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YouGroove

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Everything posted by YouGroove

  1. Refreshing really needed feature missing in LE3. Ability to create a folders to roganize complex scenes.
  2. Seems good. If LE3 would propose some editor script plugin system and it would be even better.
  3. There is a first step with Sci Fi kit on selling stuff. Will it be some some day possible for any people to sell things like a real Asset Store after submitting a request for evaluation for example ? With some Steam agreement system with a percentage goging to LE3 and another to the user ? Or will that stay exclusively for people already selling throught a site like Arteria or Dexsoft for example ?
  4. Thinking in some Dungeon RPG game, it could be created without needing a 3D modeler for level making if some CSG tools where present : - Cut tool from 3D world Studio - Extrude face tool - Substraction tool to carve models - Union tool to assemble BSP models as one model only. Will it be new CSG tools coming one day as some of us ask that from more than one year ?
  5. In the organic part you will need lot of practice , your rock or dino models are very beginner work. You could detail your course like -Hard surface modeling -UV mapping -Photo source or texture generation and painting It seems you use Blender , not all people use that tool, so you should specify if you can teach on another modeling app like Silo 2 or AC3D etc ... I encourage you to bring normal map, specular map generation for LE3 shaders ( on your portfolio this is almost only diffuse textures ). Good luck.
  6. Fewww, are you serious mixing so much styles ?
  7. Exactly how well as it handles FPS demo for example. What did you expect more ? You'll have to code the cinematic tool if you need one. Like many engine LE3 is for gameplay indeed, cinematic is not absolutely needed to make great indie games. You won't sell a cinematic to players they prefer gameplay : http://store.steampowered.com/app/304930/
  8. I just tried and the problem is back again (only the shortcut is secure).
  9. Not all people have suddenly the need to import a pack of characters Perhaps some table of animation sequence values, with two buttons add animation sequence / delete anim sequence; and one general button : number of animations. Chosing 5 would create 5 lines of inputs for animations names and frames, using tab you could quickly enter your names and frames numbers. I agree for the play/pause button.
  10. It is a bit low poly poly to have clean and smooth deformations and the hands are too low poly if it will be detailled hands animations.
  11. It seems Boostraper bug is back trying launching from Steam
  12. Select your object , than keep CTRL key down , then clikc on object and move the mouse, this will duplicate with no offset (should be on the docs or tutorials)
  13. After trying new Blender techniques it seems Blender is faster at retoplogy than 3D coat Drawing with B surface is smoother and have many options to quickly bring toplogy and details http://cgcookie.com/blender/lessons/3-retopology-method-3-bsurfaces-add-on/ Some usefull techniques like : select vertices than right click anywhere and it creates new polygons following your direction , and some other great tips For people sculpting and retopo characters a really usefull addon not so expensive :
  14. Good compare by somone knowing very well the two softwares Blender rocks
  15. It's more easy to work on alpha with channel inverted now. Playing with shader alpha values also make different effects Full metal Strong metal Soft metal Strong colors We have blending : outcolor = mix(outcolor,texture(texture4,cubecoord) * 1.5 , 1-outcolor.a ); Is there a way to have the color or multiply modes on blending like painting programs ? Last shader version with new inverted Alpha : more alpha = more reflection, more opaque colors = less reflection and more texture opacity. diffNorSpecMetal2.zip
  16. Thanks Shadmar. It's based on your previous work (http://www.leadwerks.com/werkspace/files/file/531-environment-alpha/) Some questions for you : - How to invert alpha effect (multiply by -1 ?) to have more transparent = more reflection instead Actually when reflection is strong we loose all diffuse color map, the skymap reflection totally replacing it, this is very good for full silver metal materials, but in some cases we could need some color painted metal to keep it's color even on full reflective metal parts. So here is some propositions : - Uniform colored metal reflection : color multiply the skycube in the shader by a color constant (White for silver, yellow for gold etc ...) - Actually the shader works with blending replacing diffuse by skycube depending on alpha; so another solution could be : Skycube reflection result on shader multiplied by diffuse map color ( ) ; this way the skycube would keep difffuse map colors as base even at full reflection effect. Do you think it could work ? (Actually we can modify the skymap colors to change the reflective effect, but that's not so great result).
  17. Stop the wine Rastar (just kidding)
  18. The shader (feel free to modify or improve them) It will enhance your metallic assets like Robots, vehicles , metal or Sci fi structures , weapons, space ships and any metallic objects. Set up of the shader : Diffuse map -> alpha settings If some shader guru could invert the effect of the alpha it could be lot more logic and better : more alpha for more reflection and less texture colors showing. If someone need it, i can show some Gimp2 use to get Specular fast and some ways to easy make the Alpha channel on diffuse. For the example model above if you can download it from Substance site , i can provide the Maps i made for you to test. MetalShader.zip
  19. Better game model example from Substance in LE3 with Light intensity variation : Low Medium Stronger Very strong Over exposed Looks better in motion indeed. This is not a real metal shader but some trick that do a really good job, so to change color of metal you'll have to play with the level of metal reflection (alpha of diffuse) , the less reflective the more you'll have your diffuse colors appearing. And also play or change the skycube bitmap with different color and intensity.
  20. Poor UVmapping and Low res hand made textures, but looks already good (Turned from suggestion into a real shader after copying code between existing shaders) http://www.leadwerks.com/werkspace/topic/10215-contribution-metal-shader-for-le3/#entry75529
  21. Modifying normal map shader and copying code from environment-alpha shader from downloads section , i made some metal shader like for LE3. -------------------------------------- New Update : New version with shaders for both static and animated models. Shaders pack is available in Steam Workshop. Download link : http://www.leadwerks.com/werkspace/files/file/578-pbr-shader-effect/
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