Nothing amazing yet. I just have to see what can be optimized, cleanup, and re export it in the newest version of GameStart.
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Nothing amazing yet. I just have to see what can be optimized, cleanup, and re export it in the newest version of GameStart.
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Just testing, to see how much work I’ll need to get that visually working into the new engine, without too much work.
As it seems, it just work PERFECTLY π
‘Been playing with the realtime post process, ssao, video noise & large radius bloom are my favorites !
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At long last, I finally managed to get something with this scene. After having almost re-modeled everything, and UV-unfolded the meshes properly, I found how much it was easy to paint the textures in Modo.
Here is it, realtime screenshot, directly from Barr’s nEngine :
Thanks to Jibifaak for the helping hand on Modo.
Just made a prop for Panzer Planet : a Steam Mainframe, ie a steam operated large scale computer.
Where’s the steam ? Where’s the computer ? No idea π
Screenshots directly from the 3D engine, btw.
In my valiant attempt to create a video game I came to design some levels, of course, and some enemies. Here is one of them, not looking specially mean. It’s a steam robot.
Edit : ‘refined it, the front wheel is smaller, ‘like it better π
Thanks to the precious info given by Lernie Ang I was finally able to convert the eyeballs. Now, I there’s just the eyelids left and the character will be completely translated from Maya to LW.
Sneak Peak Here
Here’s a quick snapshot of the texturing work in progress.
The eyes are still missing, here is how it turns out so far :
While trying to export a Maya scene to Lightwave with “MAYA2LW[2]” I experienced some issues with animated nurbs surfaces. So I decided to send an email to Lernie Ang, one of the authors (it’s an open-source solution) of MAYA2LW.
The answer was very interesting, here it is :
Maya2LW2 was developed during a project that also used NURBS surfaces. this wasnt ideal at that time because i only introduced the idea of Maya2LW2-Poly-Only-Please to the modeler guy. it should have been done in poly. however, it DID work; i have had no problems with NURBS-to-Polygon conversion (with history, of course) at all. if it starts fine and then goes screwy after a few frames, i'm thinking of two things: 1.) OBJ *after* conversion must be reexported to make sure point order is correct, and 2.) ascertain that the poly mesh node was selected and not any other. this may or may not solve the problem. the reason why Maya2LW2 is a bit difficult to use regarding exportation is that it is hard (for me) to make assumptions about the complexity of a given scene. maya scenes can be super complex. if i had made assumptions about which mesh node to export it may not work 100 percent of the time. sometimes transforms share two or more shape nodes (e.g. two mesh nodes), which can be a bummer since Maya2LW2 will have to *figure* out which of them is really intended for export.
Lernie kindly sent me a link of another MAYA to LW solution : www.zdavu.com/dev/a2a
All this sounds like music to my hears, ‘got to test asap !!!!
I started a collaboration with the animator Tim Linklater (who is running the excellent website www.strutyourreel.com).
I was in a desperate need of good animated characters and this guy had a lot of stunning animated stuff that deserved to be lighted & rendered, so we decided to join our forces. He sent me some of his pieces of work done in Maya, but I almost never worked with Maya. I had to solutions :
I choose #2. I found 3 existing software solutions regarding this specific pipeline, then tried one :
Using Maya2LW[2] is very simple :
Conclusion (so far) :
I’ve got roughly the same mesh & deformations in LW as in Maya. Roughly : it seems there are some slight differences regarding the animations, and the bug lost its eyeballs, guess why, they were in NURBS.
Got’ to find a workarround π
‘Tried a “before the rain” render last night. Clouds are made of huge torus floating in the sky, with a simple “fallof” plugged in the transparency channel.
A wet “after the rain” rendering with lot of reflexions should be funny…