4 ms·
I have not. That's super neat and I'm glad people are making progress! Is there anything happening on the animation side which will push past mocapped movements
by zevets 11y ago
I have not. That's super neat and I'm glad people are making progress! Is there anything happening on the animation side which will push past mocapped movements?
- wlesieutre 11y agoI don't know a ton about animation, but HumanIK might be worth checking out: https://www.youtube.com/watch?v=blLBRmNA3zI https://www.youtube.com/watch?v=blLBRmNA3zI A couple of really cool things about the Substance texturing approach: Feed it a 3D model and generate maps of its inside corners and outside edges, which can be used to mask layers for dirt accumulation and edge wear https://www.youtube.com/watch?v=zTYia53801k https://www.youtube.com/watch?v=zTYia53801k Squish multiple simple generators/effects together to make really interesting shapes: http://bradfolio.com/art/substance/substance-red-rock-cliff-face/ http://bradfolio.com/art/substance/substance-red-rock-cliff-... No reference handy, but you can expose parameters like "How much rust" or "color of scattered accent bricks" and make the textures be configurable in-engine. Really streamlines the process if the person building out a level in the game can adjust those sorts of features without going back to the texture artist every time. There are a lot of neat examples in here: http://polycount.com/discussion/155851/weekly-substance-challenge/p14 http://polycount.com/discussion/155851/weekly-substance-chal... EDIT: Here's a cool one http://polycount.com/discussion/comment/2384431/#Comment_2384431 http://polycount.com/discussion/comment/2384431/#Comment_238... You can feed it an arbitrary mask to control the color pattern. Note how it's not just painting the color over the bricks, it actually makes brick seams following the edges. And if I had to guess, the dirt/sand accumulation is exposed as a configurable parameter.