![]() ![]() However, there is still an issue with textures. I haven't had a chance to experiment so thoroughly. ![]() ![]() Keep in mind my tests have been limited but I've managed to successfully create proper displacement maps in the UV editor using this technique when previously I could only create a UV mess, so I'm confident this resolves a lot of the issue. The result is a proper BLENDER object that coincidentally has the same vertices as the import. The problem is that imported Sculptris objects retain the Sculptris texture/mapping data, which is incompatible with Blender.Īll you need to do is copy the geometry and make a new object. However, I have managed to find a solution that helps resolve a LOT of this. At best, importing the Sculptris object leaves a corrupted texturemap that only half-exists, and cannot be edited much without causing problems. with proper texture maps, are able to be baked and re-used. We used a few before, but found out that we had far better control without the plugins (though we may give a try to the one you recommended, thanks ) especially in the face, which allows us better control for the animation and shapekeys setup.Īnd about the typography.are you talking about the logo? Well, if it is about the logo, it was made in that style mainly for icons and displays as it is (in our opinion) quite recognizable.So, a long time ago I asked if it was possible to convert Sculptris files into proper Blender files. The retopo we do it manually without any plugins, yes. The performance limits in both apps and with our PC makes it impossible for us to sculpt characters in one go, so we have to sculpt them in several pieces (often times, up to 8 different files for a total of 4-5 million triangles) that then are optimized one by one and joint in blender. The sculptris choice is in good part for ease of use at this point and part because our PC for sculpting is a laptop, so performance is a little better for Sculptris. Realtime GI and simple lightmaps from Blender were the best call for us The game mechanics and style make it impossible to use static lightmaps, as every light in a building can be turned on/off and the game has a day/night cycle. We use blender for several kinds of baking (AO baking, normal, displacement, height and color baking, etc, etc) from one or more high poly meshes into our low poly ones.We use a simple lightmap from blender to Unity for a higher level of detail (as this allows us direct access to the per object maps, and works better with our custom shaders which we use in a lot of the assets), and we found all these baked maps, together with Unity's realtime GI improve a lot the look of the scenes, even if these screenshots are from our pre-alpha demo and WIP levels. This is a small update for today, as we are now improving and cleaning up our scripts from the Pre-Alpha demo to fix bugs and improve their performance, towards the upcoming release of the Prologue and the Early Access builds.Ĭlick to expand.Hi there! let me try to answer all of your questions The characters are still works in progress at this point in the 3D part, but they are being written and well defined in our script for the upcoming releases (for which we have plans of seeking some voice acting help soon) This process alone takes most of the development time for a character (which is one of the reasons the funds in our IndieGoGo campaign are asked for ZBrush and Substance Painter licenses, to improve greatly the speed of development by getting rid of these limits). Here is a small timelapse of part of the sculpting process of one of the characters :ĭue to the performance and polygon limits in Sculptris, making a character is a particularly long work, having to make the faces, hands, feet, upper body clothes, lower body clothes, shoes and accesories all in separate sculpted files, to preserve a high quality, and then they are reduced in polygons, joint inside Blender 3D and baked together. Making a human character, from the draft to the point where it is ready to be animated and usable in Unity, takes around 20-25 working hours (in some characters with complex hairstyles or clothes, this can go up to 40 or 50 hours). Once this process is over, we move forward and start setting up the materials with our custom shaders inside of Unity, and add them to the core scripts so they are usable in the game. Every character is sculpted and painted inside of Sculptris, then we make full retopology of the different pieces, rigging, fine detail texturing and animating inside of Blender3D. Here is another update from the development of the game, as we are making new human characters for 3:00am Dead Time.
0 Comments
Leave a Reply. |