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Everything posted by SlipperyBrick
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That's great. I will get work on a few soundtracks and share them to the Workshop and also post on here to keep you guys updated. Feel free to PM me if you want something specific done though, if you don't ask you won't get
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I use FL Studio, with my Maschine Mikro, Launchpad, M - Audio Oxygen 42, Komplete Audio 6 and I design most of my sounds through different VST software (NI Massive, Nexus 2, Sylenth1, Zebra2 etc). I used to run my own record label for 3 years, I've been producing music for 12 years and I've had a few of my tracks released on various record labels as well (EDM music). Game/Film scoring though is always something I've loved, capturing emotion and action and all those elements in a single soundtrack makes for a really interesting game or movie
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Just to show you guys here is some previous work I have done. http://www42.zippyshare.com/v/45689543/file.html http://www50.zippyshare.com/v/50643397/file.html http://www.youtube.com/watch?v=OLbmUe9-LTI I have more work I can show but this gives you an idea on what I have done previously
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I would love to help out the community as I know everyone has their areas of expertise. I would also like the Workshop to be a success as I think Josh is heading the right way about it. Leadwerks can live up to its statement of making gamers in to game makers if they have the resources there for them and they are free to use with no 'royalty scheme' in place. Anything you want Yougroove. If you have an idea in mind, then find a reference for me to work from and I'll gladly make you something. All styles are welcome, Electro, Pop, Classical, Cinematic etc.
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I am thinking of doing some soundtracks for users to download free from the Leadwerks Workshop on Steam. Just wanted to know if anyone would be interested in this and if this would gain any popularity? If anyone wants a soundtrack made (I am somewhat of a professional). Just leave details of the genre and any ideas/references and I will get to work on them for you
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Yes, if you have created your own normal map from another application (mindtex, bitmap2material etc) then you don't need to convert this in Leadwerks. If you would like to make a normal map from your diffuse in Leadwerks then you will have to right click your texture and generate normal map. Once you have done this in your material file for your texture, remember to change the shader type to diffuse + normal and then put your files in the texture tab accordingly and there you have it.
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Here is something interesting guys. It may come in use and it may not. Can't check the tools out though, stuck at work http://www.nvidia.com/object/texture_atlas_tools.html
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Yes I agree guys. If everyone could implement this into their production pipeline when developing games then it makes good practice because your games will be having great performance, plus I believe this is the way the guys do it in the industry. DudeAwesome, the concept behind it is very similar to a spritesheet, what your doing essentially is putting 4 different objects in one UV layout. Leadwerks doesn't have to load 4 different textures for 4 different objects then, it only has to load one UV layout and one model which will have 4 different models (modelception! ) makes for quicker loading time and less information for the engine to process I will be doing a dev diary soon to explain in more depth how this all works and how you can implement it into your workflow. Will most prob do a Youtube video on the development process of our game to and how this helps myself and my team. Perfectly explained YouGroove
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Just updating this thread with a bit of information in regards to texture loading when working with modular pieces for an environment. Here is a small bit of information for anyone who finds it interesting. Myself and my dev team found that when working with modular components for our level design that would obviously increase the amount of textures that will be loaded when playing our game. Here is some information on a very popular and pretty much industry standard when producing a game with modular components. http://en.wikipedia.org/wiki/Texture_atlas Anyone else thinking of approaching this method of making assets for your game I would highly recommend it. Not only can it speed up your workflow, but it can also give you an increase in performance when it comes to running and playing your game. I am hoping when I have made enough assets (simple wall/floor tiles) I can do a tutorial on how this would work in my workflow using 3D - Coat/Blender (my modelling software) and Mindtex (texture map generator) and Substance Painter/Designer (texture programme) along with Leadwerks.
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Yeah I agree with DudeAwesome. Integrating Substances would be amazing! With the popularity with Substance Painter and Designer I think Unity and Unreal are the only engines at the moment that support Substances and allow you to use that awesome expose feature to expose parameters for your Substances and use them directly in a game engine. If this issue with adding new shaders can be done then I would be a very happy werker!
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I use Substance Painter and I know that has more texture maps like roughness, metallic etc. I did paint a test model in Substance Painter and had like 7 or 8 different texture maps when I exported. I'm still new to all this and I have no idea on what to do with them. I don't even know if these extra texture maps can be used in Leadwerks. I need to do more research and learning for this kind of subject anyway As far as I am aware though I know how I can use my diffuse, normal, specular maps. I think there is a way to mix the channels together for things like the metallic texture map in Substance Painter, would make sense (to me anyway) to use that on your specular channel. Although I still don't know how it all works and I may be talking complete s*** lol
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I would love to be able to do vertex painting. I saw some examples of it on a brick building in UE3. You can get some pretty amazing results with it. http://udn.epicgames.com/Three/MeshPaintReference.html Something like this would be insane
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Yeah there are a lot of settings. I think the main ones when doing retopo are making sure you your bake settings are correct (outer shell needs to cover the whole model, inner shell needs to be completely inside your model). Digman one of the guys on my team may be able to answer your questions, try sending him a PM He is a 3D - Coat guru
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Ahh I see, one thing to take into consideration is your UV seams and texture space. If your model is already retopo'ed then you can go to Retopo menu in 3D - Coat and then choose the Merge to NM option then go to the paint room and you can choose your texture and do cube mapping. http://www.3d-coat.com/wiki/index.php/2.5_Masks_Tab On the Youtube video, skip to about 24:45 and you'll see him start to use mask's use that same feature with your texture to paint onto your model but instead of using the brush you can use the fill tool, to fill the whole of your model with the texture. You can resize you texture by using the magnifying glass on the tool bar. My only guess as to why the texture looks weird would be the way you have done your UV's possibly.
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Hey man, real quick question. Where did you create these textures? Are they textures you've downloaded off the internet? Are you using Leadwerks to paint on terrain? It might be me reading your problem incorrectly, I can't seem to make sense of what your explaining though, sorry
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Some useful info here guys. I am trying to bring Blender into my workflow. I am modelling some modular components for the design of a level in a game me and my team are working on. I find it easier to build structures in Blender (I am a 3D - Coat user and I find it quicker to build in Blender as topo is already there on your models). I am hoping to build the structures of the levels in Blender and then UV map in 3D - Coat and then use a mixture of Substance Painter and Mindtex for texturing. Need to learn Blender first though and these links are a god send Keep them coming guys!
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Ahh dude, now this is what I'm talking about. Awesome work YouGroove, if you can do more tutorials for things like UV mapping in 3D - Coat that would be sweet!
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I think Oculus are defo on to something, they kinda got VR back in popularity. Plus they are more affordable and really high quality, I am always still impressed with the Rift Dev Kit 1 everytime I put it on for a play around
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material editor assigning multiple textures
SlipperyBrick replied to AlanSnake's topic in Game Artwork
I use Substance Painter as well. I haven't yet tried bringing in textures I've made with it yet. I will try later today and see if I get the same issue as you do. -
I'll be pre ordering the Oculus Rift DK2 as well most prob in May, when I am back from vacation. I would love it if Leadwerks brought in Oculus Rift support!
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Some great links here guys really appreciate it. It's more the methods I was looking for like, how to break down you model into section to know the best ways to cut it for marking seams for UV's. Poly count is a big issue as well because the game myself and my team are developing, we have decided to take a modular approach to this. I think I need a general understanding of what is classed as a high poly count, I know that most engines triangulate the poly's on a mesh for things like lighting and shadowing and a high poly model would cause performance issues in respect to that. I want to make sure that my models are efficient and low poly. I am hoping to start uploading models and textures to the new Steam Workshop beta as well and I want to make sure that I am giving users high quality to use in their games as well. Edit: http://wiki.polycount.com/PolygonCount Some info here if anyone else is in the same position as me
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Just a quick post, I am looking for some information on the topics in the title. I am trying to figure out the best methods on estimating poly count for models to use in games. Is there any guidelines for this or is it mainly guess work? Also I would like to know (mainly from 3D - Coat users), have you guys got any good methods on the most efficient ways to retopo a model? Such as edge flow? Would this be a case of just following the shape of your model as accurate as you can? I also struggle marking seams for UV's sometimes. I can spend hours looking at a model I've made and try and figure out the best way to cut it but eventually give up and go crazy on it Any methods on the above I would be grateful
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Welcome fellow werker!
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Wow these are great guys, big thank you for the links. Me and my team are wanting to take a modular approach to the environment design in our levels and these links are a great read!
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Great websites guys. I took a look at that world of level design and saw an article about 'deliberate practice'. Very interesting and useful, I would recommend everyone to have a read of it. http://www.worldofleveldesign.com/categories/level_design_tutorials/deliberate-practice-for-level-designers-game-environment-artist.php