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Alex.SilR's Journal



Day 19 – Blender, NormalMap generators and beginning of a project

Posted by , in General 06 November 2012 - - - - - - · 463 views

Mirrored from my blog (en, pt-br).

Today I started watching part 6 of the video lesson Training Course: Low Poly Game Asset Creation – Fire Hydrant in Blender and Unity 3D, played around with NormalMap and started thinking about the first project.

In part 6 of the video lesson was done the baking of NormalMap. Following the tutorial I started having some problems and ended up running out of patience to resolve and finish of watching. And as the project I’m in mind, will not use anything too complicated related to modeling, I’ll take a break from video lesson and focus on the prototype of this project.

After stopping the video lesson I started testing some textures, and how most I found don’t had NormalMap, I researched some programs that generate NormalMap from the texture itself.

The first I found was the SSbump Generator (free). I liked it, it has some options in generating NormalMap, but (not sure if it was only with this texture because I haven’t tested with another) it generated the NormalMap in different resolution that the texture, made it almost impossible to use it.

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After I found the nMaker (free), which is simpler than the SSBump Generator, but has no option to generate the NormalMap. What made it impossible depending on your need to use it. (Requires photoshop installed to operate).

As neither the SSbump Generator and neither nMaker solved my problem, I downloaded the trial version of CrazyBump. Besides having more options than SSbump Generator, it has a preview of the material, which helps a lot. The downside of it is that the license is quite expensive.

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About the project I have in mind, I will not say anything now because this still only in my head, when I have something specific I’ll post. This weekend I hope to leave the prototype well underway.

PS: Sorry for the bad english.


Day 18 – Blender and NormalMap

Posted by , in General 06 November 2012 - - - - - - · 420 views

Mirrored from my blog (en, pt-br).

On day 18 I watched part 4 and 5 of the video lesson Training Course: Low Poly Game Asset Creation – Fire Hydrant in Blender and Unity 3D and did a little test of NormalMap.

In Part 4 of the video lesson was made the model low poly of the hydrant from the high poly. It was a pretty simple process actually. After doubling the high poly most of the process was the removal of edge loops and some details how: the parts depression in the body and upper, and screws.

The low poly model without subdivision surface:
  • 561 vertices.
    • ~5.4% of the high poly without subdivision surface.
    • ~0.7% of the high poly with subdivision surface.
  • 260 faces.
    • ~2.5% of the high poly without subdivision surface.
    • ~0.3% of the high poly with subdivision surface.
(Right - Low poly. Left - High poly.)

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In part 5 of the video lesson was done the UV unwrapping of the hydrant, in this part was suggested watch a tutorial before, it talking about the basics of UV unwrapping and seams (Introduction to UV unwrapping). After watching the tutorial and video lesson, I had a much better idea of unwrapping and especially seams. The unwrapping of the hydrant wasn’t anything complicated.

http://media.tumblr.com/tumblr_mbel9rXUw21rxq0qy.jpg

The small test I did of NormalMap shows the difference of an object, with and without. The images are in game. The images that have a sense of depth are with NormalMap.

http://media.tumblr.com/tumblr_mbeln835zN1rxq0qy.gif

http://media.tumblr.com/tumblr_mbelnt9ldZ1rxq0qy.gif

PS: Sorry for the bad english.


Day 17 – Blender

Posted by , in General 06 November 2012 - - - - - - · 419 views

Mirrored from my blog (en, pt-br).

Today despite having already returned to studies was a quiet day. In the morning I had to finish a job for college, so I just left the afternoon, where I watched the second part of the video lesson Training Course: Low Poly Game Asset Creation – Fire Hydrant in Blender and Unity 3D.

In this second part was finished the high poly model hydrant. Although it is difficult to exactly replicate the model of the video lesson I liked of the result. Tomorrow I want to see at least part 4 and 5, where is made the low loly modeling and UV unwrapping. It will be interesting to see how from a high poly model is made low poly modeling.

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Final high poly model (without smooth and without subdivision surface):
  • 10392 vertices.
  • 10229 faces.

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Final high poly model (with smooth and subdivision surface with two subdivisions):
  • 81024 vertices.
  • 79409 faces.

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PS: Sorry for the bad english.


Day 16 - College

Posted by , in College 06 November 2012 - - - - - - · 456 views

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Day 15 - College

Posted by , in College 06 November 2012 - - - - - - · 350 views

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Day 14 – Blender, Unity and Normals bug

Posted by , in General 06 November 2012 - - - - - - · 538 views

Mirrored from my blog (en, pt-br).

Today I basically kept doing the geometric model game and imported it to Unity.

What I did today was make the UV mapping of the pieces and some renders. Today I just didn’t see the second part of the video lesson I wanted, but gave to practice in Blender.

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http://www.youtube.com/watch?v=_CXSyol-EZE&feature=player_embedded

http://www.youtube.com/watch?v=S4YSEHDiTII&feature=player_embedded

http://www.youtube.com/watch?v=QhEmHJzTfYY&feature=player_embedded

http://www.youtube.com/watch?v=q_SZwxM_-hY&feature=player_embedded

http://www.youtube.com/watch?v=9hAHx745lmk&feature=player_embedded

After I finished UV mapping of the entire model I did the import into Unity by the Blender file. The parts imported all right, I just had a problem with the main cube. It stayed with the Normals wrong.

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I thought that was why I did not give a Ctrl + N to normalize Normals. I did it, and continued reimported the error. I thought if I made the Normal map (by the way I found a very good tutorial) would solve the problem, and I did not solved. In fact got worse.

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After giving a look around in the settings, I saw that the import normals option was set to import, I changed the option to Calculate and it worked.

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If you want to see how the model was inside the Unity click here (online).

Tomorrow (Monday) and Tuesday I’ll have to take a break to do some things in college, but Wednesday I start again.

PS: Sorry for the bad english.


Day 13 – Blender

Posted by , in General 06 November 2012 - - - - - - · 619 views

Mirrored from my blog (en, pt-br).

On day 13 I started to see the video lesson Training Course: Low Poly Game Asset Creation – Fire Hydrant in Blender and Unity 3D and played a little with Blender.

The first part of the video lesson begins to shape the hydrant in high poly, high poly after that is done the low. It will be interesting to see how the workflow is. I had no idea it would start with a high poly.

The video lesson is very good, this first part, which took about 25 min, I have learned several modeling techniques, which will be quite important now, since the video lesson Blender 2.6 Essential Training was basically a general complied (which was and will be important too).

I wish I had watched at least one party (the second part is where the high poly model is finished), but overall I learned a lot of new things.

One thing I noticed in comparison with SketchUp is that it is much more difficult to accurately follow a tutorial, my hydrant was quite different from made in the video, which did not occur in the table (the table is of course an object much simpler ).

This difficulty is partly why in SketchUp is much easier to enter accurate measurements than in Blender.

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http://www.youtube.com/watch?v=i8No1q3xjlc&feature=player_embedded

One thing I did today also was play in Blender by myself.

Basically what I did was one of those games that every child has ever had, where you should put the geometric shape in the corresponding hole. To do this I used the boolean modifier. It was interesting, because I discovered that sometimes when not normalizes the normal faces (Ctrl + N with the whole mesh selected in EditMode) cannot apply the modifier, is shown the message “can not perform boolean operation”.

After modeling I did the UV mapping. I used a wood texture and applied all over the object, was very interesting. There’s still some things to do, what I will do tomorrow. Tomorrow I also want to import this model to Unity.

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http://media.tumblr.com/tumblr_mb5ggvkPIt1rxq0qy.jpg

http://media.tumblr.com/tumblr_mb5gradCLK1rxq0qy.png

http://www.youtube.com/watch?v=ZxsvsNoBGaQ&feature=player_embedded

PS: Sorry for the bad english.


Day 12 – Unity, Blender and SketchUp

Posted by , in General 05 November 2012 - - - - - - · 511 views

Mirrored from my blog (en, pt-br).

Today I finished reading the book Unity 3.x Game Development Essentials, and finished watching the video lesson Blender 2.6 Essential training, then I watched a few tutorials of SketchUp.

In chapter 11 was made some finishing touches on the game and the most interesting was the introduction of lightmapping, which basically is a process that adds the effect of light and shadow on the texture itself. Since the effect of light and shadow will be applied directly in texture, this technique is used only for static objects. Using lightmapping can be a way to insert shadow in free version of Unity, but will depend on the case, therefore, is static shadow.

Without lightmapping.

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With lightmapping.

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Chapter 12 was pretty interesting too. It was about various settings and points to consider when constructing the final game (the file that will be distributed), both Standalone and Web.

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Chapter 13 was very short and did not have anything interesting, so I will not even comment.

The last part of the video lesson of Blender Character Rigging talked about, although it was interesting was very superficial, showed how put Armature in that creature and how make a simple animation.

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http://www.youtube.com/watch?v=lr7sO_foleY&feature=player_embedded

Later I watched some tutoriais of SketchUp made by google (which are very good by the way). SketchUp is much easier to use than Blender (at least for the simplest things). However when I imported the model from the table that is made in part 4 of the tutorial for unity could not apply texture on it, it seems that need be done the UV mapping first. I did some research and some users were doing it through the Blender, but when I imported in Blender, the model opened with the drawer in the wrong place, which did not happen in Unity. Tomorrow or Sunday I will give one more researched to see if it really is worth studying SketchUp, since Unity doesn’t natively support it and despite being easier that Blender will not completely replace.

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PS: Sorry for the bad english.


Day 11 – Unity and Blender

Posted by , in General 05 November 2012 - - - - - - · 533 views

Mirrored from my blog (en, pt-br).

Today I read chapter 10 of the book Unity 3.x Game Development Essentials and watched part of 10 video lessons Blender 2.6 Essential training.

In chapter 10 of the book was made a short animation for when the player wins. Some GUITexture and Events are added in two ways:The animation was very basic (only moved the GUITexture), but it was interesting. Tomorrow I think I read the rest of the book.

http://www.youtube.com/watch?v=b0qqvLnuVbs&feature=player_embedded

By coincidence the video lesson also talked about animation showed how to animate the properties of an object by TimeLine, GraphEditor, and DopeSheet. Tomorrow I will also finish watching the last part that talks about Rigging.

TimeLine

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GraphEditor

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DopeSheet

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As tomorrow I will finish the book and video lessons, this weekend I want to see if I see the tutorial Training Course: Low Poly Game Asset Creation – Fire Hydrant in Blender and Unity 3D. It seems to be very good.

PS: Sorry for the bad english.


Day 10 – Unity and Google SketchUp

Posted by , in General 05 November 2012 - - - - - - · 1,454 views

Mirrored from my blog (en, pt-br).

Today I read chapter 9 of the book Unity 3.x Game Development Essentials and installed the Google SketchUp to see how is the interaction with Unity.

Chapter 9 build an menu in two ways:Although this chapter build a very simple menu and be quite easy to mess with menu in Unity was the most interesting because it was what most was new to me.

Menu using GUITexture:

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Menu using GUI and GUISkin class:

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I installed the Google SketchUp to see what it was like to export and import models. The free version of SketchUp export to. Dae (COLLADA) that Unity can import (Blender too). I had no problem in this process, although read on a forum that some people had. The scale was however very different.

On day 9 I made a “measurement” of the scale in Unity relative to Blender , and gave 0.5, ie to import into Unity is necessary reduce 50% of the size of the model. I did the same test in SketchUp and the result was quite different. A cube of 1 m in SketchUp is equivalent to a cube ~39.37m Unity, then the scale was ~ 0025 (2.5%). In the picture below the red cube is created within Unity.

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I did this test to see if it was possible to use SketchUp, now I’ll look for some tutorials of it, because it seems that it is much easier than the Blender to build architecture.

PS: Sorry for the bad english.






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