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Everything posted by YouGroove
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Yes you would need FBX of crawerl, and for re targetting animations there is expensive tools like ijinema or MotionBuilder. No. Just import your FBX model, you will got all animations on sequence 0, just extract animation sequences from that sequence by defining start/end frames, when finished, you can delete sequence 0.
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Could you explain more clearly what ypu are trying to do ? You have a blender model with animations, you can export it and use it in Leadwerks 3. Crawler model is already animated, you can't change it's animations. About texturing what do you mean ? If Crawler texturing you have in it's directory the original TGA textures you can modify
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Another error : - Make some material using Diffuse/normal/specular - Saving material will make empty the specular map
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I really don't like Blender default colors and settings. Here is some quick overview for 3D view ones : Antialiasing on 3D viewport as it's lot better when your 3D card supports it (needs Blender restart) Colors of selected elements and background color to dark one Also outline of selected object and vertex size for selection/editing modes You have also camera controls you can cutomize how you want and common tools you use a lot you can change shortkeys in options also. This was a very short overview of simple things that will make Blender lot more comfortable and cool at use
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+10 To fast level creation when using 3D model tiles or modular assets. Specially for prefectly aligned models and vertex.
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http://www.leadwerks.com/werkspace/blog/119/entry-1194-3d-coat-metal-sci-fi-texturing-tutorial/
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3D Coat metal Sci Fi texturing tutorial
YouGroove posted a blog entry in 3D Coat : Column game making of
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 texture clean and good. But for tutorial purpose we will make some dirt or used parts. We will apply a mask with low diffuse opacity, low specular and no normal map Stamping objects alpah allow you to go really crazy for detailling maps, here is some example : Another use of mask : paint with airbrush : color alpha low and specular low and no normal map Final texture Now we will use mask again to draw a pattern with some grunge pen to show damaged surface Orther method : draw clean patterns and degrade surface after I hope you enjoyed this painting tutorial. -
Shader idea for later : Something great for non realistic games :
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2nd part on texturing is pretty good http://cgcookie.com/blender/cgc-courses/creating-a-lowpoly-concrete-barrier/
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It is possible ? anyone have tried that ? Having a bone following some physic ball joint ? It would be to simulate cloth parts or hair on character, this would be some bones for hair/clothes moving parts without any animation. It is the idea for hair for example : - Import animated model - attach a physic sphere collider for the head of character for collision with hair - place LE3 pivots where hair bones are in space - by code create ball joints for these pivots - Running the game , each loop : by code move bones poisition to ball joints positions.
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You should post that in suggestion, i think it would be incredibly usefull specially for modular level making
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I thaught ok let's try some come back to LE3 for some mini game project , but got same problems with material editor. Material editor not working it means LE3 is useless in that state. I will not waste my time also.
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Other test : under Materials/Wood i imported two textures and tried environment shader So in slot 4 i put a texture, when saving the material the texture on slot 4 become empty. Using a texture in slot 4 , makes that textur empty.
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1 ) Be able to drag and drop material on surface slots of a model. Would make lot more easy when it's complicated model with thin surface hard to select. 2) highlight and select surface when we click on a surface slot on left panel
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Is it possible in LE3 with Lua to access Vertex of model and move them by code to a position ? For simple cloth custom system, custom modification of models in the editor etc ....
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How can such bug is not corrected ? Windows people users can't create materials. This is some bad LE3 bad habit to not care a lot about blocking bugs.
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You seem not understanding all game related and low poly tutorials are lot more suited for all beginners coming here and using Blender. The tutorials will be for movie making and high poly, movie effects etc ... Better seek : Blender "house modeling" , "low poly characer modeling" in Youtube than go for movie related tutorials. But i understand if you have some common Buziness on that project to advertise it, but beginners is not the right people for movie related stuff. Example : Why paying when generous people makes complete good tutorials for you ? And more appropriate for game making no ?
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Nope, for beginners there is beginner step by step tutorials on basics. Their movie will use high polygon models and node shaders, hight quality non real time effects and particles and non real time physics, and all stuff you will never use in game making and models for real time engine. And i doubt they will cover Blender basics each time. You should not re direct Blender beginners to such places It's mainly for 3D artists that want insight or download stuff, for film makers not for game makers at all. Where is the stuff for real time here ? Simply none, it's movie high quality effects, super high poly models, nothing for real time game to learn from. If you want ot donate monthly , then good, otherwise for game makers i don't see the interest, not all people will give you freely 12$ per month like that. Specially when in game making we use only small parts of blender to finally export to FBX. After Unity put decision of monthly subscription all other do same : UDK, Crysis .... and a Blender project If it was Leadwerks 3.1 i could understand , but a Blender project having funding of 0.5M Euros already and proposing subscription .... i hope Blender is not taking the money route.
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3D Coat is very good. But when it comes to complex solid geometry modelers it becomes a nightmare to make good retoplogy. All depends on your level of comlexity and for hard surface, creating directly the in game model without having to spend a long time to od complex retopology this is better method caus more accurate and no loosen time in retopology. Just my personnal point of view about hard surface complexity and retoplogy. I hope Leadwerks 3.1 to quickly get BSP, and if possible be able to edit vertex/edges/faces and have some tools like Extrude, cut , subdivide like Unity plugin example below : For programmers, non modelers and people that wanting to stay in Leadwerks 3.1 editor for level making this style of working can be top and will only bring BSP in 3.1 to another level if it will happen ?
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I just refresh this suggestion as not spectacular to implement and would make LE3 more pro, more friendly and speed up workflow.
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It's not for BSP but for materials and for each texture possibility to adjust UV scaling and offset. For clothes as example : you could adjust UV to =have super detailled tiling diffuse texture on a model and some lwo res normap map for clothes folds. We can tweak shader code, but could be some general exposed properties of material.* Some example of diffuse UV scaling and normal map : clothes, but could be usefull for rocks , or liquids etc ... Example Black Desert game :
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Some monthly payment, would be possible only when LE3 will get complete and more optimized. The day you'll get astonisehd by LE3 : gorgeous graphics, effects, vegetation and terrain, water, all BSP tools , great frame rate, some more tools, then yes it's price could go up line Unity Pro but more cheaper and then why not a monthly subscription like UE4. UE4 is lot of bugs , alpha stage but as advanced tools , features and redering monthly subscription works.
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You don't exausht your user base, it is ever changing, new comers comes (specially when you advert), others leave , and yes new features means new upgrade caus new stuff is braught to you and you pay all bug fixes also. This is how lot of software buziness works. Imagine people should pay to have bugs fixed, if nobody would pay you would just cumulate bugs and could not deliver even a good LE 3.2 product. This don't work like that elsewhere. For bug fixes like any software you pay Microsoft or others it's part of the job, bug are fixed when found, and must be fixed as bugs are non expected behaviour of software or technical problems. For features, i like the ability to deicide what features would be next, but again this is means some vote system, not all people could agree.
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@DudeAwesome : already requested for Lua http://www.leadwerks.com/werkspace/topic/9283-options-video-acces-from-lua/
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As stated it represents too much work and would only make PC/Linux delay months/year before beeing complete enought. And not enought mobile demand it seems on LE3 engine , lot more people asking PC/Linux. As LE3 will become lot more popular, some people will begin to ask mobile, if LE3 will have a big and enought money income , in that caes it would be possible to do like small comanies and begin to hire a mobile dedicaced programmer (that's way Unity and some other has done, begin some platform , than when growing a lot with good money income, hire programmers than put people specifically for mobile work only)