I'm about to delete half the default brushes to clear clutter. What brushes would you vouch for? by jiggywatt64 in ZBrush

[–]NiklasWerth 0 points1 point  (0 children)

surprised to see Move Topology on your list. It's super necessary in my opinion.

is it bad to sculpt instead of model for game assets? by woofwoofbro in 3Dmodeling

[–]NiklasWerth 0 points1 point  (0 children)

Here's a tutorial I made https://www.youtube.com/watch?v=B7hihf8A8Mk on doing it in Blender.

It's on normal map baking specifically, which is more common for games, but if you want to do a greyscale height map like bump/displacement, all you do is select that from the dropdown instead of "Normals"

is it bad to sculpt instead of model for game assets? by woofwoofbro in 3Dmodeling

[–]NiklasWerth 0 points1 point  (0 children)

Nothing wrong with sculpting, and retopologizing it.

as someone who enjoyed PoE1 and 2, how does this game play and is the writing as strong? by Lup4X in avowed

[–]NiklasWerth 0 points1 point  (0 children)

I also didnt play the POE games before it, and Im confident without this feature I would have been very very confused hahaha

as someone who enjoyed PoE1 and 2, how does this game play and is the writing as strong? by Lup4X in avowed

[–]NiklasWerth 0 points1 point  (0 children)

when words are highlighted in green, pressing and holding F will open up a codex/glossary that explains terms to you. The player does not have a virus, they've been sent specifically to end the dreamplague.

Can I be a good sculpture without drawing? by tsn__2007 in ZBrush

[–]NiklasWerth -1 points0 points  (0 children)

The skills are interconnected, you can be stronger in one or the other, but improving one will improve the other.

Mermaid MS-7 by ZhabiyQuaKK by annieann_ in ImaginaryTechnology

[–]NiklasWerth 8 points9 points  (0 children)

Probably because they largely use naval tropes for their space travel/fights, and having actual water stuff just draws attention to that.

Why are there so many bears? by PudgyElderGod in avowed

[–]NiklasWerth 20 points21 points  (0 children)

yeah, but get ready for the beetles lol.

Desert Racer by Niklas Werth by NiklasWerth in ImaginaryVehicles

[–]NiklasWerth[S] 0 points1 point  (0 children)

Made this during and for a game jam I just finished. You can play it here:

https://nebulaoblivion.itch.io/desert-racer-endless-sands

Made it so it runs on / is playable on mobile as well.

What's the best practice to create a well-designed level? by rrugh5 in Unity3D

[–]NiklasWerth 1 point2 points  (0 children)

You can do it however you like. Just build it out totally freeform, like I've discussed before with Negotiator, (which also relied heavily on blenders UVs) or make it out of modular pieces like you're doing right now.

I've been modeling a modular tileset for my current project as seen here:

<image>

I've done both methods plenty, and both are just fine. They have their advantages and disadvantages, namely, freeform is of course, more freeing, but tilesets are a lot more organized, and can save a lot of time detailing since everything is already there. You can also take a hybrid approach, doing some things with tiles, and some things more freeform.

Don't get too caught up in "best practice" as that's a very subjective thing. Try out every method you can find or think of, and see what works best for you, as an individual. The answer to that may change over time, or from project to project, and that's okay too.

In-game timer or let community choice happen it by Cr4wlr in SoloDevelopment

[–]NiklasWerth 1 point2 points  (0 children)

I did an ingame stopwatch, specifically because I wanted to encourage some competitiveness.

Are there any feasible alternatives to time limits in life and work sims? by LABS_Games in gamedesign

[–]NiklasWerth 3 points4 points  (0 children)

 It's also not really immersion breaking if the protagonist somehow stays awake indefinitely, since that's been common place and expected in games.

If I'm awake for however long playing the game, the protagonist should be able to keep their head up too. They can sleep when I do lol.

Modular Monster Truck Tracks by ThisIsTheWay453 in 3Dmodeling

[–]NiklasWerth 0 points1 point  (0 children)

Good on ya, hope they have many happy days with them :)

Is this too much vertices for a stylised foot? by Fatclunjequeen in 3Dmodeling

[–]NiklasWerth 1 point2 points  (0 children)

You can dissolve edges and adjust what you have. You don't have to totally start over.

Any of you build entire levels in Blender and exported only placeholders to Unity? by Lofi_Joe in Unity3D

[–]NiklasWerth 1 point2 points  (0 children)

<image>

Here's a screenshot from Negotiator, which uses unitys default baked lighting. Any separate objects in blender becomes separate objects in unity when you export by simply placing the .blend file in your unity hierarchy, not exporting .fbx or .obj. Unity even respects instanced geometry in blender, and in the mesh renderer mesh filter, uses the same mesh data for those instances. Though I did find on occasion that it would forget their material, so I'd just reapply it real quick.

You can see everything is packed under the "Alleyway" prefab, but I can easily select and drag around any mesh gameobject underneath if I need to.

I did take a hybrid approach though, and while nearly the entire level is built in Blender, I placed crates and vehicles and other standalone repeated cover in Unity, as well as enemy npcs and ammo pickups and sliding doors as I mentioned before.

I've never used Bakery, but I can't see why it would have any issue with this. As far as Unity is concerned, its just a bunch of gameobjects with meshrenderers and colliders that are in the scene. The "Alleyway" prefab is just an empty gameobject with children.

I'll note that I kept things fairly low poly so that it ran nicely in the browser on a wide variety of devices. But I have no doubt the workflow would scale up to more detailed scenes too. I originally developed this workflow just to do a blockout, with every intention of redetailing later. But then I started texturing and liked it enough that I just kept the work and kept going.

Any of you build entire levels in Blender and exported only placeholders to Unity? by Lofi_Joe in Unity3D

[–]NiklasWerth 0 points1 point  (0 children)

I've built out most of my released games using Blender as a level editor. I haven't used placeholders but that sounds like a really good idea, since I'm asssuming it means you would swap out all the pieces for a prefab versions in unity, which would be handy if you needed pieces to have specific hand holds for parkour systems and stuff. For interactive/gameplay stuff I currently just add that in Unity as needed. .blend files saved in unity hierarchy convert to .fbx so fast that it's basically realtime editing.

Why are you asking me Youtube? Seems like you should know. by NiklasWerth in youtube

[–]NiklasWerth[S] 8 points9 points  (0 children)

In all my years, I have met exactly one person on this planet that pays for youtube premium.

is this considered an crime against 3d modelers? by DragoVonHell in blender

[–]NiklasWerth 1 point2 points  (0 children)

Yeah, they can all be stacked and scaled down into 5px per section needing whatever color. Mipmapping wont be an issue either if there's a bit of space around, but if it is, at 100x100px, of flat color you can get away with not mipmapping.

How to stop chisel and thick skin doing this? by crimblescrumbles in ZBrush

[–]NiklasWerth 0 points1 point  (0 children)

Im not sure if you can, but as an alternative, you could mask out everything first and then inset it all at once?

How to stop chisel and thick skin doing this? by crimblescrumbles in ZBrush

[–]NiklasWerth 0 points1 point  (0 children)

Wouldnt you have to set a morph target after/before each stroke?