Thanks guys. I'm going to start with testers in a couple weeks.
Right now I'm experimenting with nested sub menus so brushes could be organized - the clay item could open a ring containing clay, clay buildup, clay tubes, etc. It might be overkill, as the existing 16 slots feel like more than enough. I think the sub menu system would be most helpful for those on tablet system, who might want to put more commands in there than just brushes.
OK I'm now doing this.. next game will be for pc/mac, multiplayer, 3 tribes, infinitive world. Working with the freshly released bolt network engine which is just bowchickawowow and the infinitive-tile-based-world already supports polycount green.
I've recently created some line constraint presets for Lazy Nezumi Pro.
They can be pretty cool for 2d designing. I also have some presets that constrain the lines to perspective systems, so that you can make a quick perspective-correct layout in a 2d app (ie. Photoshop).
You can check them out here: http://lazynezumi.com/presets
I hope some of you will find them useful!
Not sure if this is the place to ask for quick advice, but it is the project I'm currently working on.
I'm working on figuring out taking my Hi-Res Sculpt and making it into something usable in a game. Right now I'm hung up on transferring maps from the zBrush sculpt to the Maya Model. So far I have the basic process working, but I can't figure out why the normal map seems to be creating "Bumps" along the edges of the low-poly model.
So far the only way I've been able to work around this, is just smoothing out the bumps in Photoshop, but there must be a better solution. I've been following along with a digital tutors tutorial, but they never show the part where you do exactly as they did and get an entirely different outcome. It's got to be something about the transfer map settings right?
instructions:
by default it uses the following names for the reference planes, but you can click on >> to get acces to the pick buttons and pick your own reference planes
ref_top
ref_front
ref_back
ref_left
ref_right
ref_top
ref_bot
if you press t for top view, it will hide all except the ref_top plane
it also auto freezes all refplanes so you dont accidentaly move it
(and no it wont be gray,script takes care of everything)
if you want you can click the buttons, but i prefer minimizing it and just use shortkeys
For our game project Mercury Shift we created a low poly water shading with accurate normals updated in realtime.
It reads from an input height map and you can rotate, scale, change the tiling, change the wave amplitude and a bunch of other stuff and everything is shaded correctly.
All the gifs with the current features are in our art dump over here.
working on my m2u implementation for UE4.
That means a Plugin on the UE4 side that listens on a TCP port. The maya implementation will then send the commands to that port.
Testing stuff in the python shell here. I think I can post a video with maya->UE4 action within the next week.
For our game project Mercury Shift we created a low poly water shading with accurate normals updated in realtime.
It reads from an input height map and you can rotate, scale, change the tiling, change the wave amplitude and a bunch of other stuff and everything is shaded correctly.
Some shaders and particles I've done in the past two months! I'll be adding a breakdown of the fluid material (showing all the fun instance parameters and such).
Working on this for my Master Thesis. Got some moving images now. Running UE4, Maya and screen recording together made my MacBook quite hot :poly136: But the UE on my PC wouldn't compile anymore for some reason
Also maya didn't react to key presses anymore while screen recording and UE chose the stupidest time for auto-saving
anyway, here you go:
[vv]101244372[/vv]
As you can see, it is still very buggy, but i'm working on it. (except i've got to start writing the theoretical nonsense soon, so there will be less time for real programming)
Currently there is no sending of completely new objects, but it is planned.
I got renaming and duplication working today.
Next up will be fast-fetching of selected objects from UE4 using the "export selected" as FBX option.
Then either exporting/ auto-importing of single objects (but that requires some more pipeline-work) or syncing display-layers or parent-child-hierarchy stuff. I will update my old m2u-Thread within the next days, when i've got more to show.
Btw, a friend of mine is working on an implementation for Unity, but it's not yet working
Thought experiment for automatic low poly mesh creation and uv unwrap from a high polygon model.
Haven't started any programming yet, but wouldn't mind any suggestions/critiques/ glaring errors you notice.
I think identifying useful edges on really round or smooth areas is not that easy. You might invest a bit of time into searching for papers on current decimation or "reverse subdivison", how they call it, techniques, though they are mostly disgustingly mathematical in nature.
Game Shaders : Volume 1 is a shader framework based on the well known Dota 2 game. It contains one base material declined in multiple versions. This shader is based on the Dota 2 shader system and rendering.
Those shaders offer the same features as the one used in the well known Moba game : Dota 2 but for Unity !
To see what you can achieve don't forget to look at the demos available.
Cross-post from Tech-Artists. I have this automated knee setup that I'm proud of that I never see anyone else use, which is sad because it's so easy to create! So I made a video tutorials about it. Any feedback is appreciated.
Working on this for my Master Thesis. Got some moving images now. Running UE4, Maya and screen recording together made my MacBook quite hot :poly136: But the UE on my PC wouldn't compile anymore for some reason
Also maya didn't react to key presses anymore while screen recording and UE chose the stupidest time for auto-saving
anyway, here you go:
[vv]101244372[/vv]
As you can see, it is still very buggy, but i'm working on it. (except i've got to start writing the theoretical nonsense soon, so there will be less time for real programming)
A script for Blender which converts rigid body simulations into skeletal animations that can be imported into Source Filmmaker:
[ame="http://www.youtube.com/watch?v=r12mLPG_Hr8"]Blender Rigid Body Sim into Source Filmmaker - YouTube[/ame]
Started learning the python api in maya. Wrote a skin saving/loading tool which i have needed for awhile(i use comet but its slow), I query the node for the weights and use set attr to set the weights back instead of MFn.SkinCluster.get/setWeights and then save the data to a xml file so its nicely readable. You can save and load selections as well, but it still needs some work.
Here is an example of it, 30k tris with 200 joints in the cluster. I can def optimize the code to increase the save/loading times which ill be doing soonish.
I'm no tech artist, but I had to do some raw assembly shader editing to fix the way environment maps behave in pre-Skyrim Gamebryo games (Fallout: NV, Fallout 3, Oblivion) because their broken implementation pretty much ignored normal maps.
Any further advice would be much appreciated, if you can give me a hand to perfect it that'd be swell
I wouldn't necessarily call that 'broken' -- the old Gamebryo pipeline was a legacy fixed-function cross-platform mess. It's just an old, decrepit thing.
I think identifying useful edges on really round or smooth areas is not that easy. You might invest a bit of time into searching for papers on current decimation or "reverse subdivison", how they call it, techniques, though they are mostly disgustingly mathematical in nature.
Programmed a bunch of unconventional additions to Paintool Sai after reverse engineering for a little while to map out data structures. Has a console window where I can input commands(with auto-complete) and run other little extra functions.
This is my first post in the TechArt section - going to be teaching myself MAXScript through small productivity scripts for now.
Function: - Better than See-Through mode! Transparency control, changing the Object Property > Visibility control without opening up the clunky property window. And its Dockable!!
Replies
Edit: Found it through the link on the video instead. Works great!
Right now I'm experimenting with nested sub menus so brushes could be organized - the clay item could open a ring containing clay, clay buildup, clay tubes, etc. It might be overkill, as the existing 16 slots feel like more than enough. I think the sub menu system would be most helpful for those on tablet system, who might want to put more commands in there than just brushes.
making a splines to alpha hair from referenceuvs script
[ame="http://www.youtube.com/watch?v=WzM7Cc5JA4o"]SplinesToPlanes Preview - YouTube[/ame]
This one shows how the menu items are created and edited. Mass changes can be made to the INI file directly.
added exception handling and mzp and zxp installers to and some other bug fixes.
i want ALL of this.
working on a tool atm, already got it doing what it was in a second instead of 5 minutes
i`ll release it for free once its done
edit: small video that shows the update
[ame="http://www.youtube.com/watch?v=ReWs5vC31W0"]Splines2Hair small update - YouTube[/ame]
you'll become a hero for this
all of the sex is going to be yours.
OK I'm now doing this.. next game will be for pc/mac, multiplayer, 3 tribes, infinitive world. Working with the freshly released bolt network engine which is just bowchickawowow and the infinitive-tile-based-world already supports polycount green.
They can be pretty cool for 2d designing. I also have some presets that constrain the lines to perspective systems, so that you can make a quick perspective-correct layout in a 2d app (ie. Photoshop).
You can check them out here: http://lazynezumi.com/presets
I hope some of you will find them useful!
I'm working on figuring out taking my Hi-Res Sculpt and making it into something usable in a game. Right now I'm hung up on transferring maps from the zBrush sculpt to the Maya Model. So far I have the basic process working, but I can't figure out why the normal map seems to be creating "Bumps" along the edges of the low-poly model.
So far the only way I've been able to work around this, is just smoothing out the bumps in Photoshop, but there must be a better solution. I've been following along with a digital tutors tutorial, but they never show the part where you do exactly as they did and get an entirely different outcome. It's got to be something about the transfer map settings right?
Any tips would be greatly appreciated.
its a 3ds max script that auto hides/shows ref planes based on current viewport, you can launch it,minimize it, and forget it
download here
http://hannesdelbeke.com/Scripts/Maxscripts/refManager.ms
instructions:
by default it uses the following names for the reference planes, but you can click on >> to get acces to the pick buttons and pick your own reference planes
ref_top
ref_front
ref_back
ref_left
ref_right
ref_top
ref_bot
if you press t for top view, it will hide all except the ref_top plane
it also auto freezes all refplanes so you dont accidentaly move it
(and no it wont be gray,script takes care of everything)
if you want you can click the buttons, but i prefer minimizing it and just use shortkeys
Just echoing what others have said. This looks fantastic and you will become a god amongst game artists! Keep up the good work sir
Just released this:
[ame]www.youtube.com/watch?v=_MU3M6xqhe4[/ame]
The polycount thread is right here:
http://www.polycount.com/forum/showthread.php?t=136481
D1ver/Andrew you're a beast, well done. :thumbup:
It reads from an input height map and you can rotate, scale, change the tiling, change the wave amplitude and a bunch of other stuff and everything is shaded correctly.
All the gifs with the current features are in our art dump over here.
https://www.linkedin.com/today/post/article/20140703025615-15409839-problem-solving-the-act-of-balance
That means a Plugin on the UE4 side that listens on a TCP port. The maya implementation will then send the commands to that port.
Testing stuff in the python shell here. I think I can post a video with maya->UE4 action within the next week.
Awesome work ! :thumbup:
Some shaders and particles I've done in the past two months! I'll be adding a breakdown of the fluid material (showing all the fun instance parameters and such).
Also maya didn't react to key presses anymore while screen recording and UE chose the stupidest time for auto-saving
anyway, here you go:
[vv]101244372[/vv]
As you can see, it is still very buggy, but i'm working on it. (except i've got to start writing the theoretical nonsense soon, so there will be less time for real programming)
I got renaming and duplication working today.
Next up will be fast-fetching of selected objects from UE4 using the "export selected" as FBX option.
Then either exporting/ auto-importing of single objects (but that requires some more pipeline-work) or syncing display-layers or parent-child-hierarchy stuff. I will update my old m2u-Thread within the next days, when i've got more to show.
Btw, a friend of mine is working on an implementation for Unity, but it's not yet working
wouldn't have been possible without Farfarer's responses in the Unity forums and the multiple articles on gamma/linear lighting
http://www.polycount.com/forum/showthread.php?t=137777
[vv]102053975[/vv]
[ame="http://www.youtube.com/watch?v=buCEgTnKQ4s&f"]BPRBatch Info - YouTube[/ame]
Haven't started any programming yet, but wouldn't mind any suggestions/critiques/ glaring errors you notice.
btw. a minor update on my side:
[vv]103139039[/vv]
for more info, take a look at the thread in the ue4 forum:
https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4
Those shaders offer the same features as the one used in the well known Moba game : Dota 2 but for Unity !
I just try to avoid gigantic menu and options, and I want to produce as possible maximum 4 tga pic to do various masking I needed for unreal shader.
the script is kinda hardcoded to save to specific area near the PSD file saved
the script will export with some layer group you need to export into designated
dont have to plug all the channel like this , but just to show you what it does
it has tons of constraint of course, but so far Im quite happy with it..
[ame="http://www.youtube.com/watch?v=Z6jNFKn7hgM"]Maya - Automated Polevector for IK Leg - YouTube[/ame]
very nice!
[ame="http://www.youtube.com/watch?v=r12mLPG_Hr8"]Blender Rigid Body Sim into Source Filmmaker - YouTube[/ame]
You can grab the script from the Steam guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=314588245
Here is an example of it, 30k tris with 200 joints in the cluster. I can def optimize the code to increase the save/loading times which ill be doing soonish.
[vv]106284698[/vv]
Any further advice would be much appreciated, if you can give me a hand to perfect it that'd be swell
Thread: http://www.polycount.com/forum/showthread.php?p=1667734
Holyshit you're a moon wizard!
Seriously, good job. Any plans or a modo treatment in the future? Is it even possible?
Function: - Better than See-Through mode! Transparency control, changing the Object Property > Visibility control without opening up the clunky property window. And its Dockable!!
Script can be found here - http://t.co/L722wCG4j1