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YouGroove

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  1. @Cassius : You just dind't found the good ones @legobrainiac : Simply brower LE3 tutorials section for complete Blender videos form beginning to advanced , i confirm very good. http://www.leadwerks.com/werkspace/page/tutorials_legacy?search_value=&sort_col=record_saved&sort_order=desc&per_page=10&st=10 ( I really don't understand why in LE3 forum Steam very generic tutorials are in front page instead of older ones lot more usefull and valuable ? )
  2. This is not the case actually, game published can be really big compared to what is really used. Anyway when creating some bug example it's a pain actually and needs go in and out several times of LE3 Editor. So some LE3 editor bug reporting system : -screen capture - write message - select files to attach - send mail Would be really welcome
  3. Project is too big. Possibility to choose a map : it would be auto zipped and attached to post. Same for scripts or other prefab file or other material /shader file you could choose as bug can be shader, map, prefab or anything else. USefull whne you make some small example to explain something or bug
  4. Would be great in LE3 to have bug report automated in editor menu like : - Editor 3D window screenshot copy and message : clicking on send it would be send to bug reports on forum - Full LE3 editor or full screen copy and message : same would send bug to report forum In the same way LE3 can publish screenshots on Steam, this would make bug reports so more fast , easy and direct caus automated in LE3 editor.
  5. Interesting way UDK works , ideas for LE3 editor : http://my.safaribooksonline.com/book/-/9781435460188/chapter-3-udk-fundamentals/i35
  6. Actually a prefab : - you can't visualize it's content if you have it in assets browser (you have to drop it in the scene) - you can't modify it's content in assets brower (you have to drop it in the scene to be able to modify content than save it again as prefab) I don't know but it could be usefull to be able to visualize/modify prefab in Assets brower, or it is better to keep prefab like that because it is just some "shortcut" in fact to grouped engine objects ?
  7. In LE3 you will have to do like Unity for example and put objects as child when needed to organize your level : Example below : - Generators parent that could be in LE3 some Pivot simply - Layout that is static level stuff : again a simple pivot or some parent floor scene object for example --------------------- Yes would be great in LE3 even if we can do it using Pivots, UDK have layer and grouping system also.
  8. I have same problem , i tried to run two published games test, i published on some C:\temp, each time it fails even with Comodo firewall deactivated. This is a bug.
  9. Hey it's advert strategy for future features, let it is as it is
  10. LE3 integration main gain would be reduce textures size, less for SD engine integration demand i think. I'm not sure lot of people to need to change their textures in game, it's specific to some game styles. It's different toying with tools and having a solid game project idea that would need texture changing. You will need specific shaders instead for some texture effects and have them fast in real time. Shaders allows advanced effects than textures and there are lot more faster. I believe lot more in some advanced shader or high level shader editor than SD texture engine. Im' not sure to find one AAA game using SD engine, effects i think will be shaders only in that case. SD is mainly like say some industry guys, great tool to make textures faster and with some cool features, this is the main goal of that tool.
  11. AddForce will add a force and the objects will finish to stop after some time. SetVelocity : the object will move at constant speed , it's what i use for bullets : No gravity, a mass , and SetVelocity What do you need ? object always moving in space , even without any force applied ? If that you'll have to code it yourself like : - detect object velocity - if very slow velocity or 0 almot velocity : apply some rotating or moving continuous small forces to simulate space For example : SetOmega() : to make it turns slowly and constantly in space
  12. I tested Blender dynamic, but the dynamic "side" also. 1) In Sculptris is lot more intuitve for dynamic detail : Camera near = very detailled polygons tools Camera far = very low polygon tools Lot more faster and intuitive than having to change numbers each time by hand like BLender. 2) Blender seems lot more slower when you begin to work with good amount of details. 3) Sculptris drawing seems more constant nad i feel more control using a pen tablet like some advanced lazy mouse function. 3) Interface and tools are more direct, interface seems more smooth at use, commands to select/ hide objects etc ... are really simple also. 4) Sculptris has GOZ support fo Zbrush direct import ( you can import obj file in BLender also). As small program Sculptris is fun , easy and a pleasure to use. But like Blender , Sculptris is very basic as sculpting tool , some few examples from 3D coat : - Cutting tools - Sculpting/extruding along a line or splines or shapes - Clothes surface drawing and extrude - Palette objects - Masks - Layers - Pens objects etc ... etc .... All depends on what i need to do , precise work with advanced controls , i will go 3D Coat or Zbrush, simple characters for some simple game , i will choose the fast and easy way with culptris. Now everyone has it's preferences, but as you seenon this tutorial, you can do cool stuff using sculptris.
  13. A tutorial on retopology in 3D coat for beginners. http://www.leadwerks.com/werkspace/blog/119/entry-1189-3d-coat-low-poly-retopology/
  14. A quick overview of 3D coat Retopology with some tips also. The goal is to retopology previous high poly model from Sculptris into a Low poly model in 3D coat : Fisrt step is import obj model in 3D coat as Reference model, we will use the model below from sculptris. Begin in symmetry mode to add a polygon to start : Then use 3D coat quads to very quicly add quads over the model : You will need to have a good toplogy so follow lops and edges The goal si very low poly enought so not lot of detailling In early steps we will check if normal map rendering is ok. So let's begin to make some UV seams loops and Click unwrap On normal map generation parameters : You can adjust the two values if needed or if you have map glitches The second paramter choosen is : keep cage point weld to exterior surface Choose low resolution to render and test fast Than launch render normal map. In paint view in sub objects panel : hidde default hight poly Than check low poly retopo and normal map Some tip on Preference window of 3D coat : I choose alwats Maya as parameter for normal map calculation insteda of 3D coat ones and results are really good. Continue Retopo following loops Use loop cut when needed (specially where it will be bending animation possible) From cylinder create more faces for a bigger cylinder jonction I could use lines drawing , but quads are fast enought in some cases to make a cylinder Begin legs area : Add more polygons to make some round circel from where we will make the legs parts Special method here some time faster for some stuff : instead of drawing lines make a long cylinder Than use Lopp cut You will have to adjust vertex and sometimes delete / remake some quads So better use draw lines, but this method can work also. The vertex seems deep inside the model like below , because Zbias paramter is low like 3.0 not always good. Change it to 10 The vertex will be outside of the model and you will be able to move them or do anything else now. Main parts are done, you can make uv loops and test normal map generation to see if some correction are needed. Now for the arms we will use a standard and fast technique : Drawing lines Click enter to generate the polygons Once this is done, sometimes you will see lot of polygons that can be reduced manually to optimize your low poly model. Just move vertex very near another to join them , or use "Fusion" tool on 3D coat. For foots, its just polygon drawing Beginning the hands Making additionnal objects retopo Once all is done make the loops semas UV and check model picture below UV are not colored, a 3D coat big appeared in fact Because of symmetry retopology and texture, you will use half texture mirrored in game. But the with the normal map it will be lot more visible than a simple diffuse map Like below : Because of the UV semas beeing in the middle symmetry line : This will be oubvious in game on your 3D engine if your camera will be not too far from character To avoid that you'll have to use a different UV mapping to hide the UV seams : Some another good example to avoid the middle visible line seam on character So here is how to do that in 3D coat : Uncheck Virtual mirror : Apply symmetry retopo and UV to all layers : So all Retopo and UV seams will be copied in other side. Next step is remove all middle line UV seams , and make new UV seams loops on entire character as examples above. Because you no more use Symmetry to optimise bitmap size, you can adjust similar UV islands to be in the same place in the bitmap, for example the arms or hands : You'll have to mirror Uv semas : Flip U or Flip V in 3D coat , than rotate/move UV seams to be perfectly one over the other You have some usefull tools in 3D coat : -Auto UV for non 3D artists, not best results indeed but can be good in some cases -Relax tool to use on UV when they are too shrinked on some zones So the model is ready to bake normal map : After normal map baking here is the low poly model with normal map ready to paint : 3D coat wireframe view : (Next step perhaps model painting in 3D coat ? ) As you can see 3D coat retopo is very fast and easy and fun. I hope you have enjoyed that retopology overview
  15. Actually you can put stuff as child of some object to make groups in the scene tab panel. Ability to create some folder system working as groups has been requested already to work with better workflow , we'll see if something will appear ?
  16. Sculptris is a free and very easy to use tool. I detailled some usefull tips and advanced ways of working in Sculptris, enjoy http://www.leadwerks.com/werkspace/blog/119/entry-1188-sculptris-tips-and-character-making/
  17. It seems last update don't like Commodo on anymore I tested it works if you put Commodo off and put again Commodon on it will work ? strange bit that works. Thread can be closed.
  18. Yes Sir. But updates always worked before using Comodo on. Why it is now not working ?
  19. This is working again now ? strange ? Windows magic ? Thread can be closed.
  20. Ok, this is Comodo Firewall. It would have been better to have update working as before : i mean with comodo or other firewall activated.
  21. Sculptris is free and very powerfull. I will show a complete character example, and will show main commands and some tips. The theme is some futurist military cartoon character a little inspired by that : Ok let's begin : ) Making the torso : Draw on the sphere to make the shape ALT + Draw = draw holes **** + Draw = smooth Draw + Clay option = similar to Zbrush claytubes to draw planar stuff Draw + Alt + Clay option = draw planar cavity Next : Flatten + lock plane angle : to create some plane surfaces We will create the arms as separate objects : Choose : New Sphere Than : Add Object Use move tool and global setting to position new objects To de select all objects : CTRL + D To select one object : click on it Gloabal scaling Draw the arms rought shapes Draw + Smooth all around object Click on Wireframe view : to see wireframe The more you zoom when painting the more detailled will be the polygons Poly reduction tool : usefull ot reduce polys where needed Or when a detailled part is hard to smooth (Alt + Recude brush = increase detail polygons on surface) Sculptris wil be more performant hidden object you don't work on Inflate tool to make some small growing parts , growing uniform Add new sphere to make the head Draw , smooth, flatten tools to make some rought shape Pinch tool : It will make hard edges very good. 1) Crease tool to make good Creases; 2) Than Pinch tool to clean, refine creases You'll have great results using these tools one after the other. ALt + Crease tool to make hard edges on any surface Than pinch tool to make the hard edge very good Flatten + Lock plane to draw hard surfaces ALT + Draw + Clay option to draw planar holes quickly For the head : Add new object and begin to shape it CTRL + Draw = draw mask : Usefull to sculpt only the surface parts you want Here it as used to flatten only the parts i needed. Select second head part and adjust rotation using rotation tool Hidde other parts to have lot more faster sculpting (3D coat is not Zbrush) Some detail technique : Make hole : ALT + Draw + Clay Pinch tool around hole to make it look hard surface Draw + Clay option 1) Flatten 2 ) Flatten + Lock plane option Begin legs : add new sphere Flatten tool in distant zoom Draw the legs in a first rought pass Smooth + Flatten tool to shapeup the legs Add new sphere objects for boots Flatten + smooth to shape them as cylinders Second pass : Draw, smooth, flatten tools Belt making : Add nother sphere object , resize it, position it Flatten it all around and top and bottom Position it on character and flatten it all around (You can pinch edges also if needed) Side pockets making : 1) another another sphere object 2) Flatten , smooth it all around to make the shape you want Scale it , rotate it and position it on character : Making some torso shield part on surface : We could add another object , but the goal here is to show some usefull drawing techniques Draw your shape using mask Draw volume Begin to detail with crease tool Use smooth tool where surface is not regular than re apply crease tool Draw hard surface edges using : ALT + Crease tool Than smooth tool on irregular surfaces to make surface more planer (Flatten tool if needed also) + Pinch on hard edges + Pinch on crease parts Adding objects details : Same add new sphere and shape it up in distante view using flatten tool Adjust it's position, scaling , rotation in gloab mode Copy paste object is possible in sculptrisand usefull sometimes Before exporting character to obj file for retopo it's better to move some character parts around it in 3D space. This way you'll retopo more easy and when retopo is done , you have just to move different low poly parts near the character again. The cartoon military soldier is mainly done with some added details. You can sculpt lot more details everywhere in Sculptris, the techniques remaining almost the same as what i showed here, or you can import the character on Zbrush or 3D coat Voxels to go lot more further in sculpting details if you target more realistic style. Personnaly a fast and good workflow to make non detailled characters i use : - Character sculpt and detail in Sculptris - Retopo in 3D Coat - Paint Diff/Normal/Specular maps to add details and textures patterns Perhaps i'll make retopo and painting blog ? Last tip : I highly recommend a tablet for sculting, a mouse will never be as natural or fast. ( Even Wacom Bamboo basic ones are great at very small price) Ok , thats the end of Blog on that Sculptris tutorial. I hope you enjoyed it
  22. Would be great to be able to drag and drop materials on surface slots and not only in 3D view.
  23. In laptop , LE3 was around 38-45 FPS in run mode for small level test i made , and 70 minimum on other 3D engine with same almost empty scene (one dir light, some models and basic same shaders) LE3 demo is pretty small level and not complete as it could have : - full screen effects (DOF , motion blurr, HDR or Bloom) - continuous running particle effects (smoke from pipes effects, particles from mechanims , or water etc ... ) - HUD and GUI : yes this will need GPU or CPU like any other engine - More NPC characters at same time in the rooms So the demo is limited in some way and we could expect it to be very smooth. I'll test in PC , and hope to have 60 FPS minimum on good PC for such limited indie scene as some other 3D engines diplay hight FPS for more complex scenes.
  24. I also played a lot with physics, here is how i use them Never mix these physics functions depending on what you want to do : - SetPhysicsPosition : Allow you to each frame make move the object yourself : you calculate position each frame by code than call SetPhysicsPosition() I will override any Velocity or other function called previoulsy Will not be as clean moving as SetVelocity (my moving steps was not perhaps as good ?) -SetVelocity : Just call it one time with velocity parameters, and the object will move at constant velocity until you stop it with 0 velocity or calling some PhysicsSetPosition for example SetVelocity to 0 or other values to diminuish it or stop object. I use it for bullets, missiles to move them smooth and in a constant speed. PhysicsSetOmega() : Call it to have a constant object rotation : Similar to PhysicsSetVelocity() , but for the rotation. PhysicsAddForce() : use it for impact forces or ponctual forces : projectile canon launch, bullet hitting object, explosion impact etc ... PhysicsSetTorque() : Very similar to AddForce , better use it for ponctual Force that will turn the object like some impact on the side of object that would make object turn and not translate like AddForce() Avoid to mix character controller physics functions : SetInput , GotoPoint with other functions such as PhysicSetPosition or SetVelocity. ----------------- Well actual character controller using SetInput have two main problems : - Physics are jittering (a bug and example will be posted very soon) - Physics collision is fixed in size and shape : what will never workf for games using any size of characters and bosses. I disagree as using SetVelocity for direction and force you can make move very smoothly any Shape physic size collision and without any physic jittering.
  25. it's LapTop these days : Radeon 7600M So it's 24 FPS i nthe worst case and below 30 FPS majority of time. Before update i could jumpt to 45FPS in run mode. In run mode as majority of time it's better , but far from 60 FPS for such scene. I jumped to 60-70 FPS on this laptop with some other engine with same scene, models , lightening, shaders. I just wish LE3 to have real strong optimisation techniques instead on relying on hardware or surfaces optimisations.
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