Topic: Tutorial Doctor's Showcase:
Hello Everyone! I am a little excited about what I have managed to do with Maratis so far (and it has only been about a week or so since I have known about it). I don't have any super programming skills, but I understand the basics. I have been into 3d for a few years however, but never really produced any sort of project. I have just been gathering information it seems.
A few of the models aren't mine. Some are 3d warehouse and a few ripped ones. A few of the humans were made with makehuman and textured by me in Blender. I am only showing the technical things that are possible in Maratis.
Anyhow, I stumbled across Maratis while watching a Youtube video about the Unity Engine. And the Unity is a struggle for a novice like me. And since I have found Maratis, this is what I have done so far:
--I imported a obj file of a person into the SponzaFPS level.
--I imported a house mesh with Baked Ambient Occlusion shadows.
--The green and red buttons on the ground are actually respawn points.
--I imported my BaseCharacter into Maratis WITH AN ANIMATION!
--I also imported a sketchup 3D warehouse model into Maratis, and it came in perfectly (Check out my post on Sketchup to Blender to Maratis)
--I can't quite get clothes that are separate objects to Rig correctly, but I needed to put something on the model.
--I added terrain that was created in sketchup to the JULES DEMO level. I deleted the jules SET and changed the name of my terrain to SET. I gave the terrain physics and I changed the type to TRIANGLE MESH.
--I modeled some terrain and textured it in Sculptris
--I imported it to Blender to use the Maratis Exporter
--I imported it into Maratis.
--Got my Character selection working SORTA. hehe
I got another simple level into Maratis in no time. It has a house and that bridge that is iconic for an adventure open-world game. Sketchup straight to Maratis using the importer.
Splatting?! Used Scupltris to sculpt and paint a basic terrain. Used a few blender modifiers to make it more complex (displace). Added Ambient Occlusion and shadow maps to the terrain and exported it as a Maratis mesh. Improted it.
Mario? 3d warehouse model exported from Sketchup using the OBJ exporter. Directly loaded into Maratis using assimp. Orthographic camera with one intense light. Light follows camera and the camera follows the cube.
Quick edit to the Physics test project. Hid the Car object and just placed a mesh of a car body over it. Parented the car mesh to the car object, and changed the camera location. Track from sketchup 3d warehouse.
Added WATER and a space SKYDOME to my Funland Example with Jules in it. Also has a COLLECTION system.
Got a Jules-like character moving with my customizable game script. Set up the camera rig to work like the jules level. (programmed it all myself though). His name is joey, and he is animated with an idle and walk animation. Made it in a few minutes.
Pretty Soon I will have a demo level with good rig animation and a level changing interaction. Next would be object animations.
Got a rigged and animated character (made with makehuman & blender) into Maratis with a nice room that has Ambient occlusion. The animation has 2,000 frames (Carnegie bvh).
Got a mesh into Maratis with DIFFUSE, SPECULAR, and NORMAL MAPPING.
FINALLY! Got a walking character inside a room that can walk up and down stairs. Also has an idle animation and walk animation. Gotta get the sound to work. Now if only I can get my male character to export.
Got the male mesh working (I have been having to edit the mesh files due to exporting issues in Blender (changing the Opacity from 0 to 1))
Added the walking character to the terminal level and adjusted the camera a bit to make my first FPW (First Person Walker)
Getting that forest in there! No AO, specular, nor normal.
Going to try to script a character selection on this one.
Just a simple land model made with Sculptris and a Building made with Sketchup rotated and scaled differently. Both have ambient occlusion.
Trying to bump up the scale of my levels. This SCALABLE CITY is jut one modular piece configured in different ways on top of flat plane. Coming out of Sketchup it was several pieces. Coming out of Blender it was one piece. The advantage is that since the flat plane doesn't have depth, it isn't scaled when you scale the model along the Z-axis, but the buildings are. I made the cubes the same size for this one, but if they had been different heights by default, the city would look more random.
Thinking of making a Little driving demo to show of Maratis.
Got normal maps going on in this small control room. Used Sponza FPS script for movement. A few sounds would give it some life.
Finally! Got a decent animated character with an idle animation and walking animation. The transition between idle and walking doesn't annoy me as much as all my other tests. Also, I have dynamic shadows.
Trying to see what I can do with greebles and lighting from Sketchup to Blender.
Finally got a smooth workflow for keeping the ambient occlusion whilst adding textures.
Cool looking levels here I come! Found a new UV mapping tool that makes texturing sketchup models way easier in Blender.
Whenever I do something new, I will post it here. Take care!
Last edited by Tutorial Doctor (2014-05-23 16:59:24)