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Posts posted by Arcturus
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I had to crank up colours on those additional skins because everything in Darkmod is very saturated.
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Not going to happen, I'm afraid.
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I reduced polycount of the ottoman. I added one lod stage for lid and body and updated prefab to use them. Also added skins:
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In the demo new stars are mixed with old texture, right? That could be confusing. The twinkling is too stepped, it's not smooth enough. Maybe it could be faster.
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The problem with my guide was that I used Blender 2.75a which isn't fully compatible with the exporter.
You can't export the shadow and collision meshes with it.
I'm using Blender 2.75a and it works. In order to export models with multiple materials try joining all the objects (ctrl+j) before export. Make sure you have:
noshadows noselfshadow
in your proper material so that only mesh with shadow material will cast shadows.
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Great. I added
accel_time 0.15 decel_time 0.6
to the ottoman prefab. Move_time is set to 0.75. Sum of accel and decel can be lower than move_time by the way.
This is a door with move_time 1.75 and
accel_time 0.7 decel_time 0.7
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@grayman
I understand that there are not enough coders. However I don't agree that no one would notice. Even if only subconsciously. Details matter. Doom 3 had indeed very fast doors, but they were also sliding. I don't recall any rotating doors in D3, hence the code. In Darkmod doors are rather slow. Also it's not about modelling real world but rather about aesthetics and what 'feels' right rather then what 'is' right.Yeah honestly if this were done on pretty much all hinged doors that would be fantastic. No prior knowledge on animations within id4 myself, but I know ease in/ease out really helps the believable factor 10x.
I agree.
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I guess it's subtle. Currently the speed of rotation is constant, which is robotic and unnatural. Normally human movement, e.g. that of hand opening something accelerates at the beginning and slows down just before end. For example automatic head turning of NPCs follows that rule (although I would tweak it if I could). Right now lid starts at constant speed and then stops immediately. My example shows curve of that rotation - first how it looks now and then how I would see it.
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Here's an example:
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Would it be possible to change door / lid animation's curve from linear interpolation to more natural bezier curve? Here at 17:50 it's explained why it's important: http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach
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Containers need something to prevent frobbing objects through walls.
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Yes, it's in the trunk. Someone will need to make prefab.
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Thank you.
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It's 1024px for diffuse and normal and 512px for specular map.On Sketchfab it's 2048px compressed jpg normalmap, 1024px for base color, metalness and roughness and 512px for ambient occlusion.
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I uploaded the model to Sketchfab. I don't seem to be able to embed it on this forum.
Also I posted it on Blenderartists.
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Thanks guys.
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I uploaded the model in two pieces. It's 2178 tris + 480 tris shadowmesh. When I find more time I'll do additional skins and LOD.
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Forging Witcher's swords:
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Example of fake interior from Witcher 3:
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First chapter of "Cosmos Laundromat" is out. It was written as a first feature length film by Blender Foundation but it was cut when they didn't gather enough money. It was created entirely with free software and rendered in Cycles.
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Thanks. Rug is from Wikimedia. There's lots of high-res rug textures. Most of them have creative commons licence and some are in public domain.
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An ottoman, rendered in Cycles. I don't know when low poly will be ready.
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You can forget about my tutorial. Real tiling sculpting has been added to Blender. It should be included in the newest daily builds. It will be in the next stable release (2.76). One can enable it in T panel under symmetry / lock.
Not only that, but one guy just finished an addon that let's you spawn lots of objects seamlessly using physics. I haven't tried it, but it looks nice.
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Many levels in Thief games didn't make much sense either. They were designed to be fun rather then realistic.
Request for custom model
in Art Assets
Posted
That will be #794b71