just tried appending the shader into 2.79 and the incompatibilities are so significant Blender basically immediately crashes, so... unfortunately not :(

Hey! I don't know of any such apps that allow for 1-bit "textmode" workflow on mobile devices, and I would really like something like that too :/
I know lvllvl allows importing custom tilesets, and it's a browser-based online editor- might be worth giving it a try?

Yes! Your method results in a duplicate material that still uses the original node sub-groups. You could go through every group and make them unique, but it's not really feasible, so:
The quickest way I can think of is just appending the display and material from the MRMO-CRT .blend project into a new project, as many times as you need; this would create "proper" copies of the material (with its name ending in .001, .002 etc) with the subgroups properly copied.

Thank you very much! What format should the font be in? I'm thinking of separating the font(s) somehow for easier access, also looking at possible ways to convert them to .ttf :)

Thank you very much! I'll update it with the x3 upscaled version soon :D

How should I go about making them?

Thanks a lot for the feedback, I'll be sure to incorporate canvas customization in the updated version :)

Hi! Thank you very much for your support!

You can change the canvas texture, there's a few steps you'll need to follow:
First, change any area to the "shader editor", and select "Canvas" (the first slot) in the material slots.


Hit "home" on the keyboard to center the view on the nodes, select the "CanvasMat" node group and hit "tab" to enter the node group.




Within the node group are two texture nodes marked "Ambient Occlusion" and "Normal". These are the textures that define the canvas material.



You can remove the pre-defined textures from these two nodes via the "X" button, and load in any two matching "color" and "normal" textures you want.

I'm working on an update for MRMO-STITCH, and it would probably be a good idea to make this process more streamlined and accessible for the updated version!

Hope this helps!