Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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ratty redemption [RIP]:
makes sense, and brushes suit that style of map.

silicone_milk:
I saw that image on facebook and instantly recognized what I thought to be radiant from the clip brushes :)

I really feel that GTKRadiant's style of editing just makes an incredible amount of sense for indoor level design.

Concerning the character I'm working on in Unity, I found the issue with the feet is that they partially go through the ground. The physics settings were such that the minimum penetration before a force is applied was too high. Setting the min penetration to 0.001 instead of 0.005 fixed the feet going through the floor.

I have plans for her hair as well that I think will work great to keep it short(ish) while making her read more as a feminine character.

Here's a quick shot of some texture work I did last night.


In-Game:


The topology of the face is making it a bit difficult to make the eyes sit right so I might readjust that or I might say screw it, it's good enough.

I also need to figure out how to do a blink animation. I'm considering having a second material specifically for the eyes to shift uv coordinates on an eye texture instead of having to squeeze that in to the main diffuse texture on the main material. However, I want to use a separate material on the hair and I don't want to go over 2 materials for the character as it increases draw calls.

EDIT:
Broke down, going to use 2 materials. One for body, one for hair. With the UV space freed up by not mapping hair in the diffuse texture, I can have a second set of closed eyes for a blink animation :)

Matcap Hair In Unity:

kat:
That's so much better. You might be able to leave the texturing relatively flat if you use vertex painting to shade areas to add a bit of depth at little cost. Looking at the shots they eyes might be fixed by making the face plane slightly flatter, it's the slight backward tilt of the upper (forehead) polygons that seem to be throwing the balance out a bit.

A tip for another time, or unless you change your mind about the eyes, is to duplicate the 'eye' polygons and then underneath you just leave the surfaces 'flesh' coloured. What this does is place the eyes on the separated polys which can be collapse via bones to give you the blink without doing any additional shader work. It's a simple solution (also means you can increase the amount of texture space dedicated to the eyes for increased clarity).

Here's a challenge for you.. keep (develop) both characters but use the same rig ;)

And yup, the editorImages are a dead give-away for idTech editors heh

silicone_milk:
I'm glad to hear it. I'm liking the flat shaded look quite a bit but I'm definitely going to add a couple dark areas to give it some two-tone shading. As for the eyes, you're right. It's the bridge of the nose which is causing the slant (and thus the distortion). I'm going to fix that next after some adjustments to the geometry of the hair.

I thought about doing the animated planes method for blinking eyes. I might actually go for it since it's a hell of a lot simpler to implement than shifting UV coordinates around in a shader.

I recolored her clothing and am moving on to hair alteration and eyes. Then it's time for adding the scarf to the rig and finishing the animations.  8)



EDIT:
Figured out how to render an animated gif out of Blender so I rendered the hair out since a still screenshot doesn't really do it justice.

kat:
It's an interesting effect but it does make her hair look like it's glowing. If you want to keep it you might need to find a way to balance its appearance with the rest of the model so the the viewer isn't drawn to it so quickly (it kind of forces you to focus on the hair rather than the character).

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