I agree, the focus should be focused on tools and features that can aid game asset creation, not on the BGE itself. I do however dont think they should abandon the BGE or the desire to have one however. I think a smarter approach would strive to have basic realtime rendering capabilities as seen in the Marmoset Toolbag,…
Small update for those interested: Hard/Smooth edges: Mont29 has continued to make progress on hard and smooth edges within blender for export: WASD(FPS Controls) Navigation Mode: Addon creator Palejed has created a small plugin allowing users to enter first person fly mode. This is a control scheme that mirrors UDK to…
Hi, I have written a tutorial on how to create a diffuse texture for stylized game assets, no compositing needed: https://blender.stackexchange.com/a/132458/23134 The result:
@birb thanks for that, could be useful. I don't understand why there is no way to choose the data type when creating new input or output variables in Blender.
Heya RN - well, the Textool flatten to UV tool already creates the shape key to morph the flattened mesh into the original shape ; but the mesh itself has different vertex data than the original model, since the process of flattening creates splits around each UV island (of course). So yeah at this time the best option is…
I created a proposal for this a while back: http://dim.blenderge.com/Documents/componentGroupProposal.pdf I was flatly wrong about a couple of things, but my general point still stands.
Is it somehow possible to control the normals of a curve, to have them point into a certain direction? Or have them inherit the normals from a different object? I need to create a telephone cable. Simple, I thought, just create a curve spiral (Add -> Curve -> Curve Spirals -> Logarithmic), go to the properties of the…
I see, thank you! EDIT: Well, mostly. Overriding works, but how do I create the second instance? If I duplicate the overridden collection (choosing either duplicate or duplicate linked), the duplicate isn't marked as an override in the outliner but a full copy. The process that seems to work is linking again, overriding…
I understand the difference between the multires modifier and the dyntopo approach to sculpting. Based on about 2 different posts I've seen it seems that there is more favor for dyntopo over multires sculpting. I am currently using the multires approach based solely on the need to create a normal map for my low poly base…