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Posts posted by ChrisV
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All those goto;s and gosubs and line numbers. Thank God all that changed.
Sorry to say, but i liked those line numbers and gosubs and goto's. That were the good old days.
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i did this also in 3d coat but the autotopo makes not an realy low poly(most crashs) and manual retopo is a lot lot time consuming...
The autopo in 3DCoat is pretty good and versatile. You can SET the amount of polies, 'paint' the polycount density on your model, and even draw lines on your mesh to produce proper edge flow. And once the retopo is done, you can still tweak manually where needed. With a few mouseclicks, you can have a pretty good (low poly) retopology. Maybe you need to practice more, learn the software you use and follow some good tutorials or ask on their forum. That's my advice to you.
In any 3D modeling program, you need to practice...a lot. Each program works slightly different, but in the long run, it's all about learning the tools you have.
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how do you paint your 3D models. I tryed some tools but all is pain and consuming much time.I have most of the Steamstuff
and use for uv'ing most uunwrap
3d Coat full, Modo indie, SubstancePainter indie, silo2, Mindtex, curvy 3d
3DCoat is considered to be one of the best for painting, uv mapping, etc...you also have Modo Indie, Substance Painter indie, yet you still find it a pain and time consuming to paint your models?
There aren't programs that instantly paint your models by the press of a button. I find 3DCoat to be very fast for my paint jobs, including substance painter. It takes time to master anything, so if you really want to become good at it, keep practicing. It'll come.
I use UU3D, zbrush or 3DCoat to uv map. In fact, zbrush combined with 3DCoat is excellent.
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I don't know if its my screen setup but I can see black screen with only some vague outlines in the picture.
A pity as its a subject of interest to me.
Yeah, the scene is dark, as i wanted to show how the assets could look in a horror like scenario, but that's probably not the best way to showcase the assets. Thanks for letting me know.
Does seem a bit dark, not after any horror content yet but a meat cleaver and an old style gramaphone would look good.Maybe something like this then? Here are some of the latest models i made: a blooded meat cleaver, and a bloody meatclump.
I hope this image is better to see, and if not, let me know. Thanks!
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Looks great. The only suggestion is to turn the shininess down a bit if you're going for a dirty/grungy look.Looks good...
Thanks, guys! I increased the 'Brightness' power for one of the lights in this scene to get more shine and make the metallic come out better. Increasing the Brightness on lights makes the specularity maps shine more. The actual specularity textures are not the cause of this.
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Hey everyone!
Wanted to show my WIP horror asset pack for Leadwerks and ask for feedback, suggestions. Made these assets a while back, and i was thinking of adding more models/assets and sell them as one big Horror package.
I've not decided any price yet, but it would probably be between $25 and $60 for the whole pack. Currently i already have above 15 items in the pack (textures, 3D models, decals, skyboxes and a fullscreen shader to get this awesome horror feel you see in the image below.) and i'll be adding more.
Depending on what people would like in this pack, i will consider creating these assets and add them. So, feel free to come up with suggestions/proposals.
All models/assets are of high quality and are optimized for performance as much as possible.
Let me know what you think! Thanks!
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There is no more specular in PBR, only roughness and metalness combinations , i you are tempting some PBR system.
Not true, YouGroove. Specularity is still used in PBR. Gloss or roughness maps define the microsurface of the material (and determine how rough or smooth a surface is), and do not replace a specular intensity map.
You can either have a specular or a metalness workflow for PBR. Depending on which one you use (or the engine you work with uses), your texture maps will differ.
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Roland did play guitar for us.
Yeah, it was waaaaaaaay too short, though. Next time, we want more.
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Yeah...and that he looked like a neanderthaler.
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In your App.lua file, in the loop function, set the 'self.context:Sync(true)' to 'false'. That will make your program run at max speed again.
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The truth is, I am lonely and need Leadwerkers to keep me company. That's all.
Yes yes, we will keep you company, and surround you with all our love.
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Great work, Dan!
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Looking pretty good, Dan! Maybe make the dents/cuts in the blade less deep, add more carves and dents to the handgrip, and make the metal more shiny. But, really great looking model! Nice job!
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Looks like romance is in the air.
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Edit -- ChrisV beat me to it... I would definitely call that a bug unless Josh just wants us to be extra extra sure thats the shader we want to use..
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Yeah, i noticed the same. You have to select it twice, then it works.
Not sure if this behaviour is intentionnal, or a bug.
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Hello guys,
It's been a while since our last update. So, here's the latest news.
We're currently putting Hostile 'on hold' for a while. The main reason for this decission is that we're going to join teams with the guys from Narcoleptic Studios, and help them with 'Phobia'!
I think the guys from Narcoleptic are very dedicated and talented, it will be a joy to work with them! Together, we are going to blow your minds away, and make Phobia an experience you won't forget!
As for Hostile, the project is on hold, but that doesn't mean we're not going to work on it in the meantime. It's still alive.
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Stay focused on the games, guys.
Well, we are.
But, if the 64 builds will not come (in the near future), and the stretch goal was reached (which it was), then what will it be spent on to improve LE even more? A visual GUI editor? Oculus Rift? Integrated ocean/river/road tools? Day/night system? ?
Any information on that would be great, Josh! Thanks.
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While working on some explosion particle fx for LE, it seems that there's an issue with saving animated spritesheets as a prefab.
I can make a prefab out of a spritesheet, and when i place that prefab in the scene, it animates in the editor, but when i run the game, there's no animation, and i see the entire spritesheet displayed, instead of each single frame animated.
I guess it has to do with the way LE handles/plays the emitter when using a spritesheet. I experienced the same when i was making effects for our game Hostile. Normal emitters (that don't use a spritesheet) get instanced in code and displayed using the 'Show()' command, but for spritesheets, you need to add the 'SetAnimationRows()' and 'SetAnimationColumns()' for them to animate.
So, atm i can not make prefabs out of the fx.
My idea was to mix animated spritesheets and emitters to create these explosion fx. For example, i want to add a horizontal blastwave effect using an emitter (no spritesheet), and also sparks or other cool effects, but adding an animated spritesheet to a prefab breaks the animation in game mode.
I'll report this as a 'bug', though.
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Made four different explosion spritesheets yesterday. Going to test them out now in LE and see if they need any adjustments and/or additionnal particle emitter(s) to enhance the effect.
I'll also create some impact fx for bullets on different materials (glass, metal, wood, etc...). Will be fun to do.
Bonus points if you can change the color for other looks and effects (like acid blasts, spells, etc.)I guess the most advanced way would be through a shader. Or, you could change the diffuse colour on the material to get other results.
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This would definitely be handy to have in the Steam workshop and also publicly available. Like skyboxes, explosions large and small are used in almost every game. Bonus points if you can change the color for other looks and effects (like acid blasts, spells, etc.)
Yep, i totally agree. Maybe i should spend a couple of weeks creating some art for LE, instead of working on our projects.
Nah...the projects must also continue, but i'll do a bit of both...art creation for LE, and working on the projects.
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Yes, i have. I've created dozens of cool particle FX, using animated spritesheets (fire, explosions, weather FX, impact FX, liquids, and much more...).
I'll create a few and send them to you. ;-)
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It's at the bottom of the viewports.
Ah yes, you're right...it is displayed when you click inside the 2D viewports, but not when the perspective view is currently active. That must have been the reason that i didn't see or noticed it. Thanks, Rick!
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You know about the [ and ] key shortcuts, right? That's all I ever use.
Yes, i know about them, but a slider or dropdown would be (a bit quicker), plus it would be a visual help to pick a size. Currently there's also no indication of what size the grid is set to. A slider or dropdown menu would fix both at the same time, and a bit faster than pressing the [ ] keys multiple times. And as DerRidda says, one some keyboards they are Shift or AltGr layered characters...which means, if i need to change from lowest to highest grid size, that i need to press a lot of keys to get there.
What are you working on :
in Showcase
Posted
Been working on a 3D character model for a Frech guy (for his game) in 3DCoat.
I said it before, but i'll say it again...3DCoat is super awesome! Has the easiest PBR material creation feature i've ever used. Substance Designer is also pretty awesome, but for me, it takes longer to actually create a material from scratch in Substance Designer than in 3DCoat.
Really happy with how he turned out. Would be cool if LE would ever have PBR shaders/render capabilties, but i guess we'll just have to wait some time for that to happen.
One of the coolest things about PBR/IBL is that your model will ALWAYS look good in any lighting condition.
Already done the rigging also (in blender), just a few tiny modifications to make. But, here is a render of the model in 3DCoat.