Today I bring you the Noam drawing board.
It will be on one of the exterior walls of the house. It is made of wood and the interior will be made of cork so that the character will fix the sheets he will draw.
Tomorrow will be completely textured.
Today I bring you the table that will have Noam’s drawing material.
Because of the small size of the space, I thought it would fit better a desk that stuck to the wall.
Monday I will make the missing drawing material.
Today I bring you the brush organizer. I gave it a more personal touch by putting Noam’s name on it.
It will be entirely in wood.
Tomorrow I hope to finish all the accessories that make up the drawing corner of the character.
All the clouds now use the simple shader that I shared a few posts ago, it’s the only one that gives good results when in animation (it doesn’t flicker).
Also the clouds seem to need more than a Sun lamp …therefore now there is a Sun lamp, a yellow Point Lamp from the right and a purple one from the Left. If we change the time of the day also the colors of the Point lamps will need to change also.
They would be Ok for a still but in animation they flicker way too much!
I may need to go by the safest possible clouds I can imagine, polygonal clouds:
…But, they will need to undergo some mere development to make them fluffier
Still investigating on this…
Edit1:
After a series of tests, I’ve determined that volumetric clouds, no mater if they are made with noise texture, image texture, mushgrave texture, any kind of shader (principled or volume scatter)… they always flicker when the camera moves
Edit2:
I’ve found an impressive solution and will report it in a new post. I have been making the volumetrics all wrong, they do work real nice
Today I finished Noam’s drawing corner.
We put brushes, pencils, sheets, inks and some pins to put the sheets on the board.
Tomorrow I will start another new object.
Hello Friends,
So volumetrics in Eevee, aren’t as bad as I tough, they actually look real nice and do get stable once correctly made… I was the one that was (still am) bad with it
So at least for now the clouds got to a point that they do look good enough… they are stable enough for the shot , don’t flicker when the camera moves by them and look fluffy
Background clouds:
The background clouds are now just procedural 2D clouds. There was no reason to use volumetrics on them and they were based on the ones available on the Real Sky add-on, that I’m using for the lighting and skies (it’s pending an update for the 2.81 version, that’s why the sky is still just blue for the moment).
There’s still room for improvements, on both clouds, but, for now, I’ll focus on new yet to do things like:
improving the terrain paint for Noam Town (Increase the resolution for close up shots);
They were drawn by Noam in person
…On the drawings Noam portrayed some of the things he dreams about doing if he had Arms Hummm! Why would someone dream about eating an Apple!?
any plans on adding a splash of color or deco to houses to further differentiate the residences? even a select few landmarks, the house covered in potted plants, the cat ladys house, etc?
Hey @Daedalus_MDW , Thanks!
Hehe, for the moment it ain’t a priority as the action is all centered on Noam House and all the city shots are wide shots and very short… Although once we have all primary things made and if the chances of selling the project reveal to be promising, we may indeed bring those and many other details to the table.
Today I started to texturize the clothes and lay them on the clothesline.
When I finish placing all the clotheslines in the village I will show you how it looks in the scenery.
The decision of using Armory Paint instead of blender was due two main reasons:
1 - Armory Paint can paint materials (albedo, normal, roughness, ao, etc) and then automatically output all of those maps too;
2 - Armory paint can paint up to 16K textures in real time (although I only painted them in 8K).
I don’t have enough power for 8K textures, so I’ve downscale them to 4K and the results are visible above.
Because this wouldn’t be enough to more close shots I’ve made two materials (both using the exact same shader, just different textures), one for the place the characters will walk and another for everything else:
And suddenly we can get closer
Now in terms of paint this is good, to get better now it has to be done with real geometry, like grass and cobblestones, but that is another adventure
The purpose of Resilience Satelle is to be sold once completed.
The ideal goal would be to pack it inside a physical container (a custom 16Gb USB stick) with as many extras as possible. (I’ll add this info in the first post once it’s sure).
If you happen to read this I would like to hear some of your thoughts (as this is for you ) regarding a few questions that I have:
By these days where is the most trust worthy place to sell something like this (for me and you)?
What kind of extras you would like to see with it ( be specific, a making of is granted )?
How many copies would be plausible for a first release? The minimum is 25, from the USB factory… so don’t say 1 hehe
How much would be a reasonable price?
Custom USB stick is a good idea!? … or, let’s just join the future and keep it by the Digital Download thing Please be gentle!