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RawFormula

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A member registered Jan 04, 2016 · View creator page →

Creator of

Recent community posts

sorry I dont use discord

here's some work of my:

https://payhip.com/rawmedia/collection/all

what kinda genre are you interested in?  would you look at it like you part of the team for a game - maybe you do own version in an engine?


I have a couple ideas (that why genre is important) 

in my view  the setting/look and story is important. setting for game environment, story for character design and audio.

-- simple ideas (all with physics):

- Truck racing in desert, Boat racing on ocean, Taxi driving in city (tech not yet ready)

-- a scene from a movie - reproducing in game (but no copy, reimagining, no IPs). not gonna talk about it in public which scenes

-- story game around a character: shark hunter. guerilla soldier. gang biker. hitman. 

-- and mi have mi own IP,  sumo stuntmen

create a picture of it

boy series


concept T-pose images



(1 edit)


some new cops wip


🎮 How To Use

  1. Select a Mesh object in the scene

  2. Open
    Tools → Simple Mesh Modifier

  3. Set Selection Radius

  4. Click Select Vertices by Radius

  5. Adjust Scale

  6. Click Scale Selected Vertices

Red dots show selected vertices in Scene View.


using UnityEngine;

using UnityEditor;

using System.Collections.Generic;

public class SimpleMeshModifier : EditorWindow

{

    GameObject targetObject;

    Mesh mesh;

    Vector3[] vertices;

    float selectionRadius = 0.5f;

    Vector3 scale = Vector3.one * 1.2f;

    List<int> selectedVertices = new List<int>();

    [MenuItem("Tools/Simple Mesh Modifier")]

    static void Open()

    {

        GetWindow<SimpleMeshModifier>("Mesh Modifier");

    }

    void OnGUI()

    {

        GUILayout.Label("Simple Mesh Modifier", EditorStyles.boldLabel);

        targetObject = (GameObject)EditorGUILayout.ObjectField(

            "Target Object",

            targetObject,

            typeof(GameObject),

            true

        );

        selectionRadius = EditorGUILayout.FloatField("Selection Radius", selectionRadius);

        scale = EditorGUILayout.Vector3Field("Scale", scale);

        if (GUILayout.Button("Select Vertices by Radius"))

        {

            SelectVertices();

        }

        if (GUILayout.Button("Scale Selected Vertices"))

        {

            ScaleVertices();

        }

        GUILayout.Label($"Selected Vertices: {selectedVertices.Count}");

    }

    void SelectVertices()

    {

        selectedVertices.Clear();

        if (!ValidateMesh()) return;

        Vector3 center = targetObject.transform.position;

        for (int i = 0; i < vertices.Length; i++)

        {

            Vector3 worldPos = targetObject.transform.TransformPoint(vertices[i]);

            if (Vector3.Distance(worldPos, center) <= selectionRadius)

            {

                selectedVertices.Add(i);

            }

        }

        SceneView.RepaintAll();

    }

    void ScaleVertices()

    {

        if (!ValidateMesh() || selectedVertices.Count == 0) return;

        Undo.RecordObject(mesh, "Scale Vertices");

        Vector3 center = Vector3.zero;

        foreach (int i in selectedVertices)

            center += vertices[i];

        center /= selectedVertices.Count;

        foreach (int i in selectedVertices)

        {

            Vector3 dir = vertices[i] - center;

            vertices[i] = center + Vector3.Scale(dir, scale);

        }

        mesh.vertices = vertices;

        mesh.RecalculateNormals();

        mesh.RecalculateBounds();

        EditorUtility.SetDirty(mesh);

    }

    bool ValidateMesh()

    {

        if (!targetObject) return false;

        MeshFilter mf = targetObject.GetComponent<MeshFilter>();

        if (!mf || !mf.sharedMesh) return false;

        // Duplicate mesh so original asset is not modified

        mesh = Instantiate(mf.sharedMesh);

        mf.sharedMesh = mesh;

        vertices = mesh.vertices;

        return true;

    }

    void OnSceneGUI(SceneView sceneView)

    {

        if (!targetObject || vertices == null) return;

        Handles.color = Color.red;

        foreach (int i in selectedVertices)

        {

            Vector3 worldPos = targetObject.transform.TransformPoint(vertices[i]);

            Handles.SphereHandleCap(

                0,

                worldPos,

                Quaternion.identity,

                0.02f,

                EventType.Repaint

            );

        }

    }

    void OnEnable()

    {

        SceneView.duringSceneGui += OnSceneGUI;

    }

    void OnDisable()

    {

        SceneView.duringSceneGui -= OnSceneGUI;

    }

}

ai projects [chatgpt, deepseek etc] NOT TESTED. NO GUARANTEES.





it has not been outlawed, so it is staying with us as we speek.

it might endanger work fields or steal IP  (trained on) , but  it as well could be trained on legal IP.

(1 edit)


unity. but these are concept art made with gemini

Time step

some T-pose images




some more T-pose images out there




changed the thread title to be more clear. 







if I have to explain, then it's not for you.

it's game idea / concept.





(1 edit)






(3 edits)








(3 edits)

conceptual screenshots, title screens, poster mock-ups etc



(1 edit)



(1 edit)

with new ai tools you can relatively easily create new variations, modifications to mesh, texture , animations, sounds etc

game actors / npcs like these for crime/cop/tourist/roleplay/urban/adventure games

of course generation will have errors, and it's not straighforward (sometime impossible, not worth the effort)  from an imperfect representation  to get usable in-game character model


that is a pretty neat idea.

my first thoughts: looking for (technological) devices and appliances to break cc tv, looking for clues about how we got here and for what (the story) 

about feasibility: depends on what engine and what plugins, sounds like some systems needs to be custom-written

might looked like that in young age

(1 edit)

does it work when animation is playing? (+humanoid rig)

paws noir coming up later

(1 edit)


download at

payhip.com/rawmedia

rawmedia - Payhip

that is a good work.  those came out right.

I mostly use meshy for cloth models, but these look like meshy might be more competent than I thought.

(1 edit)

hi. the model was tested in Unity3D.

there are no animations included, if you set the rig to humanoid, you can use any humanoid animations with it.

you can get the shown anims here:

https://github.com/needle-mirror/com.unity.kinematica