Took all week to put together a new lopoly mesh, originally when I was updating the rig it was all over the place, bits and pieces in maya, some only done in zbrush, so I started from scratch with my new and improved topo and workflow.
@Iruka thanks dude, your initial presumption was correct, the original mesh didn't open and was a solid helmet, in the update I made it a visor
Here's some zbrush practice/r&d for that suit of armor, it's gonna be a toughie. Did some contrast and filter in post, considering certain things are material based that zbrush is not set up for very well
Just picked up substance painter, way easier to generate damage and generic materials in general, for simple CG you could skip zbrush easily with substance painter/designer
So like, this is coming from a very uninformed place, but, what does the program do, and what are you doing? Like does it come with a bunch of stock textures and you adjust a bunch of sliders to get the effect you want?
Do you add a bunch of tiled textures that you made and it helps generate the proper lighting properties for them?
I dont really expect you to explain this in detail, I feel like I watched a video of substance painter adding rust by literally running sparkles over a plane, and I was like "WTF is even actually happening"
Oh this is substance designer, substance painter is something else entirely, in designer I create logic trees to create shapes and noises which generate maps used to create deformation:
Textures are in fact not used at all weirdly enough, these leaves are not leaves they are waveform noises tinkered into a leaf shape with layers of macro/micro detail:
It's a procedural material that can be generated, tiled, randomized infinitely, they can be used to texture assets or used in world building.
After I made the leaf shape I tiled it and made 3 versions then mixed a total of 4 materials (dirt/leaf variation x3) into one material. It may seem daunting and complex but you always start with something simple and layer in more detail and necessities over time and when you're done it's one big hot mess but if you organized it all into sections and commented on important nodes you'll be fine.
Fascinating! Thanks for posting the little explanation, The process is something to appreciate, and I feel like its hard to know about unless you just dive right into it.
Tested substance out in unity as well, was disappointed by the lack of modular effects, scripted oscillated textures to simulate (crude) water movement, the other options were mesh deformation shaders which require heavy programming (by my standards of capability).
Yeah that's the thing I'm most disappointed with unity and unreal. To get some decent tools you gotta drop like another $500.
Which, if I was serious, it wouldn't be a huge deal to me.
But then I start trudging around for code on how to do it with shit like heightmaps/dem files and everyone's like "yeah just buy the $500 tool, it's not worth the hassle to DIY".
So then I get frustrated and give up on doing hobbyist game stuff.
not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
Yeah that's the thing I'm most disappointed with unity and unreal. To get some decent tools you gotta drop like another $500.
Which, if I was serious, it wouldn't be a huge deal to me.
But then I start trudging around for code on how to do it with shit like heightmaps/dem files and everyone's like "yeah just buy the $500 tool, it's not worth the hassle to DIY".
So then I get frustrated and give up on doing hobbyist game stuff.
I haven't run into pay walls with unreal yet, but I haven't made a character controller in there either, through everything terrain is amazing in unreal, unity feels like a beta and requires an entire library of 3rd party scripts and plugins to almost reach standard unreal.
True but it doesn't have the shitty licensing stuff.
I feel the licensing on unreal is ok since it has more going for it out of the box and keeps it open for students and small indies without leaving you obstructed by walled off necessary script libraries
@Brolo with how disappointing unity has been for the last 2 years, this last fail pushed me to build it from scratch in unreal, not only did I fix every problem I ever had in unity, I've made it into alpha and I can build proper levels now
I wonder if this will embed EDIT: it doesn't but the link works, blocking a dragon landing, i already made the rig this just simplifies the controls at this stage
Posts
You work fast as hell man.
Surprisingly it's ok with only a little crashing
Here's some zbrush practice/r&d for that suit of armor, it's gonna be a toughie. Did some contrast and filter in post, considering certain things are material based that zbrush is not set up for very well
before post process
after post process
my dude it is, they say it was founded by the descendants of merlin, intuitive UI, powerful application, versatile: the holy trinity of art software
also glitz n glamour
Do you add a bunch of tiled textures that you made and it helps generate the proper lighting properties for them?
I dont really expect you to explain this in detail, I feel like I watched a video of substance painter adding rust by literally running sparkles over a plane, and I was like "WTF is even actually happening"
Textures are in fact not used at all weirdly enough, these leaves are not leaves they are waveform noises tinkered into a leaf shape with layers of macro/micro detail:
It's a procedural material that can be generated, tiled, randomized infinitely, they can be used to texture assets or used in world building.
After I made the leaf shape I tiled it and made 3 versions then mixed a total of 4 materials (dirt/leaf variation x3) into one material. It may seem daunting and complex but you always start with something simple and layer in more detail and necessities over time and when you're done it's one big hot mess but if you organized it all into sections and commented on important nodes you'll be fine.
Which, if I was serious, it wouldn't be a huge deal to me.
But then I start trudging around for code on how to do it with shit like heightmaps/dem files and everyone's like "yeah just buy the $500 tool, it's not worth the hassle to DIY".
So then I get frustrated and give up on doing hobbyist game stuff.
I haven't run into pay walls with unreal yet, but I haven't made a character controller in there either, through everything terrain is amazing in unreal, unity feels like a beta and requires an entire library of 3rd party scripts and plugins to almost reach standard unreal.
I feel the licensing on unreal is ok since it has more going for it out of the box and keeps it open for students and small indies without leaving you obstructed by walled off necessary script libraries
sorry bout that :<
Combat state is being put in and the ground pound transitions to it
Also fixed old calm idle
https://vtt.tumblr.com/tumblr_ovzgwcYruP1sg3x5g.mp4#_=_