Renzatic on 29/5/2014 at 06:33
All the texturework in the above shots was all done in Photoshop. I've changed and added so much since my first post that I don't have everything UVed anymore, and now it's all just flat shaded polys in the editor. Which, while cool, aren't anywhere near as dramatic.
I still need to learn how to bake lighting to really show what I have in mind. That's something I've never bothered doing in all the years I've been playing with 3D stuff, and it's about time I remedied it.
edit: (
https://dl.dropboxusercontent.com/u/3018396/Low_Poly_Catacombs_Lit.jpg) This is why Blender is always cool to keep around.
SubJeff on 30/5/2014 at 00:31
Looks amazing Renz. Have you abandoned the pixel art then?
Seems we have loads of ttlg members making games right now. Perhaps when all these projects is over; a ttlg game?
Renzatic on 30/5/2014 at 01:49
No, I'm not abandoning pixel art. I won't be leveraging it for any big projects anytime soon, but it's great for teaching me the basics of coloring and painting. I'll keep at it just for the educational value (plus it's fun).
But saying if I were to go all out and make a game, I'll be using this papercraft style all the way. I can hammer out considerably better results at tremendously faster speeds than I can using pixel art, which I'm still kinda slow and plodding at. The shots I've posted above are the results of about 8 hours worth of work, give or take. Compare that to my little desert house I posted a few weeks back, which took about the same amount of time for that one piece.
With this, if I think of doing something, I can just do it. Yeah, I'll still experiment a bit, and redo some stuff, but even that is quicker in comparison. Right now, the only thing holding me back is figuring out how to get the crinkled paper effect applied to all my surfaces. But once I do that, I'm off to the races.
nicked on 30/5/2014 at 05:49
I wonder if you can do that with a shader that you can just apply to everything. Probably wouldn't even need to UV map anything then.
Fafhrd on 30/5/2014 at 06:09
Quote:
Right now, the only thing holding me back is figuring out how to get the crinkled paper effect applied to all my surfaces. But once I do that, I'm off to the races.
Try playing around with the Voronoi procedural texture in the Normal channel in Blender. Layer those on top of your existing textures, set up your lighting and bake full render.
Renzatic on 30/5/2014 at 16:24
Quote Posted by nicked
I wonder if you can do that with a shader that you can just apply to everything. Probably wouldn't even need to UV map anything then.
That'd be nice, but no, I'll have to UV it all. I'll need to set up my surfaces to bake AO onto, and I'm pretty sure procedural textures need UV space to know how to lay everything out.
The plus side is I won't have to spend as much time UVing this as I would any other models. Since the texture work is gonna be pretty basic, and generated almost entirely inside the editor, I don't have to worry about laying everything out so it's easy to edit in Photoshop. All I need to do is unwrap it and autopack it. It'll take about 1/3rd the time, because I won't be rotating, scaling, and placing every island by hand.
Quote Posted by fafhrd
Try playing around with the Voronoi procedural texture in the Normal channel in Blender. Layer those on top of your existing textures, set up your lighting and bake full render.
I think that'll do it! I found (
http://www.upvector.com/?section=Tutorials&subsection=Intro%20to%20Procedural%20Textures) this page, and the 3rd example with the snow would be a great base to start from. I need a tiny bit of granularity, a few pinches and folds here and there, and some random blotches of dark stains to break up the monotony. I need it to be noticeable enough to flavor the style, but not so much it overwhelms the flatshaded look and becomes a chunky mess.
Basically, I need it to (
https://dl.dropboxusercontent.com/u/3018396/Low_Poly_Catacombs_Lit_2.jpg) look like this. I spent a little more time doctoring this shot up to get the style I wanna end up with. If I can do that, I'm golden.
Fafhrd on 31/5/2014 at 01:37
Quote Posted by Renzatic
That'd be nice, but no, I'll have to UV it all. I'll need to set up my surfaces to bake AO onto, and I'm pretty sure procedural textures need UV space to know how to lay everything out.
The plus side is I won't have to spend as much time UVing this as I would any other models. Since the texture work is gonna be pretty basic, and generated almost entirely inside the editor, I don't have to worry about laying everything out so it's easy to edit in Photoshop. All I need to do is unwrap it and autopack it. It'll take about 1/3rd the time, because I won't be rotating, scaling, and placing every island by hand.
Procedural textures actually don't need UV coordinates to work. Conceivably you could vertex paint some base colours, and mix some procedurals into both the colour and bump channels and Bob's your uncle. You'd need UVs for baking, of course.
I'd actually managed to produce a pretty good crumpled paper look mixing a couple of Voronoi's last night, but like an idiot I didn't save the .blend, and now I can't reproduce the material for the life of me.
Renzatic on 31/5/2014 at 07:48
(
https://dl.dropboxusercontent.com/u/3018396/Low_Poly_Catacombs_Tex.jpg) And here it is in all its realtime fullbright glory.
(
https://dl.dropboxusercontent.com/u/3018396/Low_Poly_Catacombs_LitTex.jpg) And here it is lit up and running realtime in Blender.
No rendering here!
10 2048x textures. 10 UVs. Every surface has it's own unique UV space. AO baked multiple times to get it just right, and each bake takes about 4 minutes to produce.
I am so sick of UVs right now.
...but at least I got it close to my mockups. I kinda like the fullbright shot, cuz it looks more like clay when you're not seeing all the individual facets. Thought it was cool looking.
And Faf, those wrinkles aren't procedural. I couldn't get one looking the way I wanted it to, so I textured up the image I used in my mockups, mixed in some grunge, and did it the old fashioned way. Took all of 10 minutes to do. I still want to learn how to do it, but tonight's experiment was a wash.
Anyway, I'm going to bed.
Fafhrd on 8/6/2014 at 00:44
Made a short video of the in progress aforementioned Meteos clone I'm making in Unity:
[video=youtube;K5I7p53l_go]https://www.youtube.com/watch?v=K5I7p53l_go[/video]
Note the bouncing. Seriously, any pointers on how to knock that shit off would be welcome.
The only solution to the bouncing I've been able to find is that if the falling speed is faster than a certain amount cast a ray downward, and if that ray hits something cut speed to 20% of current speed. Which works, but it still looks pretty awkward and weird.