Nothing really interesting to show these days. I worked a lot on YNA to improve the GUI system. That's not direct work on Alone in Space but not useless. I'll need these improvements in order to create the UI.
Anyway, I'm still working on 3D models. Here are the 2 I'm currently designing :
First, an advanced one : the Carbon Mine. I really love this one. The model is ready for cleaning and texturing.
And the second one is a Metal Plant. It's an early preview, the global architecture is not done yet :
Mar 20, 2013
Mar 14, 2013
Texturing
Texturing is important in games. I played so mush games with texture glitches that I just cannot allow myself to do crappy things with my models. Even now, when I play games, I take a look at textures in search of some defect in alignment or anything else strange. I often find some and It make me smile.
I want it perfect. No defect, correct alignment. Perfect. And to get perfect I had to practice. As you could see in previous posts. I made a lot of models getting more and more complex. Creating a 3D model is not as complicated as it seemed first. However, after creating the model, the next process is to cut all faces to make the UV-mapping.
And then, you have to say "Hello" to a bunch of conception problems. But that's not problems you can anticipate at first. You have to try, get stuck in glitchs, and understand the whole mechanics of unwraping. For example, I had to create the Shuttle UV texture 3 times! I created the UV mapping and started to apply textures. And then notices there was some faces overlapping. This is how I reacted (really) :
- So I hade to make the UV again an move all textures... And repeat! I got it a second time with a freaking small bunch of crap due to cutting misplacement. To be honest, I insulted Blender. I also insulted myself for not being rigorous enough. But I learnt a lot during this long day. Some simple things that you can only learn by failing :
- Take your time to create the model. Don't hurry or you will loose a lot of time afterwards fixing all mistakes. Start to think about how it will look like in the end. Think about the textures you want to apply. This will have an impact on how you'll add faces on your model to get a better final result.
- Start creating the UV mapping only when you're sure that you will no more modify the model. Otherwise you will have to recreate the entire mapping or do it by hand and adapt all other elements for your new faces to get inside the mapping. The second way is suicide. The automatic UV cutter is powerfull, so use it.
- When the first UV mapping is done, iterate unwrapping/marking seams until the base unwrap has no more overlap and seems easy to add textures on. Then you have to clean it. The cut is never perfectly aligned. The more your model will be complex, the more you will have to clean the UV. This part of the work is important to get the mapping as clean and orthogonal as possible. Simple fact : rotating a texture reduces it's quality. So having vertical or horizontal blocs is perfect for applying textures.
- When the UV is done, the last part is just fun. Add textures and test how it looks like.
This is the kind of experience you can only get by :
I want it perfect. No defect, correct alignment. Perfect. And to get perfect I had to practice. As you could see in previous posts. I made a lot of models getting more and more complex. Creating a 3D model is not as complicated as it seemed first. However, after creating the model, the next process is to cut all faces to make the UV-mapping.
And then, you have to say "Hello" to a bunch of conception problems. But that's not problems you can anticipate at first. You have to try, get stuck in glitchs, and understand the whole mechanics of unwraping. For example, I had to create the Shuttle UV texture 3 times! I created the UV mapping and started to apply textures. And then notices there was some faces overlapping. This is how I reacted (really) :
- So I hade to make the UV again an move all textures... And repeat! I got it a second time with a freaking small bunch of crap due to cutting misplacement. To be honest, I insulted Blender. I also insulted myself for not being rigorous enough. But I learnt a lot during this long day. Some simple things that you can only learn by failing :
- Take your time to create the model. Don't hurry or you will loose a lot of time afterwards fixing all mistakes. Start to think about how it will look like in the end. Think about the textures you want to apply. This will have an impact on how you'll add faces on your model to get a better final result.
- Start creating the UV mapping only when you're sure that you will no more modify the model. Otherwise you will have to recreate the entire mapping or do it by hand and adapt all other elements for your new faces to get inside the mapping. The second way is suicide. The automatic UV cutter is powerfull, so use it.
- When the first UV mapping is done, iterate unwrapping/marking seams until the base unwrap has no more overlap and seems easy to add textures on. Then you have to clean it. The cut is never perfectly aligned. The more your model will be complex, the more you will have to clean the UV. This part of the work is important to get the mapping as clean and orthogonal as possible. Simple fact : rotating a texture reduces it's quality. So having vertical or horizontal blocs is perfect for applying textures.
- When the UV is done, the last part is just fun. Add textures and test how it looks like.
This is the kind of experience you can only get by :
- Trying new things
- Failing
- Thinking about why you failed
- Going to step 1 until you get the trick
Warehouse v3 |
Mar 8, 2013
Shuttle ready to go
Hey there!
Just a little drop to show advancement on the Shuttle : that's done! This time I used real textures (instead of plain colors) and the result is nice. I'll may be change my mind about doing some cell shading rendering...
Just a little drop to show advancement on the Shuttle : that's done! This time I used real textures (instead of plain colors) and the result is nice. I'll may be change my mind about doing some cell shading rendering...
Mar 4, 2013
Shuttle
To learn how to create a spaceship with Blender I followed some video tutorials like said in a previous post and created some visual prototype of what I wanted for the Shuttle space craft. I had time to kill so I recreated it withy all things I learnt. Here it is :
This model is highly detailed. It will be used in animations or rendered in 2D images. Next step is UV mapping and texturing.
This model is highly detailed. It will be used in animations or rendered in 2D images. Next step is UV mapping and texturing.
Mar 3, 2013
3D improving
Hey!
During the last days I could train and improve my 3D skills. Now that I know how to create better models, I started making new assets. For now, I created only two models but more will come later.
No tease this time, here are some images :
Models are getting more complex and more colorful. You may notice that textures are juste plain colors with simple shapes. I want to test rendering a whole colony with this style. If the result is great, then I'll create all 3D assets like that.
Stay in touch for another assets.
During the last days I could train and improve my 3D skills. Now that I know how to create better models, I started making new assets. For now, I created only two models but more will come later.
No tease this time, here are some images :
Old warehouse |
New warehouse |
Old antimatter accelerator |
New antimatter accelerator |
Models are getting more complex and more colorful. You may notice that textures are juste plain colors with simple shapes. I want to test rendering a whole colony with this style. If the result is great, then I'll create all 3D assets like that.
Stay in touch for another assets.
Feb 27, 2013
Blender levelup
Hey!
I took some kind of holidays last few days and didn't really worked on Alone in Space. Rest is as usefull as coding nights. Leave your project as it is for a few weeks and then come back with fresh eyes and ideas.
To be honest, last days I was very unmotivated by this project, repeating to myself that I would NEVER be able to go ahead and make this dream come true.
The amount of work to do on this project is... huge. And I have to learn everything but programming. As I have no money to spend in hiring a 3D artist, I have to create my own assets. Lucky me, I'm very creative, and tenacious.
I worked the whole afternoon and night in learning how to create spaceships in Blender. Thanks to Blender Sensei for his amazing tutorials. In about 6-7 hours I learnt enough tips to create my first spaceship model.
This is exactly what I wanted for this ship so I'm particularly proud :
This space ship is a Shuttle. With this kind of ships, the player will be able to move resources between colonies in the same region. Notice the jaws under the ship : this ship will be able to carry 2 containers.
I took some kind of holidays last few days and didn't really worked on Alone in Space. Rest is as usefull as coding nights. Leave your project as it is for a few weeks and then come back with fresh eyes and ideas.
To be honest, last days I was very unmotivated by this project, repeating to myself that I would NEVER be able to go ahead and make this dream come true.
The amount of work to do on this project is... huge. And I have to learn everything but programming. As I have no money to spend in hiring a 3D artist, I have to create my own assets. Lucky me, I'm very creative, and tenacious.
I worked the whole afternoon and night in learning how to create spaceships in Blender. Thanks to Blender Sensei for his amazing tutorials. In about 6-7 hours I learnt enough tips to create my first spaceship model.
This is exactly what I wanted for this ship so I'm particularly proud :
Front view |
Rear view |
Side view |
Bottom view |
This space ship is a Shuttle. With this kind of ships, the player will be able to move resources between colonies in the same region. Notice the jaws under the ship : this ship will be able to carry 2 containers.
Feb 7, 2013
Fixes on the Research Tree
Hello there. Quite a moment since I talked about Alone in Space. I had hard days at work and no energy nor motivation to get back on code during nights.
But that's it! I worked tonight!
First, I made improvements on the tree rendering. I was wondering why the game was taking so much time to completely close before thinking about a memory leak. And there it was. I burnt this bug. Now everything is fine! :-)
I also corrected some placements in the tree viewport. Some nodes were rendering outside of the viewport zone.
Node now react on click. Clicking on a node center the viewport on the clicked node. Later, this will open the technology window as well. There will be a small drag animation instead of the current "teleportation".
This image shows debug zones in red. You can see the vertical line defining the tree viewport limit and the zone around the first node which is currently hovered. Nothing very fancy for now.
I still have zoom issues but I'll get rid of this soon (I guess).
But that's it! I worked tonight!
First, I made improvements on the tree rendering. I was wondering why the game was taking so much time to completely close before thinking about a memory leak. And there it was. I burnt this bug. Now everything is fine! :-)
I also corrected some placements in the tree viewport. Some nodes were rendering outside of the viewport zone.
Node now react on click. Clicking on a node center the viewport on the clicked node. Later, this will open the technology window as well. There will be a small drag animation instead of the current "teleportation".
This image shows debug zones in red. You can see the vertical line defining the tree viewport limit and the zone around the first node which is currently hovered. Nothing very fancy for now.
I still have zoom issues but I'll get rid of this soon (I guess).
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