I almost missed this, but gladly a coworker sent me a link. I really love the precision and crispness of your Mayan sculpts and the alpha detail. Great work!
Orb - fantastic work. Can't believe I just caught this now.
Curious: What was your turnaround time from beginning to end on some of the assets? For instance, how many hours of work was the crate? What about your tilable floor?
Hello, i Wanted to share my crack brush, since i recieved a lot of mails asking me how i make cracks. So i did also a video, that explains how i made it and how you can make you're own custom brushes, my accent is crap but i sux in making videos . Btw this technique is just a fun trick i tryed, there is probably lot of techniques to achieve the same result i think (using gradient alphas etc)
Hope it will be usefull to someone. I plan to make an other one, about sculpting.
madPXL: I have one question: did you created the levels maps under Unity with the built in terrain editor ?
yes we used the terrain editor.
adam: Curious: What was your turnaround time from beginning to end on some of the assets? For instance, how many hours of work was the crate? What about your tilable floor?
hehe, the crate was one of the last assets i made, i took my time for this one since the game was pretty much finished, maybe 1 day. I think my future wood asset will be faster x)
The floor was faster, i dont remember how long, maybe 7 hours but the high poly was really fast since its reapeted slabs composed in max.
P442: did you have a bit more technical freedom since Crasher is a car game?
i dont know, i guess so x). A least cuz it was for pc.
empeck: I have one question about Unity3d - how you did outlines on the geometry? Some fancy post process shaders?
as i remember, we tryed a post postprocess, but we didnt achieved something good, because it messed up with the transparency (particules) so we did an outiline based in the vertex shader, so any asset could have outline or not (grass dont have it) so its just a push of the normals of the object (i guess) and an other one for vegetation.
Thanks for making that vid! That's cool to see how you are making your alphas. I've always had the same issue with mesh pinching from using brush modifiers, so I had started trying to wait until the end to use anything that pinched the mesh. From what you're doing though it looks like I might be able to get around that.
Thanks Orb that's great stuff :]
And don't be so nervous if you do some time in future next video, I think all of viewers of your video won't have any complain about flow in talking. Remember it's very usefull stuff for community, so again thanks fot that.
Interesting to know you guys used Unity's terrain editor. As far as I've seen it doesn't support normals or any custom shader stuff, it's very limited, is it true? If so, did you guys hack more functionality into it or just used simple diffuse textures for the terrain?
This thread and your advice just helped me learn things I would have spent hours and days to learn otherwise. Thank you so much.
This is amazing art. Truly amazing. So much style and control. Inspiring.
Did you render those with the marmoset toolbag? or did you get the actual engine? Also if the game can look this good in Unity, I appreciate the engine much more now.
blaken: yes marmoset for the assets and unity for screenshots with the unity logo.
felipefrango: yes they hacked unity ^^
I asked a friend dev about the normal trick of the terrain:
So here is his answer (Taoa):
in the editor, the first texture you put is a color map, then a normal map, and so on, so that every other texture is a normal map. Then you must override unity's terrain shader to reflect this .In other words, in the shaders you must consider every other texture (I think they're called splatmaps in the shaders) to be a normal map, and not a color map.
modify them so that the normal maps data is actually used for normals, and hopefully you're good to go
A problem you WILL face is how to blend the normals where the terrain's blend map (the map that controls where grass is use and where rock is used) goes from a texture to another
Interesting to know you guys used Unity's terrain editor. As far as I've seen it doesn't support normals or any custom shader stuff, it's very limited, is it true? If so, did you guys hack more functionality into it or just used simple diffuse textures for the terrain?
Here's the script and shader I use for applying normal/spec/gloss to the terrain.
Much respect for sharing your secret weapon, that makes you cooler than Chris Mullins (back in the day he took his tutorials down because he was worried about people stealing his style)
This is fantastic. Can you explain how you created those lovely rock surface brushes, was that from photosource? They look so crisp and not noisy at all. Unfortunately it was the one thing that wasn't covered that I'd love to know.
This is fantastic. Can you explain how you created those lovely rock surface brushes, was that from photosource? They look so crisp and not noisy at all. Unfortunately it was the one thing that wasn't covered that I'd love to know.
Replies
Curious: What was your turnaround time from beginning to end on some of the assets? For instance, how many hours of work was the crate? What about your tilable floor?
//Akula
(Et d
I have one question about Unity3d - how you did outlines on the geometry? Some fancy post process shaders?
anyway here is an exemple of the brush
you can download it here: http://orbart.free.fr/Orb_Cracks.ZBP
and see the video here: http://vimeo.com/26399689
Hope it will be usefull to someone. I plan to make an other one, about sculpting.
madPXL: I have one question: did you created the levels maps under Unity with the built in terrain editor ?
yes we used the terrain editor.
adam: Curious: What was your turnaround time from beginning to end on some of the assets? For instance, how many hours of work was the crate? What about your tilable floor?
hehe, the crate was one of the last assets i made, i took my time for this one since the game was pretty much finished, maybe 1 day. I think my future wood asset will be faster x)
The floor was faster, i dont remember how long, maybe 7 hours but the high poly was really fast since its reapeted slabs composed in max.
P442: did you have a bit more technical freedom since Crasher is a car game?
i dont know, i guess so x). A least cuz it was for pc.
empeck: I have one question about Unity3d - how you did outlines on the geometry? Some fancy post process shaders?
as i remember, we tryed a post postprocess, but we didnt achieved something good, because it messed up with the transparency (particules) so we did an outiline based in the vertex shader, so any asset could have outline or not (grass dont have it) so its just a push of the normals of the object (i guess) and an other one for vegetation.
all: thanks for the replies!
Your accent is fine bud ;]
- BoBo
your english is fine btw
And don't be so nervous if you do some time in future next video, I think all of viewers of your video won't have any complain about flow in talking. Remember it's very usefull stuff for community, so again thanks fot that.
The video was really helpful and your work is inspiring
Keep up the awesome work
This is amazing art. Truly amazing. So much style and control. Inspiring.
Did you render those with the marmoset toolbag? or did you get the actual engine? Also if the game can look this good in Unity, I appreciate the engine much more now.
felipefrango: yes they hacked unity ^^
I asked a friend dev about the normal trick of the terrain:
So here is his answer (Taoa):
in the editor, the first texture you put is a color map, then a normal map, and so on, so that every other texture is a normal map. Then you must override unity's terrain shader to reflect this .In other words, in the shaders you must consider every other texture (I think they're called splatmaps in the shaders) to be a normal map, and not a color map.
modify them so that the normal maps data is actually used for normals, and hopefully you're good to go
A problem you WILL face is how to blend the normals where the terrain's blend map (the map that controls where grass is use and where rock is used) goes from a texture to another
good luck with that
Readme's in there with instructions.
http://www.farfarer.com/temp/unityTerrainNormalSpec.zip
Your portfolio is now my favorite source for environment inspiration.
Thank you!
brush process was covered in this post i believe
http://www.polycount.com/forum/showpost.php?p=1387929&postcount=114