Experimenting with creating terrains, using Dynamic Topology in "Sculpting Mode". This I would use for really detailed terrains something you might see in a AAA game.

What Dynamic Topology does is it only add's geometry to the parts of a mesh that you sculpt, this decreases the poly count dramatically.

Once you are done sculpting you would then create a new lowpoly mesh using a method called retopology, or retop.

Then we would/should be able to bake a normalmap and AO map and apply that to our lowpoly retop mesh.

https://lh3.googleusercontent.com/-SU8CqZ4Y85E/UmsCHRCIfnI/AAAAAAAAB2s/ssHLS8Ubrc8/w983-h593-no/Screenshot35.png

I am confident that the RAGE Terrain is with in grasp.
http://wiki.polycount.com/Multitexture?action=AttachFile&do=get&target=megatexture_rage_after.jpg

On Second thought "Decimate" using "Planar" instead.

533 Poly and alot cleaner.
https://lh3.googleusercontent.com/-Onq-piLldUw/UmqTjqWx2pI/AAAAAAAAB2E/U_ZXHngvLhM/w465-h636-no/Screenshot34.png

Try this ...

Create a Plane, in "Edit Mode" use the "Vertex Select" tool and "Delete 3 Vertices" so you have only one left. Extrude your vertice on the Z axes. You should now have a "Line/Edge". Select your Edge and add a "Skin Modifier". Now you can model your tree with Lines/Edges and the "Skin Modifier" will generate the actual geometry. Once your done goto "Object Mode" and apply the "Skin Modifier" then use the "Decimate Modifier" | "Collapse" to lower the polycount.

Note: I had to scale my tree in edit mode to slim the trunk/branches down.

My Tree was 3000+ poly after decimating its 373 poly.
https://lh4.googleusercontent.com/-pVXacZWjsV4/UmqQCdjZ3ZI/AAAAAAAAB1c/z53X4kYyYIY/w441-h595-no/Screenshot33.png

You could just model the tree, but I find this easier and faster.

This might give you some ideas. I did this awhile ago.

zester wrote:

Added some 2D Tree Branch Cutouts and Tree Bark Texture to the Asset Wiki

http://wiki.maratis3d.org/index.php?title=Tree_Branches
http://wiki.maratis3d.org/index.php?title=Tree_Bark

Here are the Tree Branches and Bark Texture
https://lh3.googleusercontent.com/-AX7fVjnVoBw/UPOdNwOo0GI/AAAAAAAAAt4/4Gx2IwmHUiE/s912/Capture.png
https://lh6.googleusercontent.com/-YJTgasKCJu0/UPDygyFKxxI/AAAAAAAAAoI/uciLpaTXLnw/s550/Capture.PNG


Here is what I was able to do using two differant branch cutouts.
https://lh3.googleusercontent.com/-3weENIJoazY/UPOh7E-X3rI/AAAAAAAAAuM/IO8fCG7c4fs/s912/Capture2.png
https://lh4.googleusercontent.com/-6zUDSSxJW0c/UPOdHDyEBfI/AAAAAAAAAtw/t8IQXf58c0A/s912/Capture1.png

255 wrote:

This is not how it works IRL. Every planet has its own orbit. You should find some equations online and simulate an elliptical orbit.

I know, in real life everything orbits the barycenter including the sun. I am not that good with math, trying to implement some formula will only server to frustrate me and failure.

The png cutouts would be fine, if you can get a screenshot of a branch with transparent background those are useful for making trees.
I wouldn't bother with the obj meshes, there to large and hightpoly, we could use all the cutouts you wan't can generate there very useful, and branches.

Tutorial Doctor wrote:

Yikes! haha. Wow. I hadn't checked the objs yet. No wonder the latest file I was going to upload was 88mb haha. I am going to see how well it decimates.

Actually I have a better idea, over time we can "Render a Branch with Leafs" remove all sub-branches and replace them with the rendered version. That will give us a nice looking lowpoly tree.

We need to find away to decimate these to lower the poly count, the Christmas Tree is 332,336 polys.

Tutorial Doctor wrote:

Zester, I found an iPad app today that is priceless when making trees. It is a procedural tree generation app that is ACTUALLY GOOD and FLEXIBLE. It exports to a zip file that includes a .obj and .mtl file of the tree with leaves of fruit if you add them. The leaves are planes with texture and alpha. It also includes the leaf image and the bark image. It is LOADED. And best of all it is FREE!

p.s. comes with an SVG file also!

Tree Sketch 3.0
https://itunes.apple.com/us/app/treesketch/id421230117

Wow those are really nice, except I don't have an Ipad. If you do would you mind generating us a bunch?

Tutorial Doctor wrote:

I think I posted on here some time ago, a link to a tutorial called "Woodland..." something. He used Blender to create a scene of the woods. In that tutorial he showed how to get rid of seams. I found it if you wanna check it out. It is pretty long though:
http://www.youtube.com/watch?v=uAvG2E7p_W8

Thanks but my seams are from me getting to close to the edge of my uv bounds with my gimp nebula brushes. I just have to be more careful. But with these set your material to black with no specularity, your skybox/skydoms black background will blend with your material.

Tutorial Doctor wrote:

I forgot all about that. There was a post that fixed it (It was broken before, kept crashing Maratis, I need to look back at that again now that I am a little better at Lua and Maratis) Thanks.

No problem I will do a tutorial on these Spacescapes later so you guys can make your own, there easy to make for the most part, making them look uniformed and hiding seams is a little tricky.


For those of you looking to make some extra cash, these can sell for about $5.00+ each if there nice.

Tutorial Doctor wrote:

If only we had a particle system.

We do have this, its not ideal but it does work ...

anael wrote:

I prepared a new example to show how to do particles using lua (in progress) :
http://www.maratis3d.org/download/SpecialEffects.zip
In this first example, particles are created using a quad made in blender with an additive blend mode.
The life of the particle is controlled by a material animation changing the diffuse from white to black (in additive black is transparent), so in lua we can control the life duration by changing the animation speed.


https://lh6.googleusercontent.com/-kNAjRIf4Oto/Uk0CiWoOGuI/AAAAAAAABG0/Ul0FatOde9Y/w860-h646-no/snapshot33.png

https://lh3.googleusercontent.com/-6Lt6N65rlaE/Uk0CirDgtuI/AAAAAAAABGw/uoTO3qbIkyk/w862-h646-no/snapshot36.png

https://lh5.googleusercontent.com/-ryAigR1nmtI/Uk0CiiyIN4I/AAAAAAAABG4/vOBjYEQ1yeQ/w864-h646-no/snapshot37.png

This is for those that don't know how to use this.

The Galaxy is simply your scene/level, all objects in the galaxy are placed in any location in the scene. Typically you would place a blackhole in the center but you don't have to you can use a Sun or any object. We will use a sun in this example.

1. All objects in the solar system are parented to the sun unless they are parented to another object (example: Moon Parented to Planet).

2. As the sun rotates all objects in the solar system will rotate with it, all objects parented to anything other than the sun will rotate around there parent.

3. All child objects can have there own rotation.

4. The  Skydome is a visual representation of your galaxy, and it "Follows" your camera, so your camera can rotate freely but when it moves on its X,Y,Z axis the Skydome moves with it. We do this because the Skydom can only be so big and we dont want to endup on the outside of your skydome.

5. As our camera moves threw space, distant objects will slowly come into view.

https://lh3.googleusercontent.com/-9Gw4njh-6bA/UmmfSY0OxGI/AAAAAAAAB0g/9v5tW2TFrwc/w861-h646-no/drawing.png

255 wrote:
zester wrote:

if I cant figure out a way to create atmosphere.

A sphere a bit bigger than the planet with same origin of the planet, standing still while the planet slowly rotates, with alpha value so you can see the planet terrain through its clouds.

Thanks 225, that actually gives me an idea, what you said but with an animated texture, for clouds and lighting storms etc.

Here is what the spacescape(skydom) above looks like from outside. This thing is so big, that from the outerwall that planet is not even a dot, and the planet is 10x the size of blenders grid plane.
https://lh3.googleusercontent.com/-Evt9P8VT_IY/UmmSVbfP1-I/AAAAAAAABz4/MwWAF6E0TCs/w960-h540-no/Screenshot32.png

X54321 wrote:

Looks pretty good. Is that planet a part of the background or a physical object?

Its a physical object, I just wanted to see how it would look..

Starting to get the hang of it.


I think I am going to have to make the planets in gimp and use them as billboards, if I cant figure out a way to create atmosphere.

This one is a Skydome, getting the seams to blend is turning out to be a pain.
https://lh6.googleusercontent.com/-VyXDa-nJ2v0/UmmBfqqiXbI/AAAAAAAABzc/eFUBITDzbEI/w1071-h646-no/Screenshot31.png

This is an example of a Spacescape(Space Skybox) that I have been working on today using gimp, this is entirely (Automatically Generated) the Texturemap is 8186x6142 so its high resolution(no blurring or pixelation). This is only the "Starfield and Interstellar Gas" portions I still have todo ...

1. Star Field (Done)
2. Clusters
3. Nebula
4. Star
5. Interstellar Gas (Done)
6. Vortex
7. Galaxy
8. Lens Flare

Anyways tell me what you think so far.

https://lh3.googleusercontent.com/-USlVOveZi4k/UmlcCD8BK3I/AAAAAAAAByw/DVgsix2iFDo/w1071-h646-no/Screenshot30.png

Started doing some test for Animated Planes and Explosions.

This is a smoke simulation, something like this might be good for a smoking cigar or cigarette.
https://lh5.googleusercontent.com/-K30sbMutwtg/Umj5sn0JIDI/AAAAAAAABxg/ZffWP0oLlr8/w983-h141-no/Smoke.png

And here is an explosion, working on getting this to look like the one above, its 51 frames we can cut that by half for Maratis.
I have all the elements in my simulation, (Smoke, Fire, Shrapnel), I need some adjustments in physics and less smoke more fire.
Note: This looks completely different(realistic) when rendered.
https://lh5.googleusercontent.com/-R6Q6IJzD1lI/Umj6qsCMrVI/AAAAAAAAByE/i5zWwGJiLTo/w983-h593-no/Screenshot29.png


Note: I thought that doing particle effects on an animated texture was kind of a hack, but it turns out this is an extremely common method especially on systems with performance constraints like Android and IPhone.

44

(6 replies, posted in General)

Some people will create a prototype, but for me I will create a modular game templet(RTS, FPS, ...) that I will use for all future projects, any changes to code are normally bug fixes. Everything else will come via reusable scripts.

So i can go right to my workflow as it stands, and in the end its just a matter of choosing a templet and what scripts i need.

45

(6 replies, posted in General)

Wasn't sure if you were asking a question or making a statement? But being this isn't in the tutorials section I will take this as a free for all to comment.

1. Create a screenplay | I will start by creating a "short" screenplay, creating the beginning and end of the game with
a dozen or so plots/scenes in between, I will do this to give me something to start with and I already have an ending so if
I become overwhelmed I can cut it short anytime.

2. Create Game Mechanics | Here I will define the game play, and rules. This part is fairly quick so I tend to just get it out of the way right away.

3. Create some Concept Art | Using Matte Painting and Camera Mapping, as seen in my (WIP) tutorial I will create some really nice
screenshots of the locations mentioned in my screenplay. This gives me a visual templet to work from.

4. Create Assets | Characters, Props, Cutouts, Skydoms, Architecture, Terrains,  .... this is probable the most time consume part of the Game Development process atleast for me. I can create about 100 - 200 assets a month "if" I really focus and just get it done.

5. Character Voices, Music and Sound Effects | Once I have the majority of my assets I will start to produce Character Voices, Music and Sound Effects. I Particularly like to do my own character voices and using an audio editing program like "Audacity" I am able to make adjustments to my character voice's to mask certain characteristics in my own voice that gives away the fact that those characters were done by the same person. For music, I sponsor Kevin MacLeod from http://incompetech.com/ he produces Royalty Free music under the CC licenses and has had his music featured in hundreds of different movies. 

6. Build Scenes and Levels

7. Game Gui, Menu and Cut Scenes

8. Programming | At this point depending on the type of game I am making, I will assemble or choose an appropriate game engine.


Most people never complete a game by them self's they will ether burnout, lose interest or run into a problem they cant solve even on small games, its best to join a community and contribute to a collection of everything above. Then assemble a custom game from those resources.

Tutorial Doctor wrote:

Don't they also call this compositing? I never thought of doing 3D compositing. I know After Effects can do something similar (Camera projection).

You can call it that, many people do. I tend to think of "compositing" as "green screens" thou.

This was what I was able to do in just a few minutes with the image above.

https://lh4.googleusercontent.com/-9fq5at4ka4Q/UmfpCxmynwI/AAAAAAAABvc/rx1VlKCWOwE/w987-h356-no/mattetest.png

Note: work in progress.


Here we will be looking at some, "Visual Effects" concepts/techniques used in the production of movies that we could also use in Maratis. Somethings may be dependent on the current state of the Maratis roadmap, but still relevant to you as a game developer.


Introduction

You might have seen films with heavy visual effects and heard people say “The visual effects were amazing!”, but what exactly are visual effects and how do they work?  Visual effects (commonly shortened to Visual FX or VFX) is the term used to describe any imagery created, altered, or enhanced for a film or other moving media that cannot be accomplished during live-action shooting.

One of the single biggest misconceptions about movies is that the content in them is hard to produce or expensive, nothing could be further from the truth. The majority of money spent on a movie is on actors and rendering time. The movie Shrek took 5 years to render on 2000+ computers at the time of its creation. Imagine running 2000+ Amazon EC2 instances  24/7 for the next 5 years and that's not even counting storage for all your pre and post rendered files. Then you have your actors and the big names are not cheap.

But actually creating the content its self, doesn't cost anything other than time, and its all fairly easy to do. The VFX industry loves fast and easy, because 5-6 years of production isn't fun and it cost to much.


What we want to do is merge both VFX Production Concepts and Game Development Concepts into a single entity that is a great looking game. Some of the things you will see, might cause you to doubt your own ability and question my sanity wink but I guarantee you with a little practice regardless if your an artist or a programmer or neither you will be able to produce everything here at a speed and quality, that has others thinking your a professional.


Table of Contents

  • Matte Painting

  • Camera Mapping

  • Destructible Buildings

  • Ground Breaks and Earth Quakes

  • Animated Planes and Explosions



Matte Painting
A matte painting is a painted representation of a landscape, set, or distant location that allows filmmakers to create the illusion of an environment that is nonexistent in real life or would otherwise be too expensive or impossible to build or visit. Historically, matte painters and film technicians have used various techniques to combine a matte-painted image with live-action footage. At its best, depending on the skill levels of the artists and technicians, the effect is "seamless" and creates environments that would otherwise be impossible to film.

The following is a "Matte Painting In Progress".  Matte Painting's are normally made up of various images that are layered and blended in a image editor in order to create something new. In the second screenshot you can see the different images on seperate layers.

Start
http://moon245.3dtotal.com/admin/new_cropper/tutorial_content_images/474_tid_28_step3_groundstart.jpg

Halfway Completed
http://moon245.3dtotal.com/admin/new_cropper/tutorial_content_images/474_tid_37_step3_firstiyi=.jpg

Completed
http://www.3dtotal.com/admin/new_cropper/tutorial_content_images/474_tid_47_step3_imagesadjustments=.jpg



Camera Mapping
Camera Mapping, also known as camera projection, is a quick and easy technique to apply a quick ’3d’ look to a scene with the camera moving while minimizing the amount of actual modelling.

When combined with Matte Painting you can combine 3D and 2D objects in-order creating the illusion that your 2D Matte Painting is in fact a 3D Object.

http://1.bp.blogspot.com/-UWOczz1yPwU/Tk_A8zCqLTI/AAAAAAAAJn4/DDE_-bkxOPE/s1600/Mattingly_Digital_Matte_Painting_Handbook.jpg


How to apply to Maratis
Matte Painting and Camera Mapping could be used several different ways, below you will see a screenshot the idea was to use these two methods to fill in parts of a scene that might not be accessible to the player, like passing by a window or looking out a window and you see the ruins below.

Another idea would be to use this method on the outer-bounds of your world to create the illusion that your scene is much larger than it is.

You could also use this to prototype a scene you like but have trouble creating.

You could use matte painting to create really cool custom pieces of art work, like paintings hanging on a wall in your scene/game.

And finally we might eventually have support for video textures and knowing the above will allow you to build really cool intros and cut scenes. 

Note: Normaly you would slice your source image up and use those to texture several different planes, or 3d objects, for more depth and less stretching.
https://lh5.googleusercontent.com/-8IVpJOMCf14/Umf56RJoEoI/AAAAAAAABwo/WWSbrZ_UI1w/w987-h537-no/Screenshot28.png


Animated Planes and Explosions
The idea here is to create a realistic explosion or similar particle effect, render out each frame to an image with a transparent background. Combine those rendered frames to a single image and create an Animated Plane. We would normally use these
at a distance but honestly I am sure even at close range they should be convincing enough.

http://www.fxguide.com/wp-content/uploads/2012/07/DMM_MPC_ships.jpg

Cool you taught me something new wink

Please feel free to search/find and or make your own Pose Sequance's and post them here, maybe we can build up a collection.

Here is one for a Horse I found.
http://cg.cs.uni-bonn.de/aigaion2root/attachments/indi_vs_vic.png