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YouGroove

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  1. I restarted the computer and that's weird, perhaps i got some virus touching something ? For example i can load any map from "My Game" default project , but AI and Events make LE3 crash. 07-AI and Events.zip
  2. Your steps don't change anything, the model don't have textures, i have a Radeon and i turned VBO on. It seems you never used Zbrush and you never have tried high density sculpting in Blender, perhaps you never sculpted high density characters ? Another test with Modo indie : - loading time is better : 20 seconds - Rotating/moving/zooming view in object mode FLUID - sculpting is ultra slow but it works where Blender just crashes Once again Blender is good for sculpting , btu bad at sculpting high resolutions : take a look at screen above it's high res and i can go farther in Zbrush without slow down. Zbrush has specific display system that speeds up everything. Blender can't handle that , is is too long loading times, slow view and impossible to sculpt as it crashes. Try arguing on Zbrush forums about Blender coudl be as good , and you'll find same anwser as mine. It's same as arguing Blender can make games and trying to compare it with what Crysis engine can do I like a lot Blender for hard surface modeling, 3D tiles, rigging and animating, i like it lot more than Modo, but when it comes to sculpting high res, it's where i use 3D coat or Zbrush. If i didn't had 3D coat or Zbrush, sure i would sculpt in Blender keeping acceptable resolutions for it to work smooth. And stop highjack the news : it's Zbrush 4R7
  3. Sketching is done, it needs refining on highter resolutions.
  4. Google is your friend : http://www.leadwerks.com/werkspace/topic/9155-multiple-cameras-displaying-on-screen/
  5. I made a test Export from Zbrush a medium density mesh that is 152 Mo to Obj format. Import in Blender 2.73 : -It takes one minute to load the model while it's a second on Zbrush - Once imported: rotating , move, sacling the view is just to slow like 3 frames per second (Zbrush has the ability to lower detaisl a lot when you rotate the view for example to keep it smooth) -In Blender with Object Mode, next trying to select the imported model, Blender completly freeze, after 2 minutes i click on it some times , but it remains frozen and crashes. This is something showing Blender is optimized in a specific way to work with mid/high density polygon, or import high poly volumes. And it's not Blender purpose to be a strong sculpt tool competing with other non free sculpting software.
  6. Wow, gorgeous underwater Shadmar. Caustics add a lot.
  7. I know lot of things can be done in another way on Blender but not all , and Zbrush have many specific things not present in Blender that makes you win lot more time. Each time you swicth from sculpt to edit mode in Blender it's just slow has hell , and you need edit mode to do other things. Also Slice tool, polygroups, panels and many others do't have equivalent on Blender or would be hard and long to achieve same result at final. Blender lacks the ability to draw/extrude/any sculpt along curves lines you draw on top of your model for example. I like a lot open source software, it's great to see Blender moving in the good direction, but it will need lot more sculpting tools and features out of the box to work faster , and it will need lot better performance. Anyway if you don't go too hight on sculpting or divide your model in several parts sculpting separatly, Blender can do a good job. Sometimes software really worth it's value, it's the case for 3D coat and Zbrush , Zbrush beeing the best and fast for high density work. While Maya relly not worth it's money , when Blender has same features and many more better tools, it's my opinion also.
  8. No Blender can't compare with Zbrush in the sculpting area, Zbrush can go to vey hight density and stay fluid on a laptop also, while Blender is just very slow for high density almost unusable. Zbrush has many advanced features for scultping Blender don't have because Blender is nt a full scultping suite , it has only basic features, Some tools of Zbrush : - Geometry control and modification - Remeshing features - polygroups and panels work - Subtools extract and management - Many specific stroke feature also lazy mouse - Decimation master - Subtool master - Zspheres etc ... For painting some advanced features like cavity detection for painting or masking and many others. It really values it's price, that is not super exagerated for a tool used by majority of industry or movie 3D artists using sculpting.
  9. Better then you, i baught 4.0 pre order when it was 3.5 , so i never had to pay more since 3.5 . Pixologic are cool with updates as you only pay major ones. I just tested the new brush Zmodeler : You have to press space when your cursor is on top of geometry to choose what you want to do and what to select : loop, face ... It's better to activate polygroups to see polygons when working with that brush Also if you export some obj of your model , you'll have to remove all double vertices, as depending on what you do with the new brush it can produce double vertices. That's great as you can model real hard surface models, or make some base models shapes that you will sulpt, all that without needing to switch to a modeling application. It's as cool as sketchup, but selecting rings, loops is not as intuitive and fast as Blender, like many things, i work faster in Blender. Until they bring more easy to select loops and edges loop, ring selection etc .. and some shortcut keys to work faster, i'll stay with Blender for intensive modeling. And that version brings really more like Nanomesh , instances , Zremesher 2 and more.
  10. Another test : I just launched LE3 with "My Game" default project , all is fine , but when i try to laod a map i have the exception. Same with a project named "Winter". So it's seems it's a problem with my system when trying to load a map. I'll restart the computer to see if it's not some Steam, or process/memory corruped ?
  11. Why saying that ? it's just practice. The difficult part is to start and find good ideas : Otherwise once the main volumes are blocked, it's just sculpting up or down volume like you sculpt terrain and extruding curves using splines tool.
  12. He's back I was trying to open some test levels , specially those with the new shader "PBR effect", they worked great in the afternoon, and trying to open them without having done nothing after , it crashes. I'll try updating or re install LE3 and import projects to see if i can get back the level maps ?
  13. Yes , you can now do hard surface modeling in Zbrush directly, and it's a free upgrade for all registered users http://pixologic.com/ That's really great as making hard surface stuff in Zbrush is not always easy or intuitive and can become complicated. Now you can just use standard modeling features like cut, bevel , extrude etc .. Video of a truck modeling People not at ease with modelers should be able to create great models easily now. A cool thing it has 64 bits support, so there should see less memory crashes.
  14. Yes, it is not what is doing the code ? The ray starts at p0 that is player center that is foots , i added 3 in Y to have it start just above hear of player model. And the ray ends at p1 that is p0 with y-3 , that is foots of the player. I had spheres debug to see the ray start and end position on 3D space and landing on a barrel entity it didn't detectd anything.
  15. It looks good in LE3, it would just need some work on the shader for reflecttive parts and a better detailled skymap texture.
  16. Yes, because the player entity is casting the raycast so i coded : self.entity:SetPickMode(0) This way the player that is casting the ray form it's center won't be taken in consideration for collision etection. I must have something wrong elsewhere ? , but the ray should detect BSP floor or walls ?
  17. Sketching the new player model in 3D coat (minimum equipement to face dangerous droids) 3D coat voxels is far better than Zbrush polygons, as you can really manipulate and dig volumes as you want, you won't have any polygons problems whatever you do with voxels. Also 3D Coat live Clay allow you to sculpt in high detail as it is similar to Zbrush surface scupting, but you can go further and cut or add volume in surface mode, 3D Coat will add the necessary polygons when you'll switch back to Voxels mode. Also it has many incredibly usefull tools to scumpt hard surface like curve, cut tools, hide and separate, liveClay flatten etc ... I can only recommend 3D Coat a lot for sculpting models and retopo/paint, but also for quick and easy sketching.
  18. HI, I have two points with debug spheres , i use a pick and an entity barell with a mass and empty script don't get detected by the ray. It is normal ? self.entity:SetPickMode(0) local pickinfo=PickInfo() local p0 = self.entity:GetPosition(true) p0.y = p0.y + 3 local p1 = p0 p1.y = p1.y - 3 if self.entity.world:Pick(p0,p1, pickinfo, 0,true) then self.debug="Raycast HIT COLLISION" end Any idea ?
  19. Coloring wip, and LE3 PBR shader effect
  20. Thanks Last shader version with colored reflections now PBR workflow : 3D Coat exemple 1) Painting PBR in practice for LE3 use : - When painting metal parts : always keep Roughtness fully specular and make vary only metallic from 0 to 100% to control how much metallic the part will look. Otherwise you will mislead what is strong specular and what is strong metallic for LE3 Shader ; as they that have similar look in PBR renderers , but not the same look in LE3 shader. 2) Once exported your maps : Invert Roughness map colors in a painting program , it will be used as specular map in LE3 shader 3) Choose these texture for LE3 shader : - diffuse = diffuse map - normal map = normal map - specular = inverted roughness map - metal = metalness map - environment map = skycube map You can now make cars , machinery, robots and weapons with metallic look in LE3. I called it PBR effect , you can find it in downloads section http://www.leadwerks.com/werkspace/files/file/578-pbr-shader-effect/ Some shader code : //Reflection power : 7 outcolor = mix( outcolor , ( texture(texture4,cubecoord) * outcolor * 7 ) ,color_metalness ) ; //Color correction : 0.07 outcolor = ((outcolor + 0.07) * (1-color_specular ) ) ;
  21. Last iteration shader with texture maps : - Diffuse - normal - specular - metallic You control roughness using standard specular map , while you indicate reflectivity using a metallic map Only one thing i can't figure out how to do it is the ability to colorize the reflective part with color from the diffuse map.
  22. About underwater camera some prooven gameplay : - Keep camera always above water while the player is just swimming on water surface - Keep camera under water while the player have dived underwater and is no more swimming on surface Swim and dive at 1:20 Get to surface 4:26
  23. I modified the shader to work with a roughness map instead of using alpha channel that was hard visualize and tweak manually. Now the rough parts stay not reflective in LE3, while metallic becomes reflective. The shader need some tweaks on reflection colors , but it is near to be really good for a standard shader trying some metallic PBR imitation. //Uniforms uniform sampler2D texture0;//diffuse map uniform sampler2D texture1;//normal map uniform sampler2D texture2;//specular map uniform sampler2D texture3;//roughness map ... //Roughness vec4 color_rought = texture(texture3,ex_texcoords0) ; ..... outcolor = mix( outcolor, ( texture(texture4,cubecoord) * color_rought ) ,color_rought ) ;
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