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Carm3D

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Everything posted by Carm3D

  1. Oh cool I wasn't aware that shaders could deform geometry. Thanks!
  2. Would I be able to make alternate shapes of my model in v5 that deform a character before bone deformations so I can make them smile / frown / speak / etc? The attached video clip shows how helpful morphs can be. Mouth_Rig.MP4
  3. Hello! My 3D modeling/animation software just got a cool new update. I am curious if Leadwerks supports two features that were added to my 3D program: 1. UDIM mapping, a more structured approach to UV mapping. 2. Principled BSDF materials. A new(ish) material standard with built-in fresnel reflections and other goodies. I think it's also called PBR for some reason? Thanks for your time!
  4. It seems that Steam is the only place to buy it right now.. At least that's how it seems from this website. That's kinda weird if you can only upgrade non-Steam versions.
  5. Okay that is doable. Thanks for the info and for being a straight shooter.
  6. Okay.. I will not get the C++ DLC then until there has been an announcement of how v5 will roll out. If v5 doesn't make it to Steam I'd have to buy it twice to get v5 with C++. I can focus on building assets & animations more than building code for now. When you say it is a long way away, do you mean six months?
  7. Hello, I purchased Leadwerks on Steam and from what I have seen about version 5 it looks very promising. I wanted to know if v5 will be made available to Steam Leadwerks owners either with a free upgrade or a DLC upgrade. A friend told me that v5 will not be on Steam and it is a fully separate thing. If that is the case and I want to use Leadwerks v5, then buying the C++ Professional version DLC on Steam would be a waste of money because I would have to buy it again for the Non-Steam edition of Leadwerks v5. Can someone who fully knows how v5 will be deployed clarify this issue for me? Thank you!
  8. Okay I've got the low-poly (2892 trigons) model made and I projected over the colour, specular and normal maps. Way cool. The process was quite involved and I learned a lot making it. Check out the MPEG4 animation below the wireframe image! EDIT: I used XNormal instead of ZBrush.. It gave better results and the MPEG4 below is now the XNormal version. Shotgun_LowPoly.MP4
  9. Ah yes... that works. Interesting how it can use the alpha in two different ways. Thank you!
  10. Hello, I am making a shotgun model.. Here's a look at the high resolution model. As you can see, the barrel has a fluted (holy) piece around it. I was modeling a low-poly version but these darn holes are introducing so many polygons. In my 3D software it has a thing called "clip maps" that are black and white images.. Whatever is mapped as white does not render. If I could make something like a clip map for this part of the gun, I could get away with so many fewer polygons. Is this possible in Leadwerks?
  11. Okay I think I am done modeling the shotgun. This is the high resolution model, not suitable for the game engine. Time to retopologize it and bake out the textures / normals. EDIT: See updated MP4 below
  12. More progress on my shotgun. Sexy procedurally-generated walnut stock! (See updated MP4 below)
  13. Yeah I've been thinking a lot about this.. I think with two-handed weapons the character from the neck-down would need to be turned roughly 45 degrees so the weapon can comfortably aim straight ahead. This would also need it's own kind of walk animation.
  14. Hello, I don't have a clue how to do this, but I have a theory how it would work.. If I wanted a character to hold on to a weapon, should I add a bone to my rig where the weapon would belong (like a bone just above his palm), and then I can tell the weapon to be a child of this particular bone referenced by the bone's name? Also as a side question.. Can weapons (or any other models) have multiple shaders? Like if I have a metal sci-fi weapon with rubber tubes sticking out of it. Can I apply a metalish shader to the metal parts and a rubber/plastic looking shader to the tubes? Thank you!!
  15. Here's a shotgun I'm working on.. (not finished yet) The pistol was direct modeling as a fairly low-poly model. This one is modeled with subdivisions and I will later retopologize it and bake out the normals. (See updated MP4 below)
  16. Okay cool thanks guys... I don't use Blender but Lightwave has equivalent functions. Looks like I picked the right way to do it.
  17. Hello, New to Leadwerks. I've been modeling weapons and I wanted to know what the best way of handling sharp edges in models. In the attached image I made each area that touches a sharp seam a separate cluster of polygons.. I selected them, cut, then paste. This means there are two vertices for every apparent single vertices along a sharp edge. Is this the best way of doing it? Does Leadwerks have some kind of edge sharpening function? Or would it have a sharp threshold angle setting?
  18. I just got done making a 9mm pistol for my game. I haven't actually brought it into the game engine yet, so this is how it appears in my 3D animation software. This was a lot of fun to make and I'll be making many more weapons for my game! The animation is a placeholder as I'll need the character finalized first before I animate the weapons. Carm3D_Pistol.MP4
  19. Aw yes! I looked up decals in the manual. This is perfect. Thank you!
  20. Can I alter a texture image? If my character is hit in a battle, can I add scrapes and blood on a temporary clone of his texture image?
  21. Oh okay great thanks! So the trick here is to use two bones in the neck... So if he is running his head will bob, but if he is talking the child of that neck bone can have speech-related neck movement. Very cool! I wish I could hire someone to get me over the learning curve so I could get on with the cool stuff! Thanks again!
  22. To be more precise, it's black for a few moments, then I get an option screen with "New Game, Options, Quit"
  23. Hmm... Where it said "..changemapname.." ? I changed that to the name of a map file I saved. Still get a black screen though.
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