Brett E

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Everything posted by Brett E

  1. The Unity Thread

    I've done a bit more. Annoyingly since web player is dead and web gl doesn't seem to be working on my site so I've had to make a standalone build, if anyone wants to have a look it's here: http://bretteveleigh.co.uk/other/Planetoids/Planetoids_Standalone.rar Edit: The nice people at my hosting company fixed if for me so here's the web gl version: http://www.bretteveleigh.co.uk/other/Planetoids/Build/index.html
  2. The Unity Thread

    Unfortunately I know less than you about mesh coding. I wonder if there's a way to convert a vertex offset mesh to a solid mesh? I could do it in 3D Max with displacement but that's a very different situation.
  3. The Unity Thread

    Cool, I'm using a shader (made in shader forge) so it's relatively easy to get something vaguely resembling the goal but seems to be rather hard to get it much closer. I've been noodling around with it all day on and off and I've not really made much progress This is using tri-planar mapping with a couple of noise textures, I would prefer to not have to use textures but the built-in noise in shader forge is a bit limited and tricky to modify. Also it would be nice if it worked independently of UVs for obvious reasons. So you're modifying the mesh in code?
  4. The Unity Thread

    Also I'm experimenting with procedural poly planets, it's still pretty rough though.
  5. The Unity Thread

    There's some really smart techniques in this, the planet stuff may be of particular interest to Dino.
  6. The Dancing Thumb (aka: music recommendations)

    PSA: There's a new Decemberists EP out. http://www.deezer.com/album/11303764
  7. 3D Modeling

    There's positives and negatives to each solution. Vertex colour would be the cheapest in terms of efficiency I expect but as I said to get a clear line you'd need to add quite a few polys which might scupper that. Material IDs is a very good idea, I'm not totally sure how much of a performance hit you'd take with large multi-materials probably not much but maybe enough to make it no more efficient than the texture method? Sorry I wasn't too clear there, also I apologise about the late reply I haven't been on the forums much the last week or two. What I mean is this: Geometry for landmass and sea, then you create another low poly sphere with standard UV mapping. You then bake the normals and albedo/diffuse/colours etc to texture maps, which is what I meant by projection. Blender has some baking options but I don't know what they're like, I used Xnormal which I'd recommend. Baking uses raycasts to transfer information from one model to another, the best bit is that it accounts for the annoying warping in the UVs. Texture: In hindsight it's not a great example because it's almost all land at the poles but I wasn't paying much attention to the UVs, I just created a standard sphere primitive and exported everything in Xnormal. I can assure you though that it'd be the same no matter where the seams and poles are. My final result. (partially an excuse to try out marmoset viewer If there's still anything unclear then I apologise but let me know and I'll try and clear it up, hopefully a little more promptly this time.
  8. 3D Modeling

    I was thinking about this and one other method would be projection, if you can make a planet that looks how you want (possibly with geometry for landmass or something) then you can get a normal UV mapped sphere and project onto that to create the texture map.
  9. 3D Modeling

    He's talking really just about texture resolution in regards to zoom I think, of course the model is subject to limited geometry and display resolution but there's not really much you can do about that in the modelling/texturing. You could achieve almost the same effect with a standard texture but it'd be hard to avoid any blur and likely it'd have to be rather large and then there's compression that engines do and other variables in that situation. As he mentions the disadvantage of this method is that you're effectively drawing the shapes in geometry (or topology as he calls it) which means you're using a lot more polys than you could be but this is probably balanced out by having tiny textures. As for vertex colours, as he mentioned they are a possibility. The thing about vertex colours is that you are colouring a vertex where as this guy is colouring a face. So when you colour a vertex it creates a gradient around that vertex which blends to whatever colour is on the next vertex, so you don't get clean lines (left in the image). The solution to that is either you add another line next to it to make the blend more defined (middle in the image) and you could put it so close that it's imperceptible but at that point you may want to just separate the faces (right in the image). In the image below I've shown this as two unconnected faces and two next to each other because they're both the same, if you want to get the perfectly clean lines it's the way to do it but it does double up on verts for every vert on the division line. Separating the faces will create a clean look but is not clean geometry, if the model has to deform in any way it will likely cause some issues there, import/export and engine optimisation may decide to merge the verts and then the effect is screwed so you have to be careful with it. Also whatever 3D modelling tool you're using may allow you to colour by face without separating but it's faking it, when you export the model the only way to maintain those colours is to separate them.
  10. anime

    Somehow (aka I'm a dufus) I ended up watching the last episode of Your Lie In April first and I didn't realise until I got to the end and it was (what I thought was) the first episode again. Although there were one or two things from the first episode referenced throughout which I had me wondering if I just wasn't paying attention at some point. Thinking about it though, I'm not sure I'd have actually watched it all if I'd see the actual first episode because the last one showed that there was a bit more emotional depth than the usual school romance stuff. On a somewhat related note I think the Japanese (possibly all of Asia) do melancholy better than the west. I'm not sure why though, perhaps there's less of stigma there?
  11. Idle Thumbs Readers Slack & Discord

    I have no great attachment to IRC so would be cool with trying Slack.
  12. Rock Band 4 is Real

    Regarding old equipment, you might want to check that it works before getting an adaptor or whatnot. I ended up with 3 or 4 guitars and tried them a few weeks ago, I think only one worked.
  13. It would be interesting and possibly a bit sad to see a complied list of all of the recorded thefts of this image.
  14. 3D Modeling

    Ok cool. A bit shorter is fine, I think the main thing is the leg length in proportion to the torso.
  15. 3D Modeling

    I know it's work in progress so I tried to not be too nit-picky I realise that the image is in perspective so it won't be exactly 8 heads but it's worth having a look at. The image below is problematically labels 'ideal' so of course take it with a pinch of salt but it Andrew Loomis so defintiely worth taking note. From here. Also a good resource: https://www.youtube.com/user/onairvideo
  16. Metal Gear Solid 5: The Phantom Pain

    It does increase your resource gathering though doesn't it? Also the number of available combat teams. If you're on PS4 then it's probably best to avoid the FOB but on PC you could probably get one then block Metal Gear in the firewall or something.
  17. Metal Gear Solid 5: The Phantom Pain

    I always take a missile launcher in side ops for choppers and occasionally people if I feel they deserve it... As for FOB, I still don't have one and have just started building the final platform so you don't *need* one but I have put in a silly amount of hours and I imagine you'd get there quicker with one. I actually couldn't get one because the game would break when I tried but I think getting one then never going online would be the best approach.
  18. 3D Modeling

    Nice, work. I can see some issues with the anatomy though, are you using reference images?
  19. Metal Gear Solid 5: The Phantom Pain

    I believe that they're for staff members, which adds up, there are currently women in the game that aren't being objectified, this cannot be allowed to stand! :/
  20. The Dancing Thumb (aka: music recommendations)

    https://soundcloud.com/spinnin-deep/raving-george-feat-oscar-and-the-wolf-youre-mine-original-mix-available-august-24
  21. anime

    I wouldn't say I'm necessarily into the music genre it just happened that one clicked with me. ¯\_(ツ)_/¯
  22. anime

    I was thinking before just anime that wasn't primarily about kids but perhaps I'm limiting myself too much. The anime that I've enjoyed the most is stuff about adults, things like Ghost in the Shell and Cowboy Bebop. Although I did watch Princess Jellyfish a little while ago and found it surprisingly refreshing since it wasn't massive stakes melodrama. I've also been watching Your Lie In April and kinda liking it so I guess I don't know what I want
  23. anime

    Thanks for the recommendations. Mushi-Shi seems interesting, I'll check out House of Five Leaves too. I watched the first episode of The Count of Monte Cristo a while back and it didn't really click with me.
  24. anime

    Can anyone recommend good anime that's not about kids? Double points if it's also not predominately violent and/or pervy.
  25. Metal Gear Solid 5: The Phantom Pain

    Oh interesting, I may have to replay some side ops to get skills back. I seem to lose material engineers about 5 seconds after getting them, I've played Lingua Franca so many times to grab the one on that level.