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Normal Maps 2016.08.13



Learning normal maps and checking out sculpting tools.

A 3d artist at GenCon said he does his basic geometry in Blender then imports it into ZBrush to shape it. I tried this in Sculptris with this eyeball guy, and now I know how to make normal maps! I plan to do the same thing for the tentacle guy at the top, but creating the whole scene from nothing was enough for me today. I’ll sculpt, paint, and normal the cave rocks the same way, and it will look disgusting and awesome, like the eyeball guy.

As always, dark scenes look way brighter in the Rift. Tweaking the lighting, and in cases of scary things, reducing the lighting, covers up flaws, just like in movies. If you have to choose between YOU filling in the mental gap with something lame, and the players filling in the mental gap with something awesome, do the latter.

I also looked into Kodon and other Vive Steam games since I am getting some Oculus Touch prototypes and an Oculus Rift CV1, and I am hoping I can use the Touch controllers to sculpt in Kodon or similar software for organic models moving forward. All this will save me a lot of time and increase model quality substantially. I was going to have to wait until Medium comes out to start modeling the NPCs, but this Kodon with Touch might get me started in the right direction.

#oculus rift #oculus touch #cthulhu #virtual reality #indiedev #sharping dojo #sculptris #blender #unity #video game development
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Aug 13th, 2016
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Everything is a work-in-progress and is subject to change. Release dates TBA.