Friday, August 25, 2017

Exploring substance painter, asset store additions!

Another couple weeks gone by suppose it is time for another update. Still working on my project, In fact revamping the monsters entirely:

Male undead are being replaced with this guy. Which I created in blender and had a bit of fun with sculpting. See the detailed model on my sketchfab: https://skfb.ly/6t6NI
The general theme is a more stylized simplified set of monsters and characters. This guy is a bit detailed for that but not hyper realistic so I think he will work out just fine. You can see some other critters like the goblins and Mira on my sketchfab page as well.

Also a couple new assets got accepted into the asset store, I think I did post them here before but a refresher as they are now available for purchase:
at: https://www.assetstore.unity3d.com/en/#!/content/97187
at : https://www.assetstore.unity3d.com/en/#!/content/97535

Stay tune for more on my website: https://csinclairgames.com/

At any rate lots of links this week I will leave you with one final picture of my experiments in a cool program called substance painter:


A simple peasant shirt for the Age of Aincrad project. So a big update as an apology for being a couple days late again hah. Stay tuned for more 3D modeling updates and perhaps even a game preview vid next time.

Tuesday, August 8, 2017

Mostly updating old models but some cool stuff!

So these last couple weeks I have been going back and making some older stuff more game ready. Also, improving various uv layouts and textures. Without further ado here we go!

You will note all of this is not textured because I got a bit bored halfway through and just stopped applying true textures because it was all working hah. Anyways the goal here was to get a dyeable armor system running with morph3D setups. Still a work in progress, as I will need to hear back how it works out for sure but for now goal achieved!

Next up I went back and reworked some goblin models, rigging them up and giving them some texture options. This allows for a couple models to be used more and seem like different enemies; saves a bit of time making more of them:
These will also be used in my project. I am going to create a sort of bandit forest level populated by them. A fitting place for Mira to begin her adventure... since the guild will need the new recruit to prove herself a bit more.

Speaking of Mira, some model updates and chopping out some polys. Still could probably chop more, but not too worried about it as it is the main char model at this time. If I put her up on the asset store I might aim for about 15k poly count or so though instead of the 20k.

Other than that just a bunch of refactoring and polishing up the game some more. The real progress starts with next week as I block out bandit forest and various encounters while waiting for udemy to show me more cool stuff to add in. Progress is going well though! See you next time!