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  • replied
    Next update is done!  I have the second bark type sculpted and painted.  I'll show some other kinds of peeled bark when the other aspen trees are done.  I also have the trunk in the game with the method of mixing the barks all figured out.  I'm using a combination of the vertex groups and an image texture to do the masking.  I think there are a couple things I’ll change in the sculpts, but at least everything is in there and working.  I'll update the download files later when I have a few more things done.


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    One thing I wanted to share that I thought could help somebody else, and I thought was pretty cool at least, is I figured out a way to be able to create two masking images in just one image channel. So with an image that has an alpha channel, I would be able to get a total of 8 masks instead of the normal 4. The way it's done is by first filling the channel with a solid color that will be 50% grey when it's used as a mask. This will split the image into two images. Just as a note, I guess probably something to do with color space, but in Krita, I had to use a luminance value of 25 instead of 50 to get a result of 50% when the channel is used as a mask in Unreal. Then you just use a value that's above 50% grey for one mask, and below 50% grey for the other mask. You can see it below, but when in the editor, just subtract .5 which will make the grey and anything under it a value of 0 and anything above it 0 to .5. After this, clamp the values to cutoff what's below 0, then multiply by 2, and voila the texture will be a value between 0 and 1. To use the other mask, you just invert the texture first, then follow the same steps. It wouldn't work for everything because you basically have half the amount of histogram color values, but for using it as a mix between two different textures like I'm doing, I haven't been able to tell any difference. It would also work well for blending things with vertex colors, since you could go beyond the 4 vertex color slots.



    I've also been working on implementing all of the sun and moon calculations in Kleiner Bear's complex day/night cycle seen here: https://www.youtube.com/playlist?lis...ssOy2f-cFNzPKH When I'm done with that I'll add a way to make it so the user can rotate the game's compass to be able to change where the sun rises, change how long the day is, and make a way to change what latitude the environment is at, making for some interesting and varied sun rotations, like at the polar circle. It will also be nice that the lighting will be changing throughout the year instead of just the same lighting every day. I’m also planning on trying to implement a way for seasonal changes to occur with the vegetation depending on which season it is. I already have some ideas for doing that, but I'll have to see how it goes.

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  • replied
    I just wanted to give a small update on how the aspen tree is going. The first bark texture is sculpted and painted. It will be a bit higher resolution once it's in the game.





    With the aspen tree, since the bark is so distinctly different in different areas of the tree, I’m planning on doing three different sculpts for each type of bark, then combine them in a texture atlas and use vertex colors as masks when they are on the tree. That way I should be able to get a large amount of variation in each tree while still only using three sets of textures, but I’ll have to see how it goes… It will also help take away some of the tiling. The only other way I could think of to do them would be to do a different sculpt and painting for each tree, which would end up being quite a few more textures in the end. If anyone else has ideas for what they've done in this kind of situation, feel free to expound. I may not use it for this tree, but it would be good to know for the future if there is a better way.

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  • replied
    Just to bring it up to date, here is the latest update showing some of the things I have added, including some more features for the music, the first ground texture made for the game, and for now, just a basic day/night cycle.

    For some reason it won't let me insert a video, so here is the link to it:
    https://vimeo.com/196912565

    It took quite a bit longer than I expected to make the first ground texture that will be used for the pathways, but at least now I’ll have a system for creating the other ones that should make it go faster. The great thing was that I was able to create a seamless texture from scratch in Blender, so it should also make for a good base in creating the next textures. Here are how the models look in Blender:



    I think for the next updates, the plan is to try to fully make one small area and get all the different systems like rain and wind working for that area. Then, as I’m making the other areas, I’ll have most everything worked out already. The next thing I’ll be working on is creating the first aspen tree. I’ll be sharing the first part of that within the next few days.

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