When importing it into Unreal I realized I made a mistake. I needed to figure out how to make sure the background part that wasnt painted is transparent. In the end I have to make an Alpha to delete the rest around. I learned that I have to use photoshop to create the shape I want to cut out. Video Reference: https://www.youtube.com/watch?v=q_e_YZfTJko Okay these images is what I thought I did wrong but actually the only thing I needed to do which was really small was just turn off the Layer 0, underneath my colour layer. Duh! Obviously I'm still learning but I'm excited to learn more of the nifty tricks this program has to offer. I learned a lot that will help me with my capstone and especially with the spline in unreal as well. I didn't managed to have time to figure out how to weight paint and to get the vines moving in unreal but the main struggles have been overcome and I'm excited to get started next semester on this project!
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So in this picture it shows at the top three circles, two being crossed out right now. What they do is allow you to be able to paint in different types, so like i mentioned before, height, colour, and glossiness. so I put some examples there beside the leaf. Video for Reference: https://www.youtube.com/watch?v=2aRbQSILGpc For my leaf I want to export just the Diffuse map so I check only colour since I didnt add any other kind of map, most of my capstone will be mostly just painted with slight added height. You can choose what you want your model to be exported, fbx, obj, etc., and your textures end up being targas.
I'm slowly learning how to use this project but what I happened to learn today which amazed me was that 3D Coat also links with Photoshop. I had seen a few speedpaint videos where they had used Photoshop but I didn't know that was part of 3D Coat, I was confused on how it worked but when you click Control + P it will bring you into Photoshop. I used this to be able to rotate my diffuse map so it was easier for me to paint. Definitely favouring this program over Quixel and the Algorithmic programs.
So first challenge I have met is trying to bring the selected mesh I want to paint into 3DCoat. I'm watching some more tutorials now, less on how to paint and more on how to do simpler things such as adding a mesh and bringing it INTO the paint screen, as well as looking at the UV screen and so on. since the piece I'm using is already UV'd I don't really know if I need the UV screen but I know I need to look at the UV's while painting. Video I'm watching now: https://www.youtube.com/watch?v=2FsNBJaseNI What I really want to be able to achieve: https://www.youtube.com/watch?v=SXT6m3e0rFA https://www.youtube.com/watch?v=5YMu2jy7Oqw I've learned that for my capstone when I end up painting them I need to import the AO of the high rez from Zbrush so that it gives me a base on how I want to shade it. Just base colour for now, and a rough outline. First think first, I'm just painting the Diffuse Map. Next I will add spec and height map after the fact. Maybe even play around with the materials in there already however I'm going to try my best to explain what it is with only my painting.
Alright so first I imported my vine mesh into unreal which was way too small to start off with so I had to go back and make it bigger. Woops. I also think it might be too long but for now I'm going to start my blueprinting and see how things work out. Second mistake. Make sure your mesh is standing up right, not laying down. Had to redo that as well along with fiddling with the size to make it as close as I'd like it. I made it a little bigger than I would need just so it is easier to see. Alright, after going through a couple tutorials I managed to get down all the blueprint I need to set up my spline. I learned a lot and tried my best to only look at the blueprint when I was stuck, I was surprised with how much I actually knew without them, however when compiling, it took a couple tries. First time I compiled I forgot to connect Exec (the white links) together. Second time, I linked the Exec in the wrong order... Oops. But finally I got it to compile properly. Ta da! It works.
That's one part of the Proof of tech, next is getting into 3DCoat! So I have been away for a while, however during that time I have learned a lot. I have been watching and reading tutorials for all the different things I wish to achieve (in between other project deadlines). For creating splines for my capstone I looked at Smart Splines which were absolutely amazing, however, you had to purchase them for $40 and since there are hardly any vines on my creature I don't think it would be worth it. Therefore I've decided to just work with the normal spline tool. Because of that I have found a couple of tutorials that will help me with creating that. Other Spline Tutorial: https://www.youtube.com/watch?v=wR0fH6O9jD8 So tomorrow when I am able to head to the labs I will start to plug that together. In the mean time I have been modeling a quick vine that I hope to make tile when it splines. Nothing too crazy since the mesh doesn't matter, however I'm not sure how many edges there need to be for it to be bent around, therefore I added a couple to see if that has any effect. I don't think I'll be able to do any weight painting for this however I have watched a couple tutorials so outside of this project a little later I will also be tested it, and still be posting here.
Now onto which program I am going to use for texturing. I've decided to use 3DCoat, after watching a bunch of tutorials I think it will work a lot better for what I am doing. Mostly because as your painting it shows you live updates, where as with Photoshop and Maya, and Quixel, you have to save and update it to see what you've done. I think this will help a lot especially with work flow. So first things first, I need to figure out what the major challenges are in my capstone that I need to learn how to do. John mentioned something about using splines in unreal for the vines on my creature which I haven't touched before so that is one thing I'm going to focus on. Also texturing something in either Quixel and/or 3DCoat and that means I have to learn how to use those programs. I also want to try and rig/figure out how to "animate"(?) singular leaves that would be attached around the creatures neck. I also want to figure out how to weight paint a rig which I may do if time permits. So the three main thing's I'm going to be doing in order:
http://3dcoat.com/v47/
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AuthorGame Development Student learning how to proficiently use Unreal Engine, 3DCoat and/or Quixel |