3D Coat is awesome to make tileable texture so easy.
Let's start
Choose tile texturing and some 512*512 texture
Work with Top down camera view
Fill tool with a yellow color and a metal style (specular high value)
Now we will sculpt some crease line with low specular value to make some panels separation effect
We will draw another color metal with te pixel precise pen tool : no normal map progressive slope but direct pixel slope
We could keep tex
Hi all,
Although I have forums for RogSys where I typically post development updates, I thought I'd start a blog here that covers the Leadwerks-specific aspects of it. Maybe someone will find an odd bit of information here and there that might be useful. For this first entry I'll give you a bit of history on what brought me to Leadwerks, and how the first month of engine integration has gone. A casual warning: I'm typing on the fly and I don't have much edit time, so you'll excuse any fairly
Back when Leadwerks 2 was first launched, it was just a BlitzMax programming SDK, intended to be a modern replacement for Blitz3D. It turned out Blitz users generally did not want it, and instead the audience it attracted was C++ programmers who like graphics. A visual editor was introduced and it was made as good as possible for a product that started with the intention of just being a programming SDK.
Leadwerks 3.0 was launched with a strong emphasis on the tools that Leadwerks 2 lacked,
A quick overview of some other painting tools.
We will start with quick blocking colors and specular.
Different specular values to make some sort of different metal styles
For arms use some 20% specular
We will paint pants :
In texture window use the magic select tool
Invert selection :
You 'll see you will be able to paint on select texture area, even on 3D.
This is very usefull to freeze some texture zones you want to paint in Texture view or 3
This tutorials will show the basics of painting diffuse/normal/specular maps in 3D coat.
We will start with a new 3D character ( made in Sculptris also)
So let's start
Import model in 3D Coat for painting with basic color and baked normal map form 3D Coat :
Colors testing and blocking :
- select Layer color only
- uncheck Specular and normal map channels , we will paint full color only
As main character in TPS view i want to highlight the character from behind,
so fo
A quick overview of 3D coat Retopology with some tips also.
The goal is to retopology previous high poly model from Sculptris into a Low poly model in 3D coat :
Fisrt step is import obj model in 3D coat as Reference model, we will use the model below from sculptris.
Begin in symmetry mode to add a polygon to start :
Then use 3D coat quads to very quicly add quads over the model :
You will need to have a good toplogy so follow lops and edges
The goal si very
Sculptris is free and very powerfull.
I will show a complete character example, and will show main commands and some tips.
The theme is some futurist military cartoon character a little inspired by that :
Ok let's begin : )
Making the torso : Draw on the sphere to make the shape
ALT + Draw = draw holes
**** + Draw = smooth
Draw + Clay option = similar to Zbrush claytubes to draw planar stuff
Draw + Alt + Clay option = draw planar cavity
Next : Flatten + lock pla
Previously, I described the goals and philosophy that were guiding my design of our implementation of the Leadwerks Workshop on Steam. To review, the goals were:
1. Frictionless sharing of items within the community.
2. Protection of intellectual property rights.
3. Tracking of the chain-of-authorship and support for derivative works.
In this update I will talk more specifically about how our implementation meets these goals.
Our implementation of the Steam Workshop allows Leadwerks
Ladders, Some people like them, some people don't. I like them, but I don't like making them. I just spent 9 straight hours after work to get the semblance of a half working ladder. The challenges were mind boggling for my sleep addled brain.
I initially started a few days ago. I wanted ladders for the game I had planned. Specifically with functionality similar to Counterstrike: Source and Left 4 Dead. So being the lazy good dev I am, I went to Youtube to see how people using Unity were acco
After some crunch time at work and a bit of vacation it's about time to continue with my "me too" attempts at using tessellation. Before proceeding with my terrain implementation I'd first like to give a bit of information about the new tessellation functionality in OpenGL. Again, the usual disclaimer: I'm just learning that stuff as well, so this will be basic explanations.
Introduction
Together with the subsequent geometry shader, tessellation is one of the stages where vertices can be cr
This post was inspired by this forum thread http://www.leadwerks.com/werkspace/topic/8942-keys-customisation-shortcut/ by YouGroove
A little background of how a concocted this solution. I run a bunch of Left 4 Dead 2 servers and I make mods for them using sourcemod. I find myself having to make special keyconfigs when administrating or adding stuff to the levels. In the process you find out that all actions in the source engine are abstracted. So I adapted that to Leadwerks.
When most pe
So in anticipation of Leadwerks 3.1 standard on linux, I just installed linux an i'm installing wine to run my desktop SVN viewer Source Tree which links back to BitBucket . I've got to get famirliar with this interface. I've used it once before but couldn't get used to the interface. If anyone has any tips or tricks for modifying the interface or has any reccomendations of sub kernals to use and how to configure/install them I would be very greatfull.
Last time i treid linux i only saw
As the maker of a game engine primarily aimed at Indie game developers, I have the opportunity to observe behavior of many individuals working together. This allows me to observe interactions from a perspective the individual participants in the system sometimes can't see.
There are many steps in game development, that can be performed by people with different skill sets. The workflow for Leadwerks is designed on this premise. At its simplest, Leadwerks can be used as a visual design tool
Tonight I did some more modeling and discovered that sandbags and sandbag walls and bunkers are hella hard! Sandbags will either have to wait for a version 2.0 release of the pack or be on hold indefinitely .
I also did some learning for the sake of learning. The topic: Lua JIT. There was a lua jit in Leadwerks 3.0 but I never braved it. In Leadwerks 3.1 it has been advertised that it has a jit compiler. So being the curious person that I am I decided to read up on it. Upon further research
I'm happy to say that Leadwerks now supports the entire process of making games natively on Linux. Let's take a quick tour through the process.
First, we create a new project in the project wizard. The project wizard will detect project templates (you can make your own) and let you make a game based on Lua script, or on a combination of C++ and script:
Step two is to make your game. Fortunately, you've got everything you need built into a single integrated editor, including script and s
Got off work a few hours ago and decided that tonight would be a good time to have some insomnia. Fueled by caffeine I decided that i should model more assets for people to use. Last time the theme was health items. Avid players of Left 4 Dead 1/2 will notice I modeled my own imaginings of the Left 4 Dead health items and threw in a first aid box .
[modeled and rendered in
Anim8or]
This time I set the theme as barriers and barricades. I spent a few hours modeling a few i
Hello everyone,
So with my business software released, i'm moving back into game design. I'm putting my castle game to the side for, what I feel, a easier game to execute. With the majority of mechanics planned out, I'll begin to design the first few levels. I think i'm also going to video record a developer diary to keep people informed on the status of the development of the game. I am looking for some artists, especially 3D modeling with animation skills as well as texturing artists.
I have recently been devoting increasing amounts of my free time prototyping things on Leadwerks. The one thing that i have constantly found sorely lacking is the absence of 3d assets that are ready to drop in and use. Lacking the funds at hand to go buy model packs. I thought I would try my hand at creating some.
Not bad if i do say so myself.
Modeling objects In my opinion is the easiest part of everything. Its the texturing that can be a [insert deity here] [insert expli
Following my previous update about correcting file path cases, I am now able to load all our maps in Leadwerks. The power of this tool running natively on Linux is starting to show:
The next step is to implement a file system watcher to detect file changes. Leadwerks automatically monitors the current project directory, and will reload assets whenever the file changes. This allows you to keep an image open in an image editor like GIMP, and any time you save your changes will be refle
At this point just a little WIP note to make sure Josh doesn't take over the blog space...
I am still tuning the tessellation procedure. Temporarily (?) I have switched from my beatifully crafted concentric mesh rings to a uniform grid structure - it is more difficult to get a smooth LOD transition for those rings than for a uniform mesh, and I have enough problems with that already. So, I'll first try to get things right with the simpler mesh structure and then see if things work as well w
Leadwerks Game Engine on Steam has been updated with bug fixes and a host of new features that are now out of beta.
Crowdsourcing Post-Processing Effects Although Leadwerks 2 featured an extensive set of post-processing effects, they were all hard-coded into the engine. This limited the ease with which new effects could be added, and caused all Leadwerks screenshots to look similar. In Leadwerks 3 we decided to implement a post-processing stack of shaders. You can attach post-processing ef
I've made two major improvements to the editor UI this week. The scene tree is now fully functional, and objects can be dragged around in the scene hierarchy:
Models and prefabs can now be dragged into the viewports from the asset browser, so the editor is near fully functional now.
The X11 windowing system cannot create an OpenGL rendering context on a hidden window. (The same happens on OSX.) On OSX I did a cheesy hack whereby the asset editor windows (the model, texture, material, etc. e
A new update is available on the beta branch on Steam. To avoid confusion with outdated projects, the project's status will now be displayed in the project manager. If the project is older than the template folder, a warning icon will be displayed. In addition, the script editor will now warn once about an out-of-date project before running.
The FBX converter has been updated to fix the following issues:
Second UV coordinate set was not always being saved.
Some FBX files exporte