Been showing a lot of flowers and 'plants' (TM), but Sprig can do other things too!
Here is a little timelaps of making a simple cactus.π΅
(Workflow subject to further improvements!)
#environmentart #gameart #gamedev
@mechwarrior99.bsky.social
Tools, game, and software dev freelancer. Currently making Sprig - An artist centric vegetation modeling app bewildered.io/Sprig
Been showing a lot of flowers and 'plants' (TM), but Sprig can do other things too!
Here is a little timelaps of making a simple cactus.π΅
(Workflow subject to further improvements!)
#environmentart #gameart #gamedev
You can learn a bit more, and put in an email to get notified when Sprig releases! π
I promise not to send you marketing junk!
bewildered.io/sprig
(pls break it gently, web dev is really not my thing π
)
I wanted to avoid bloating Elements in Sprig, so 'extra' features can be added with Modifiers, multiple of any type
It means you can do stuff like have big noise for shape and smal noise to break it up
Also new website + signup for release update (link in reply)!
#gamedev #gameart #environmentart
Made a little flower cluster in Sprig while bug hunting.
Not great for actual games due to uneven terrain. But was fun to see how the workflow would feel.
Beyond the bugs, also found all sorts of UX improvements which I can't wait to add!
#environmentart #gamedev #indiedev
Most properties in Sprig allow for changing the Unit type. Specifically between meters and percent.
In this example, changing the offset where branches can be placed from meters to a % lets it adjust for different lengths of trunks!
#gamedev #environmentart
This is a program I've been developing for foliage creation called Sprig. The first version will be releasing relatively soon here! :D
04.09.2025 03:14 β π 1 π 0 π¬ 0 π 0Not yet! I've been working on a site this week actually, it should be up sooon! (There is a reason I stick with desktop software and not web apps haha π
)
As far as liquification? I think so, will have to see, it may cause side effects such as the uncontrollable urge to create foliage
Something not touched on yet is that Sprig supports cards!
You can explicitly define edges, just have lose vertices, or both, along with holes (not shown). And position the pivot.
Will have it automated later on, for now it works though!
#gameart #gamedev #environmentart
On the other hand, if the plant is too basic and generic it doesn't provide much benefit over just starting from scratch. Making the templates kind of useless.
So trying to find the balance between the two is the challange I find.
To expand, if a template is too specific it can end up requiring as much work to tweak as starting from scratch. And require more 'hunting' for what is changed where.
Also so many specific templates would need to be added it would kind of defeat the whole point of Sprig haha.
Worked on adding a template system this week to give some starting points for creating your foliage in Sprig.
Turns out it is not easy to figure out what a good base to work from isπ
Will for sure be adding more templates as time goes! π₯
#environmentart #gamedev #gameart
oh really? How does that work if you want to click 'in-game' vs 'in-editor'?
Kind of wondering the same thing with how the game is always live in the editor. How does it deal with like startup logic on objects?
It seems like such a cool engine, wish there was more info about it online!
Making plants feel plant-y meansβ¨randomness β¨
Almost every property in Sprig has a variance field. And holding the Alt key on a gizmo lets you edit the variance of that property!
It feels so much easier to iterate and see the min/max than using a text box!
#gamedev #gameart #environmentart
Thank you so much! Not yet, setting up a page is on the (long) list of things to do haha. I have a closed alpha for some folks to try so I can fix bugs, find pain points, missing features etc.
I'm looking for more if you are interested, would be happy have you give it a spin!
In Sprig elements dynamically change their name to give a better idea of what they are as they are edited and arranged!
Its a small UX feature, but can help make it easier to just create!π₯
(Only for elements without a specified name)
#gamedev #ux #environmentart
Not super flashy, but I rewrote the project file format for Sprig and managed to get a 20x reduction in size!π€―
...
As normal when you get a 10+x improvement, it wasn't because I did something smart, just stopped doing something dumb haha
(Uncompressed images are big!? /s)
I'm making sure Sprig has features for advanced users too!
You can influence properties using values from parent (or ancestor) elements. For example, you can shrink the stems further from the center, and the leaves closer. Much real plants!
#gamedev #environmentart #gameart
Been working on the circle scattering gizmos.
Made the sweep and rotation controls similar to vector graphics programs, which should make it feel familar to lots of folks!
This is a pretty simple 'fern-ish' plant just to demo it, but it felt fast to make!
#gamedev #indiedev #environmentart
Generally video, since I find it is hard to follow text+image tutorials for interface heavy software. In-editor can be good, but also can feel 'hand-holdy' and get in the way.
I think I like in-editor best if it can be condenst to a max of like 4 small popups/steps. But depends on the software.
Added scattering meshes in a grid to my foliage modeler! Works great for crops like wheat.... So I took the opportunity to make a simple wheat-ish type plant! πΎ
#gamedev #gameart #environmentart
On and off the past couple of years I've been working on a foliage modeling program.
You mostly use gizmos to create plants instead of tweaking fields, so hopefully it do be easier to use than things like #speedtree!
Let me know what is important and ya wanna see!
#gamedev #indiedev #gameart