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
2 notes Aug 13th, 2016 |
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