08-29-2017 11:50 PM
08-30-2017 12:54 AM
08-30-2017 01:05 AM
08-30-2017 01:25 AM
P3nT4gR4m said:
My advice would be to forget about doing a game to start with cos a full project is the quickest most surefire way to kick the shit out your motivation and leave it lying in a ditch. There is a lot of work involved in bringing a game to life and, unless you're familiar with all the bits from the git go, you're just going to run into roadblock after roadblock.
08-30-2017 09:22 AM
08-30-2017 10:08 AM
eithman said:
I am about as novice as it gets; self taught and just started learning late last year.
My husband and I are trying to make a VR video game in Unity and I have been designing characters and assets(such as buildings, plants, vehicles, objects, etc.) in medium.
As I have been practicing and learning how to use medium, I have created some designs including different colors and materials including emersive and metallic materials. I have tried exporting the finished object in every combination I could think of (FBX with vertex colors, FBX with texture material, OBJ with vertex colors, etc.) and upon importing the object to Unity, it is all cracked up and the colors aren't attached. You have to create a material using texture maps from medium, and even after doing that, the object and colors are all cracked up, blotchy and discolored. I know that medium creates far too high-poly of a mesh for Unity to work with, so it cracks up, but if I export from medium with a lower percentage of triangles, it looks bad and still has all the same issues.
I am really stuck in a rut here. I know that I still have a lot to learn in Unity and that I probably have a lot to learn in several programs and this is probably a SNOWFLAKE ON THE TIP OF THE ICEBERG, but I could really use some guidance. I have looked through forums and blog posts and I haven't found anything that actually solves the issue or teaches me anything that will get me any closer. I have heard Blender, ZBrush, Meshlab and a few others mentioned in several threads related to this, are these all necessary to know well in order to be able to create playable characters and usable prefab assets?
If anyone has any advice, tips, tools, tutorials, examples, shortcuts or anything that can provide direction, that would be amazing.
(HELP!)
-Tiff
08-30-2017 10:30 AM
10-06-2017 02:14 PM
05-01-2018 11:51 PM
P3nT4gR4m said:
@danilo, @falken76 I'd say that for static assets, you should take look at medium decimation export/unwrap/normal-bake It's quick and dirty, yeah but it's really, really and thrice - really f'kin quick and it aint so dirty you need to wash your eyes out afterwards.
https://sketchfab.com/models/356a8cc80dd045c18e6f16de63326540
This guy came down from a couple of million polys to 45k and change Everything else came out of medium, bar the lighting and PBR which took ten minutes to setup in sketchfab with the medium .png's. Total time, from loading up medium and drawing a skull to neurotically clicking refresh over and over, praying for likes - about an hour and change with a coffee break in the middle while it crossed the interwebs. One package, one RT engine, bish bosh. For a team of ninjas working on the next aaa blockbuster? Maybe not quite but for a given level of indie/hobbyist your productivity just shot through the roof B)
05-02-2018 01:53 AM