Brett E

Members
  • Content count

    274
  • Joined

  • Last visited

Posts posted by Brett E


  1. This is my design so far:

     

    Genre(s)/Themes: Goofy

    Visual Style: Stylised/cartoony

    Story/Premise/Pitch: The player is in pursuit of a rogue wizard, this wizard has the ability to fly and to create magical doors, combining these powers the wizard will create doors in hard to reach places and fly through them to evade capture.

    As an officer of the MCPD (Magic City Police Department) the player character has some some abilities, they can manipulate gravity in localised areas. This skill makes them uniquely equipped to catch this particular magical felon.


    Game: Third person, probably confined to rooms. Change the direction of gravity to create routes to the magic doors and progress to the next area. Objects all have physics so changing the gravity will move the objects around. Some features of the rooms will be fixed so rotation will reposition objects to allow traversal between fixed and non-fixed objects.


  2. I watched a few episodes of the new Aziz Ansari show Master of None on Netflix. Good so far, it's a similar sort of thing as Louie but not quite as 'out there'. If you like his stand up stuff then check it out, it has a lot of the same themes but in a light dramatised story format.


  3. 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.

    w6Cikn7.png

     

    So you're modifying the mesh in code?


  4. This is kinda what I figured, re: getting a gradient, but I didn't know for certain. I wondered if just having a different material ID for each color you want to use might also be a solution, but that still seems like it would be relatively inelegant compared to the tiny texture flat color method, with any difference in performance being negligible when weighed against the speed of the workflow.

    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, can you explain this or link to a video or something? I don't really understand what you mean.

    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:

    Poly_World_01.PNG

    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:

    Poly_World_Albedo.jpg

    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.


  5. Is there some kinda standard, sensible way of UVing a sphere?

     

    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.


  6. 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.

     

    bbj2kFr.jpg


  7. 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?


  8. 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.


  9. 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 :)


  10. 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.