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  1. #621
    Member Linko's Avatar
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    Hi,

    yes the curvature option must not be disabled for now.

    We wanted to wait before sending it on GitHub the implementation of the main features so the user can improve them, make more and add content (like new surface details, new gradients and improve them) directly in the code. There is two big feature missing: the texture effects for the dust, grunge, etc. And options to control the grayscale before the gradients are applied.

    I will also make a video at the end of the week to show all the features and how to use them.
    Last edited by Linko; 18-Sep-17 at 12:10.



  2. #622
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    Ok good to know that you plan to move to Github in future



  3. #623
    Member Linko's Avatar
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    I have spoken with the developper he said he doesn't know how to use GitHub and i don't know too. But you wanted it on GitHub to follow the updates and development? I will make a video this week and will show every tools of the addon.

    We also need the help of artists good with procedural textures to send us node setup to generate new surface details and improve the existing one (they look pretty bad especially the wood ).
    Last edited by Linko; 18-Sep-17 at 13:45.



  4. #624
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    It's pretty easy to use Github you just upload your folder to Github server and that's it
    I'm not good at making materials especially procedurals, but i'm forcing myself to learn it



  5. #625
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    Originally Posted by Linko View Post
    I have spoken with the developper he said he doesn't know how to use GitHub and i don't know too. But you wanted it on GitHub to follow the updates and development? I will make a video this week and will show every tools of the addon.

    We also need the help of artists good with procedural textures to send us node setup to generate new surface details and improve the existing one (they look pretty bad especially the wood ).
    Its supereasy to set up, Im not a programmer and I got going in 5 minutes. Make sure to download the desktop app too, makes things a lot easier



  6. #626
    Member -L0Lock-'s Avatar
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    I know a nice article about Github. And also a french translated version for all the french fries. This should be useful for many people, even those who are not programmers.
    Forgive my broken english, i'm just a french frie.



  7. #627
    Member Linko's Avatar
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    Thank you, I have learnt from this video: https://youtu.be/qpXxcvS-g3g

    Here the link: https://github.com/Linko-3D/AssetGen

    I am writting the documentation, i am updating the first page, meanwhile the developper is doing the grayscale options to have more control on your generated texture.

    Realistic Unity Project (wip): https://github.com/Linko-3D/Realistic-Unity-Project
    This GitHub page is a startup project for Unity with everything configured to get the most realistic graphics possible from start + all the important free addons from the store (it will also inlude a start menu and splashscreen) + all the files organised to start a game. You will be able to edit the files to improve the lighting even more, suggest new addons, organise the files differently.
    Because some struggle to get a good lighting and materials in Unity, the default settings are bad. Here you can see all the changes that are applied to Unity.

    startup scene.png
    Last edited by Linko; 22-Sep-17 at 06:36.



  8. #628
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    I was absent here many months...i see that darkblender is not exist anymore? I used it few times in 2016 for tests, and i love a sculpt updates and addons...is planned reactivating these features for assetgen? especially sculpting improvements and brushes?



  9. #629
    Member Linko's Avatar
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    Hi,

    yes we will add a button in the addon when you click it it will change change the default settings of Blender (the brushes option, the render settings, etc.).



  10. #630
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    Uff...good news Is it planned in 2017? I remember that i was in love with darkblender in sculpting mode and after that baking lowpoly sets You've added nice brushes for sculpting



  11. #631
    Member Linko's Avatar
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    The brushes were from the Orb pack: https://www.blendswap.com/blends/view/86419

    AssetGen update:
    - added grayscale options, you can set the amount of curvature, ambient occlusion and shadows to add on the greyscale before the gradients are applied.
    - added texture effects, you can choose the amount of grunge, dust and snow effect. Their color are preconfigured.

    In this example i have used the noise and rock surface details for the asset generation. For the texture i have enabled the curvature + ao + shadows with the grunge and dust effect:

    effects.png

    Here grunge and snow effect:

    snow effect.png

    Edit: for the video i will just show how i convert an high poly into a game asset and uses it in Unity. For the other tools everything will be detailled in the documentation and by overing the mouse on the settings. I am waiting the new Export asset tool before I make the video.
    Last edited by Linko; 22-Sep-17 at 06:11.



  12. #632
    Member Linko's Avatar
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    AssetGen update:

    Export asset tool added. This tool will export all your selected meshes in .FBX (the active selection must be the LOD0). It has an option to center the position before exporting so your LODs doesn't move and you can decide if you want or not to save your textures in a subfolder. By default the subfolder is enabled and is named //Materials to match Unity's folders. The textures saved are the albedo, normal and ambient occlusion.

    export asset tool.png

    - added a generate box tool, it creates a box from a plane and editing one face edit all the faces.

    I have also released a quick demo in video of the addon, just to show how fast it generates a game asset in Unity from an high poly. I also use the realistic Unity scene.
    This is not a tutorial, the tutorial is in the first page or the how to use file included (still in WIP).

    Last edited by Linko; 23-Sep-17 at 09:21.



  13. #633
    You are missing turning on HDR in your cameras in the Unity project (which is needed for better tonemapping and other effects, it's usually best to have it on when working with PBR materials). And if you want your emissive materials to look good, you'll need Bloom on (along with HDR and HDR colors in your material), else your emissive materials won't have the "lit up" effect they're supposed to have (instead, all you'll get is a material that turns white and doesn't shine).



  14. #634
    Member Linko's Avatar
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    Hi. thank you i have edited the files.

    The HDR was turned On on the starting camera, i forgot to enable it after replacing it with the first person controller camera. I disabled the bloom to adjust the sun lighting and forgot to re-enable it.
    Last edited by Linko; 25-Sep-17 at 13:43.



  15. #635
    Thank you so much for all of your work on this amazing set of tools! I am using it daily in the classes that I teach.



  16. #636
    Thank you so much, this tool is amazing. I'm dipping my toes at it, so I'm still understanding.
    I was able to create all maps with it, except albedo_details, bump and diffuse, which remains always black.
    How they are supposed to be used?



  17. #637
    Member Linko's Avatar
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    Hi!

    isnyder are you a teacher in a game art school? That's awesome to read.

    kabu the albedo bake is only useful if the high poly has a texture, it's ideal for a scanned model. You can generate the albedo with the Game Asset Materials tool like i did in the video.
    I have removed the diffuse, albedo_details and diffuse, it was from an older version of the addon.

    And here is the todo list:

    To add soon (some this week end):
    - add the Render layer > composite nodes to continue to do renders; do not open the compositor when the albedo is generated
    - quick decimation tool with ratio and polycount settings
    - bump map to normal map tool
    - 2D Mesh tool (draw a mask and a shape is extracted in 3D)
    - Convert to Pixel art tool with reduced color depth, need to add dithering if possible
    - optimize Blender settings button
    - normalize image
    - human base mesh with the skin modifier
    - Dota textures button to generate all the extra textures for Steam workshop
    - smart LODs (LOD1 = 60 % of LOD0, LOD2 = 30% of LOD0) and edge padding (texture resolution / 128)
    - option to add the roughness (smoothness) map in the alpha channel of the metalness (metallic) map for Unity.
    - quick compositing tool
    - scale image tool
    - tool to color everything inside a mask and make the rest in greyscale (for Dota icon sets)
    - more material presets and surface details

    Later:

    - smooth Curvature map, but nobody has found the node setup yet: https://blender.stackexchange.com/qu...m-a-normal-map
    - fur tool (procedural?)
    - armor tool, create armor pieces easily with inset and bent modifier
    - base meshes (customizable?)
    - paterns details
    - sprites baking with the number of frames, all the frames will be composited one by one when the albedo is changed
    - metallness and roughness map (roughness in the Alpha channel), need to think how the user whould use it, if it's generated, if it uses ID maps, if it's painted
    - add an Inner Glow effect on an image, this technique is used by Blizzard to project details (from the conference of Michael Vicente)
    - use glTF 2.0 format for the export asset tool once supported by Blender by default
    - add an option to use the bevel shader node once it will be available
    - add an option to use the advanced UV packing once ShotPacker will be officially in the Blender source code

    And we need help to create procedural surface details.
    Last edited by Linko; 22-Oct-17 at 11:20.



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