A free tool for Blender 2.8 called AssetGen, it will send your high poly into your game engine in a single click, it will do everything automatically for you (reduce the polycount, uv mapping, baking, material creation and sending your asset) and you will be able to update your game asset quickly:
Working on a primitive version of wall destruction as seen in Rainbow Six: Siege
Got some holes going on there. In R6 they cut arbitrary polygons out of the walls to make the holes, this is a more quantized approach using vertices and vertex colors to decide where holes get cut out. Brick walls don't usually have a concrete center, but it's still early, polish-wise.
I also have an enemy that bull rushes through certain walls to intercept the player and that's an interplay of shaders, particles and of course, scripting.
I'm working on a helper panel for Photoshop with the most used settings (defined by user) from Tools and Brush Settings menus put together in a small area:
I made a Blender 2.8 addon that lets you snap to keyframes while you scrub with your mouse if you press ALT. (old gif, when there was a button instead of ALT)
Nearly finished my recreation of Oskar Stalbergs "brick block". The watershader is one of the unity standard assets. I created the dissolve shader by modifying the one of the existing diffuse shaders.
some prototyping of a new geometry i need, it's a basic mesh disc that has a radius, number of points and number of segments (so number of sides would be points * segments) The idea is that it has a consistent face size across the mesh and the thinking behind the "points" and segments is I need it (in the future) to "tally" upto a control spline with n number of knots.
sorry if this is a bit nerdyboringroutine nuts and bolts but it's what i'm working on
raytracing kdtree optimizations tests with 100 * 100 plane being traversed by ray from the center out the dark shaded faces are all the nodes visited in the tree....
I just finished implementing a new feature into my Maya UV mapping toolbox. Now you can layout UVs, then disable flip, rotate, scale with a tickbox so you can make custom rotate and scale edits to increase resolution of small shells or get a better pack by rotating specific shells then layout again while keeping your custom edits. Very handy to quickly tune your UV layout without manually placing UV shells.
Preview of a tool to convert Grease Pencil strokes into panel decals in DECALmachine.
Blender's GP line tool, actually works on curved surfaces now, so I won't even have to port my Tape tool over. I hope there is a polygon tool coming however.
There's also some MESHmachine at the end(Unbevel, Fuse, Unf*ck). Turns out my chamfer and fillet toolset, works perfectly for panel decals (poly strips).
Nearly finished my recreation of Oskar Stalbergs "brick block". The watershader is one of the unity standard assets. I created the dissolve shader by modifying the one of the existing diffuse shaders.
Starting to put together some Post FX to go with my Weather System, Made this wet screen effect last night. Fully parameterized to control speed, no of drips etc, and some condensation.
Rain effect using analytic shaders (bugged sprite rotation at the end was me trying to get the sprites to conform to the global wind turbulance the weather system uses, trying to create proper whipping effect of rain when it's windy)
The staticmesh used for the effect, it's a stack of 200 cards.
Something I’ve been experimenting with for my MA Project, Analytic Simulated Shaders with distance fields for Interactive Ambient weather effects (Blowing leaves etc).i.e the sprites are not particles but a single static mesh. Based on @ ShaderBits 17 talk from GDC.
I made an add-on for blender that rotates selected geometry around the Active Edge (the edge that was selected last) and makes a corner based on the angle of rotation.
The way it works is based on a trigonometric formula. Here's a link to the very first inkling of the idea I had a half a year ago, where I realized this should be possible but hasn't been implemented before in any 3d programs afaik:
Almost a year has passed from the release of Octopus and here is a bunch of gif animations showing you, what you can do with it. The list is not full at all just the fraction of the thing which you can do with it. Most of the menus are using a Hold and Release behavior. This means the menu is active only when you hold down the hotkey you assigned to it.
Modifiers: Quick Snap menu using the preview/instant functionality: Spinner modes (Horizontal / Vertical mouse move and wheel changes different parameters) Axis uses screen space orientation converter which convert your screen space to world space. This way you don't have to watch your world space orientation Revolve clone also uses the same technique Simple spinner again using stepped parameters changing on vertical axis. Preview / Instant functionality combined with Auto Smooth And much more
It feels like Maya has more new scripts than 3DSMax :-) Let us Max users enjoy some unique scripts like Octopus menu. We already feel like everyone is giving up on Max, while it's still awesome!
There are currently about 5000 scripts for 3dsmax so, it's pretty hard to find to figure out new ones. But for example Blender... It's really coming up recently in this aspect.
The aim of Quick Patch is to quickly create localized patches, that can be used to fix shading issues for situations where you don’t have a stash(a normal source) around. The tricky part with this tool was to make it conform to the surface as perfectly as possible(or it won’t be useful for normal transfers), while ignoring irregularities created by mesh details.
Worked on a small update for my Substance Bake Preparation tool:
You now have an overview of which meshes are going to be exported, quickly hide/ unhide lowpoly and highpoly meshes and fixed a small bug with the export file format.
I have been always a bit jealous about the cool pop-up menus you guys use in your plugins. With the next update my plugin can finally join the cool-pop-up-menu-club
I have been always a bit jealous about the cool pop-up menus you guys use in your plugins. With the next update my plugin can finally join the cool-pop-up-menu-club
Some more coding practice/fun. Couple more tonemappers added to Toolbag this time, RomB, Gran Turismo, Reinhard white-preserving, Hejl-Burgess ALU(since the Hejl in TB3 is actually Hable/Uncharted), ACES reference..
Also made a material to graph their curves with the LDR range visible.
I'm working on recreating Blenders transform system in 3DSMax:
Almost done creating the basic move/grab part for objects, including snapping. Still a ways from release, but what with all the hype around Blender lately I thought a few people might be interested.
I just finished my checker map tool for Maya. It toggles your
own checker map image on/off with one click and preserves your original
material assignments. Or you can use one of the four built in procedurally generated checker patterns, it also has buttons for tiling and you can toggle base
colour with one click. The tool works on selection or on the
whole scene. If you're interested in the script you can see a longer
video here with audio and download link. youtu.be/tiiLlOA1v9Q
Thanks Eric, I'm not a fan of the circle ones myself, but I could add it in if someone wanted it. The preset checkers are generated procedurally in mel script so it's quite time consuming to create additional patterns. I just went with the one I've used most of my career plus three of the other ones the guys at work seemed to like.
Replies
https://streamable.com/joblf
Got some holes going on there. In R6 they cut arbitrary polygons out of the walls to make the holes, this is a more quantized approach using vertices and vertex colors to decide where holes get cut out. Brick walls don't usually have a concrete center, but it's still early, polish-wise.
I also have an enemy that bull rushes through certain walls to intercept the player and that's an interplay of shaders, particles and of course, scripting.
(old gif, when there was a button instead of ALT)
Get it free here
You can get the whole project on my github account. https://github.com/3deric/block_building
Working on my rollercoaster Unreal Engine 4 C++ Plugin:
Example
Download link https://github.com/rocketjump4d/UV2PhongEdges
Starting to put together some Post FX to go with my Weather System, Made this wet screen effect last night. Fully parameterized to control speed, no of drips etc, and some condensation.
Something I’ve been experimenting with for my MA Project, Analytic Simulated Shaders with distance fields for Interactive Ambient weather effects (Blowing leaves etc).i.e the sprites are not particles but a single static mesh. Based on @ ShaderBits 17 talk from GDC.
https://blenderartists.org/t/angle-tool
The way it works is based on a trigonometric formula. Here's a link to the very first inkling of the idea I had a half a year ago, where I realized this should be possible but hasn't been implemented before in any 3d programs afaik:
https://blender.community/c/rightclickselect/VZbbbc/
Some examples of usage:
More in this extended trailer (viewing time 4 minutes):
Modifiers:
Quick Snap menu using the preview/instant functionality:
Spinner modes (Horizontal / Vertical mouse move and wheel changes different parameters)
Axis uses screen space orientation converter which convert your screen space to world space.
This way you don't have to watch your world space orientation
Revolve clone also uses the same technique
Simple spinner again using stepped parameters changing on vertical axis.
Preview / Instant functionality combined with Auto Smooth
And much more
Follow the link:
https://rapidmxs.com
We already feel like everyone is giving up on Max, while it's still awesome!
Houdini - Procedural Watch Tower
Completely forgot to post here. Hardly getting time to work on this.The aim of Quick Patch is to quickly create localized patches, that can be used to fix shading issues for situations where you don’t have a stash(a normal source) around. The tricky part with this tool was to make it conform to the surface as perfectly as possible(or it won’t be useful for normal transfers), while ignoring irregularities created by mesh details.
https://polycount.com/discussion/211760/tool-hair-strand-designer#latest
Grab the free update here: https://gumroad.com/l/jHVbm
Awesome addition for Zbrush for sure! :-)
Also made a material to graph their curves with the LDR range visible.
https://polycount.com/discussion/212862/3ds-max-loop-straighten-wit-constraints#latest
got these parameters editable so far, will add some more later
Almost done creating the basic move/grab part for objects, including snapping. Still a ways from release, but what with all the hype around Blender lately I thought a few people might be interested.
I want to make a super simple crowd “sim” all in one material.
First test:
(all one mesh, one material, no textures, used Vertex Colors, UV0, UV1)
Resources:
Basemesh from Polycount Wiki (http://wiki.polycount.com/wiki/File:Basemesh_arshlevon_shoes.obj)
Got inspired by this tutorial: youtube.com/watch?v=xWq-ZPMhai8 (Animating huge crowds in Blender - Lazy Tutorials)
Breakdown:
Vertex Color: Gradient on the arms and legs
UV0: To differentiate between the left and right side
UV1: Direction
Also fun mistake that happend while making this:
Checker needs circles though! http://wiki.polycount.com/wiki/Texture_Coordinates#UV_Map_Grids