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Everything posted by YouGroove
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What is lacking is be able to scale a model in 3 axes at same time by mouse. Veyr usefull when you have model rocks , pipes, or other stuff , and you want to male variation on you level. Or simply when your imported or baught model is not in the good size on your level, uniform sacling by mouse is needed.
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I have a model, i change values with mouse for X,Y,Z scaling like chaing 0.005 to 0.002, i click elsewhere or other tabs nothing has happened. I enter full field copy paste values, it works at some point. It's like entering a values changes or modified is not always listened by the interface. I hope Uniform scaling in X,Y,Z at same time gizmo coming one day also, so much missing.
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My advice to anyone having trouble using the integrated physics engine is, provided you're using the C++ interface, ignore it and use any physics library of your choice. Thanks for 3D artists and non core eprogrammers (eve, if i dream of Bullet Physics or Nvidia Physix) LE 2 test : 90 FPS at beginning, some boxes droppinf 17 FPS near 1000 Boxes when last boxes are falling When all box dropped adn stable on floor : 47-50 FPS LE3 test: 50 FPS beginning :some boxes falling (Yes even some 20 boxes or some more at beginning and LE3 already shows a huge visible slowdown to 15-10 FPS) 0,6 FPS when last boxes falling 50 FPS when all are dropped and stable on floor I can't imagine in LE3 a real game with level, character, particles, shaders and that boxes physics you could gameplay physics shoot how low would be frame rate.
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Great work and ideas.
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I agree, i purchased Cube World with PayPal only. Should exist with LE3 perhaps ?
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And its simple, regardless of the model, you also model (or commision someone to model) a BASIC collision model for you use, or in leadwerks convert to a polymesh. Its easy... Yep, but Rick case, is it would like planes and simple meshes work directly. I just tested planes collision on two other engines : no problem all si fine. LE3 need improvments here, or some Bullet physics Kickstarter
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AAA million engine don't do lot better than open source Same system in lot of points. This sort of tools is a big time saviour, because you define, animations and how they blend, how fast they play, from what state you play some animation. The best you just call state or animation in your program, no need to detail speed, blend etc ... as all have been done fast, and graphically tested in the 3D viewport. LE3 next big tool ?
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Would it be possible in LE3 in the future to have a visual design state system for animated characters ? As some example You define IDLE state attach it to you defined IDLE animation component You create ATTACK state (it should play before any other animation) attach it to you defined ATTACK animation component End of attack state you attach IDLE animation If LE3 can go kickstarter again, this could be some idea. Ogre3 open source tooset :
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For Blender keyborad shortcuts there is no tips, just read the documentation. This tip is for Gizmo users only NewComers to Blender or 3D modeling, i htink will prefer in a first time to work with visual Gizmo. Like in Silo 2 : you keep fingers on Shift/Ctrl,Alt to switch between Move/rotate/Zoom view and have only one click on Gizmo to Zoom/move/rotate : i find that lot more fast and intuitive with a pen tablet personnaly. I really don't like shortcuts keys, that's it. I never work with keys , i keep only essential keys as for extrude,loop select/cut,or merge vertices thata are used 90% of time when modeling. I prefer pen/tablet and buttons for all the rest ( a tablet is unmatched in terms of speed compared to a mouse indeed).
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Here is how to have a multi Gizmo in the way of Silo 2. USefull. Specially when animating , no more need to click each time on move or rotate buttons, as the gizmo allow now move or rotate at any time
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I think we should keep little tournament, asking less work. A bigger prize , it's more time and quality in the tournament, and i will not participate to gain something, participating is already a good initiative. @Agrorr : What are you waiting , you should announce the new tournament already ( I'm for these two weeks, if it happens as more free time, less travel )
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I think people who make and sell these models should state whether they are enterable or just a façade Nope it's not to a 3D artist to guess what engine will you use , will it be able to collide or not. They provide 3D art, collision/programming problems are on your side only indeed Another super known 3D engine works well with such modular walls. Hope LE3 will push up physics.
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Not lightmapping, dynamic lightening and shadows works on any models i think.
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@Rick : I understand your point of view, you program, and just find or purchase models you need. Yes let's hope LE3 to resolve physic problems and have a solution for your problem that anyone oculd have in the future using same style of models.
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Exactly Tournament , is great for people that don't have a solid project in mind or not working in a team for a game. I have some 2 games in the makings, and believe me all free time for 3D/game making go to them, hard choice to put days making 3D art and coding for a tournament. We'll see ...
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It's vague like themes. I thaught more of flying shooter, racing game, jumping platform game etc ... ? With space you could make any type of game, hard ot compare space RPG and space shooter games, as each people has is own You can compare two space ship shooter games more easy than RPG and space ship game that are not same category.
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What do you mean by theme ? medieval/fantasy/futurist/cartoon ... or FPS/jump&run/Space ship/platform For theme i would prefer a vote before lauching or announcing it. I suggest this next tournament idea : "summer games" ; make any game related to summer sports.
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@Rick : must do a Raycast as Player don't works for flat polygon surface walls.
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Tree(d) is good for trunck and branches only. It's useless for real time games because it generate polygons for each leaves of the tree. SnappyTree, looks great, but the export fails, i tried twi times already, Blender or 3D coat importing the obj model, the scene is empty. Just tested Forester : Thanks Rastar that's a great tool for cheap price ot make trees fast and good. Here is the imported tree on another real time visualisation program : Good : + Lot of parameters you control : from cylinder shapes, to deformation parameters etc ... + Lot of templates and different trees possible + Export to FBX works great on 3D engine supporting groups and different shader per group (diff and alpha) + Leaves are a group of leaves in one texture , that is what is needed for real time games + Makes LOD for you what is amazing (but not tested yet) + Cheap price. Bad : - interface is not super responsive, there are delays before popups appear or shutdown It's a really good tool for trees, ot make them good enought, fast even for non 3D artists.
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Blender Plugin Useful for Everyone (Hipsters and Programmers too)
YouGroove replied to Pancakes's topic in General Discussion
didn't see the usefulness of blender in your workflow because of your Ultimate Unwrap license That's like that i think with non 3D artists for conversion models, adjusting UVs etc ... Yes Blender is far away lot more complete than little tools, but it remains for 3D artists. For programmers and free solutions i would say : Solid geometry : Google Sketchup (collada export), it's incredibly simple and enought good for houses and stuff Character sculpting body (without items) : Sculptris , same incredibly simple and powerfull enought to make basic shapes. Using Blender even just for solid modeling and for a new comer, will require with Blender 2.6 some learning curve for interface (switch edit/object modes, switch to UV editing and how it works), same for animation , once you get it , it's for life That's a shame, for 2.5 and above, they kept same Blender philosophy, and interface and almost same icons, new panel on left make it better for some people indeed. They stay far away from simplicity and icons of some applications like Maya : Bonus : A really good video on Blender rigging/animation even with Inverse Kinematics that makes animating lot more fast and easy : @Pancakes : Don't try to tranform programmers on 3D artists Yes the tutorials section has all to learn Blender easy -
For Calculating and exporting normals maps from 3D coat here is a setting that get rid of many problems like semas, or strange areas look on tris or quads of the mesh model. By default the calculation is ste to 3D coat format , what produces strange results. So change that and here is the best way i found and that works for me : Choose in 3D Coat Preferences : Maya the two normal map parameters And the model will have smooth good normal maps, and even seams will not be visible anymore on any 3D engine You don't need anymore to open image editor to correct normal map, this way you have a direct pipeline workflow : 3D coat -> 3D engine Another tips is mirrored geometry in 3D coat : Avoid exporting half and mirror , weld vertex, calculate normals outside under a modeler, it is lot of problems . It's better to export the mirrored low poly model directly done from 3D coat.
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we are not lof of 3D artists here, this is more programmers heaven Anyway, for people using 3D Coat : Don't keep 3D Coat normal map calculation and export in 3D coat format (strange format ...) Choose in 3D Coat Preferences : Maya the two normal map parameters http://www.leadwerks.com/werkspace/topic/7305-3d-coat-normal-map-settings/ Even without specular map the result is now lot better, even normal map effect is same now as 3D coat viewport. For the model i'll use normal map only for now, and see if i can attach easyly or not by code some shiny objects ?
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Im' not shader or even less programmer. But this sort of shader must be standard and found on google easy , no ? I used also some old 3D engine, having that normal map specular maps, they stored specular on alpha map (because this shader didn't used alpha for color and normal map) http://www.rastertek.com/dx10tut21.html http://www.bencloward.com/shaders_NormalMapSpecular3lights.shtml
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It don't correct the problem, tested it and LE3 don't uses the specular map with these modifications.
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ok, 3D Coat layers don't are merged well before export, after merging them manually all was lot more good. And it's better to export symmetric model directly from 3D Coat in FBX format already mirrored. But full specular problem remains : the shader don't reda the specular map. For me it really matters to have specular working, i must be the only one using normal map + spec map on characters or models. I can put specular map on alpha channel of normal map as it is some 3D coat export option also. Just wishes LE3 to be able to work with specular maps.