-
Posts
4,978 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by YouGroove
-
Have you some screenshots ?
-
Make window with two textures : one outside, same inside but darker Or change texture/material color to darker when you are inside buidling Strange as shadows and light inside buiding should make it ok ? Do you use 3.0 or 3.1 ?
-
Laptop Radeon graphic card problem as this runs on Tower PC with Radeon.
-
We don't talk mobile and Android forum is just inactive. But well perhaps it will come back in the year ?
-
Quite old article, and very generic example. How industry coders make Culling for AAA games http://d.hatena.ne.jp/hanecci/20131213 Culling the Battlefield article has really great hints, some interesting part : Why software occlusion ? Naughty Dog : Uncharted is excellent also (Didn't know they split level in islands for physics and one SPU per island) Some good ones also from the same site : http://fr.slideshare.net/Umbra3/siggraph-2011-occlusion-culling-in-alan-wake http://www.gamasutra.com/view/feature/164660/sponsored_feature_next_generation_.php http://fr.slideshare.net/jasinb/embarrassingly-parallel-computation-for-occlusion-culling
-
How much it was Ouya bakers ? caus Android is stopped from 3.1. ----------------------------------------------- I find something to correct : It seems OpenGL4 minimum now.
-
Are PC/Linux features and editor priorities or will mobile platform come back ? In that case would it be Low hardware renderer option or only for big Android palatforms for example ?
-
And some other 3D coat tips http://www.leadwerks.com/werkspace/blog/119/entry-1191-3d-coat-other-painting-tips/
-
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 3D view Other tip: Select shadowed mode in texture editor to be bale to paint Diff/normal/spec simultaneously Usefull tool : spline tool to draw on 3D along the spline you draw Standard tool : Pen mask Another example of spline : Then just fill with same color and with normal map activated For simple texture and design 3D coat really shines The colors themes you choose will really define your characters. One that seems some occulus rift guy than anything else .... More neutral and darker colors for more theme soldier : I hope you enjoyed this quick 3D coat tips.
-
Basic 3D Coat Painting
YouGroove commented on YouGroove's blog entry in 3D Coat : Column game making of
Nope, Retopology and Normal map baking was done in previous blog. This tutorial is directly painting on diffuse, baked normal map, specular map of the low poly model. The textures are ready to use when painting is finished -
That's great. I would just keep scratching style sounds breaks for cinematics, less for continuous combat game, but why not, would need to give it a try.
-
Steam 3.1 Windows 64 bits : When saving material in material editor it makes textures (. tex files) black (empty files). On the logs you have some header error also (picture below). How to test : -Download sky image below -import in LE3 - Create a new material : Diffuse shader only - Put diffuse texture on diffuse slot - Save new material diffuse.zip
-
I thaught LE3 downloads, yes Steam workshop, good , i'll have to try it, didn't thaught it was so easy to integrate new stuff in Leadwerks 3. That's great. Right indeed. How will do people using a non Steam Workshop ? will LE3 propose same style workshop ? ------------------- I see workshops ,but no LE3 workshop in Steam app ? Must we launch Steam from browser to see it ?
-
Last 3D coat tutorial on basic painting in 3D coat. http://www.leadwerks.com/werkspace/blog/119/entry-1190-basic-3d-coat-painting/ 3D coat has lot more room to show : - painting with brush materials objects you can create (texture, normal map, specular map) - When voxel sculpting : choosing different custom made voxel materials for different parts of the model etc ... I can only recommend this great tool that makes lot of things very easy.
-
Great items to be integrated in Leadwerks 3.1 as standard shaders instead Why always have to go workshop, download, install, test, if they would be present in 3.1 ?
-
A simple specular map, Gimp loads it without any problem. In Leadwerks 3.1 : error and map becomes transparent on asset folder But specular texture could be opened and viewed before attaching it to material.
-
Didn't imagined it could be so easy I think bunch of people could be interested a lot, just need to show real working example.
-
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 for color deisgn i will use bright colors You can test mixing two colors to see if they match : - a base color - with brush make a quick paint over with low opacity Normal map Quick clothes drawing : -Uncheck normal map channel -Draw some lines with pen and some 55% normal map height Draw smooth in lines sides : SHIFT + Draw with normal map checked channel Need more detail ? Draw thin lines this times on normal map channel only You can smooth only one side of the lines and keep a strong deep height on the other Other method : You can draw holes or creases : Draw Tool + CTRL Than smooth It's important also to smooth end and begin of line to make it blend smoothly with whole object. Now choose some mask for the pen. We will paint on normal map channel with a light density such as 5-10% to bring details on clothes The result with UV lwo on pants, is too strong Use airbrush and smooth the normal map : Draw + SHIFT Once it's ok, paint a darker color on some cavity of normal map to make volume more visible and add sense of depth Some clothes part i don't want like trousers fully light absorb material but some sort of composite one, that will shine lightly : -Choose a color -Block normal map channel -Unblock Specular and choose some 15% Value Same technique as red clotes parts : Draw on normal map + Smooth Practice : only experience will show you how to do it well enought The best would have been to sculpt in 3D the clothes details before baking as it is lot more precise and give better , direct result. Some green details : - high light reflection : draw diffuse and specular only with 100% specular The gloves are like trousers fully light absorption material. I want gloves to be more synthetic material style. If we paint directly specular the gloves will look more like plastic or metal than fiber clothes. To make it more synthetic and fiber : - Choose a detail mask - Choose some around 29% specularity - Choose a slighty brighter same color and paint on gloves Full Metallic boots: - choose 100% specular and some color - paint the boots We will paint some dirt or dust. - Choose lower specular like 12% - Choose some mask - Choose a darker color -Paint on creases, deep normal map parts and some other surfaces that could receive dirt or keep it Paint some SSAO, or cavity parts that would receive also lightly some dirt/Dust - Choose a darker color - PAint progressively with aribrush on color channel only We will paint more paint a layer of green painting degradation on metal. To look like the boots was green paint, but the paint got used and disappeared/used over time. - choose some green dark color and airbrush tool with some 80% opacity - Choose specular at 0% - choose a good mask And paint alternatively : -smaller radius pen on bigger areas -bigger radius pen on bigger areas One it's done you'll have shiny and less shiny parts with some old green paint that has been degraded over time. We will add some layer of rust/dirt - choose brown dark color - Normal map to some 25 % depth - 0% Specular Paint on surfaces and cavity to make look boots more dirty or rusted Paint main metal armor to full specular 100% Paint with a darker color on diffuse, on the clothes : some SSAO or light dirt/dust to avoid some clean separation between clothes and armor With specular 15% and a mask and two main color themes we will paint rust and dirt on some armor cavity parts using aribrush tool It works great when you need a realistic touch on metal Paint again these two colors with mask : mainly on joints and seams/creases/cavity parts of the armor Do same now on some surface parts : We want to show the character has travelled and been on terrain a lot Drawing scratches on metal : Choose some good pen , adjust it's size to smallest possible Choose : - 100% Specular - Almost full white color - 70-95 opacity Paint on polygon and normal map edges mainly It's done quick and not very precise, but it works. For the helmet we will go Iron man inspiration : I painted 3 materials colors and 3 specular settings : - 0% on dark color - 50% on red - 100% on yellow This ot have 3 different materials - 1 ) Using maks and like previously : - low specular like 10¨% - darker color Draw some dirt/dust with darker color on joints , creases And some planes surfaces Like previously : -Specular 100% -Almost white color -Smallest pen size Draw scratches on metal edges For the back pack : As synthetic material, we will paint some detail on normal map channel - choose same color - choose a mask - choose 5-7% normal map strenght - Choose some 27% Specular for metarial shinyness Again : -Darker color with Aribrush -Draw on small and big cavity areas some dirt/dust model review : It seems some parts use full simple color without color variation , good for cartoon style, but as i started some part to have some light realistic style i'll do same for these parts First : we will change red color, it don't match a lot finally for what i wanted -Choose Fill tool -Choose other color -Choose Specular for synthetic to 6% (over it wiil look too much shiny), it must shine but really lightely We will fill finally arms and lower clothess And paint on normal map cavity a darker green color with 0% specular to make color variation and highligh cavity Same for legs we will fill them with a draker color to keep homogenous darker colors lightening theme Pick green color and specular values Change green color to a greener one and fill side pockets Paint some shadows/Dirt Paint with 100% specular some metal lightening detail So it is done for now with some Mid cartoon/mid realistic painting. We would work some more like make darker the back pack to same tones as other colors, but well it's not for realistic game, so it's ok. I hope you enjoyed this 3D coat painting basics tutorial
-
Ok so that will be OpenGL and shaders mainly. I suppose dense smoke compact opacity effect is also shader so, a really good one shader. For physic particles, perhaps do it yourself with small objects and some objects pool, it could work. (I'll try a basic one in Lua) Yep i totally agree, there is amzing plugins on Unity for anything, let's wait LE3 to open up.
-
Would be great instead of having to use ForEach and function below function Callback(camera,entity, extra) --We only want to execute this on models. if (entity:GetClass()==Object.ModelClass) then local name = entity:GetKeyValue("name") if (name ~= "") then .... end end end Having that function hard coded in the engine could be great to simply in one line of code get entity by name or ID like : Map:getEntity("name") or World:getEntity("name")
-
Will it be added to Leadwerks 3.1 official shaders ? Is it possible with normal map ? (the less i touch shader code the best , but i'll try it perhaps) ----------------- The ultimate shader now : Would it be possible to make vary reflectivity of cube map depending on alpha channel of diffuse texture of the object ? diffuse texture Alpha channel = 0 (fully transparent) -> shader = fully reflective diffuse texture Alpha channel = 1 (fully opaque) -> shader = no reflection on diffuse texture Between = variation between cube map and diffuse map This would open new possibility like making metal less or more reflective, and make some water on floor depending on alpha of diffuse texture. It's not something i ask or want right now, but more a suggestion and good idea i think to ahve such advanced shader in LE 3.1. --------------- Thanks Shadmar.
-
You can download it here : http://www.leadwerks.com/werkspace/files/file/518-monkeyball-game/ How it works : Pressing Q/D/Z/S , you apply force to ball and rotation to camera in X/Z. When you press no keys, Camera is progressively rotated to initial position, and indeed the ball looses all it's force. It gives you the feeling you rotate the level to move the ball on level , but in fact only camera rotates, so you can add any physic objects like doors, platforms, barrels etc ... to interact with the ball. I hope someone will be inspired and make some real MonkeyBall game
-
So we have a pro musician now
-
A ball game wher i want camera to be far enought (and more perhaps) from level floor The problem is that shadows at some distance don't render, even for the ball , it renders only half shadow. Could it be possible to have some adjustable value for max distance of shadows ? Depending on the game type and performance we would be able to change it for our own needs.
-
Let's bring ideas to build up LE4 to new levels : I found that interesting one : Let's see what could we copy ? Particle with physics possible with Newton 3 and performance ?