(a continuation of the first chapter of Darthmilin, which can be read at the link Darthmilin Jaspic 1)
Dark Forest is a secluded, secret area within the valley of Darthmilin, the humble home of Jaspic. Simple things from the ancient days of the human race are being assembled. The layout and construction is aided by the knowledge of ancient data memories. The bio-mechanically engineered newborn, birthed in the heavens of Star Base Octum, replenish Earth with the ancient artifacts that survived the great impact. Jaspic, one of these newborns, skips down a wooden planked walkway. He is in no hurry at arriving to the portal Alpha which transports him into the realm of the high council.
Snow Luminos ™, David J. Hinkle – Copyright © 2016. All rights reserved.
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Had fun today modeling a very simple cube into a fence post, bringing it into Substance Painter to create a simple wood texture. Then, bringing those exported files from Substance Painter into Substance Designer to add some more variation of color and tweaks. One simple cube copied twice for two posts and the same exact cube scaled and copied three times for the rails. This completes a very simple fence which was then brought into Unity5.4Pro as a Blender file .blend. Blender files update in Unity seamlessly. Very fun to do.
Continuing my work on the “muzzle” has turned it into more of a piston or coupling of sorts. I’m approaching my modeling by creating small parts to see where they lead me. The big picture is yet to be found, which is making the journey very fun.
Blender is used to model everything, exporting the mesh object (.obj format) into Substance Painter, then into Substance Designer, and back into Blender for the final rendering.
Today, I created a simple part that can be used in various conditions and places. I simply called it “Muzzle”, but it could be anything, like a shroud, coupling… whatever. Blender is used for the modeling and rendering prior to exporting into Unity3D. However, I used Substance Painter and Substance Designer by Allegorithmic to do the texturing. I’m happy with the results so far. There will be tweaks and plenty of room for improvement, considering this was my first setup with Blender and Allegorithmic together.
Today, starts the beginning of another world, set to revolve around my novel, “Darthmilin”. Autodesk Stingray engine is being used to drive this new world. Wish me luck!
Created a terrain in MayaLT exported as a .fbx. Imported into Mudbox, worked the sculpt up in stages until level 6, which is well over 1 million polygons. Next, I will use Mudbox to create all the maps. Import the height map into World Machine to do some erosion work. Then bring back into Mudbox to rebake the maps. Then, import into Substance Designer / Painter and Mudbox to work some texturing. Work the maps some more. Finally, have a set of textures and a low rez mesh with normal maps to import into Stingray Engine.
I have officially chosen Stingray Engine as my engine of choice to create my little imaginary world.
I shall start with this tiny column that is only 2m in height. This represents the basic scale of a humanoid creation.
Wish me luck!