Chris Biscardi
@chrisbiscardi
Rustlang and Rustlang accessories * YouTube: * Learn Rust: * Rust Adventure Discord: * Party Corgi Content Discord:
This one went through basically a full pipeline from nomad sculpt to uv unwrap to substance painter to blender. I tried out a few different file formats in the conversions to see what would work the best. I skipped out on trying to get "a good uv unwrap" or paint and focused more on workflow
trying to start moving into more complex work. I don't really intend to move into hyper realism (I'm more interested in stylized work) but doing some more detailed work is good practice for working with multi-resolution. Its, uh, probably time to start using references...
redid the code for the snake workshop for bevy 0.19 today, now with bsn!
The uvs are *so bad* though. As far as I know the uv unwrapping was basically implemented to export to procreate, which they absolutely suffice for. But they aren't anything I want to keep once the model is off the ipad.
today's sculpt. Has some flipped normals on the mouth ring. Not entirely sure why. Also made some use of repeating curves to place the suckers on the tentacles and did a bit of mirroring separation of previously connected topology.
continuing the trend of "creepy lil guy" sculpt. This time I yoinked it out of nomad sculpt and into substance painter for a really quick paint test. Then pushed it into blender with the exported textures
Today's sculpt seems like a really stressed lil guy. TIL nomad sculpt *only* supports vertex painting, which is interesting (it can *view* textures though). They suggest exporting to say, procreate, if you want to texture paint on ipad.
lil character for today I'm either missing something about nomad sculpt's materials/texturing support or the color management is just not anywhere near where I want it... which is fine because I plan on doing "final" texturing in substance so maybe I'll just stick to really basic base colors
another short sculpting session for today. Today's exploration was focused on working on joining multiple elements and smoothing over the joins, etc.
Started getting into sculpting. Still just figuring out what tools are available with small quick sessions
Only half the block emptied so, I assume nothing is making it through that.
Well that is not good... And probably explains the high temperatures...
- Programming Languages as a Community of Belonging - Hazel Weakly
"low floors and high ceilings" - Expanding Processing's Reach with Rust + Bevy at RustWeek
working on player controls a bit. You still get (slowed) movement while playing the attack animation. If you're using a mouse you face the mouse while the attack is playing. Its all component-based, so a charged attack could allow facing the mouse while charging before triggering.
just realized while I was making the thread that I accidentally reverted some of the customizations for different enemies ion the rush to submit. The gem is supposed to be blue circle, red flames.
some random photos of the blender setup. Navigation meshes are defined in blender and get a component via skein, then spawns use bevy_rand and the navigation mesh to sample spawn locations and new positions. The game doesn't really show off any navmesh work, but it'll be nice moving forward
health bars are also automatically spawned as a relationship for entities with a Health component. The actual rendering is handled via vertex shader for positioning and fragment shader for the lerping, which enabled "damage blocks", although the curve on the animation needs some work.
and then was able to extend those with custom shaders in bevy, which is probably most noticeable on the crystals (even though I didn't get around to programming *functionality* like protecting units in range for the crystals.
on another bright note, I handled the entire blender model, rigging, animation and substance painter asset pipelines for most assets (I forgot to do the hammer).