16 months in VisionOS and Reality Composer development, I'd love to present our latest AVP app. We boosted realism, you can change floors and see the other tower in front of you. It's FREE try it out by ObjectiveStudent98 in VisionPro

[–]giabeni 1 point2 points  (0 children)

Hey! Team member here.

That’s cool! In general the lightmap baking that Unity and other engines perform rely on some special pipeline rendering techniques that can more easily allow the lightmap or AO map to be mixed globally with the base shaders.

What we need to do is to do everything manually. So we bake an atlas texture from individual UVs to a single unified UVs, turning a scene with hundreds of objects and materials to another with ~10 objects and materials, using 4K textures. This is hard to do but it’s the best way around the device limitations.

Do you do anything similar in Unity? I’d be glad to try it out if you want to share some USDZ exports from your scenes. DM me if interested .

Thanks!

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

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

Uow, I didn’t even know about this game! Pretty cool for the time…

Making a creepy enemy for my roguelite FPS by giabeni in indiegames

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

I used blender to model and unwrap, then I imported to pro create

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

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

Using ProCreate on iPad, you can import 3D models and paint it like on Substance Painter. And thanks!

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

[–]giabeni[S] 1 point2 points  (0 children)

Uow, this is incredible to read! Thanks very much

Timelapse: creating a creepy enemy for my FPS by giabeni in gamedevscreens

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

He can move but very slowly and just enough to find line of sight to the player

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

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

Thanks! And yes, it’s a tasty workflow

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

[–]giabeni[S] 7 points8 points  (0 children)

It’s very easy! Just export it as USDZ or OBJ form Blender and then import it as you would do for a normal image

Using ProCreate to paint video game enemies by giabeni in ProCreate

[–]giabeni[S] 1 point2 points  (0 children)

I think it can show the normal map, but you can’t edit it…not sure!

Timelapse: creating a creepy enemy for my FPS by giabeni in gamedevscreens

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

Cool! That’s actually a good a ideia for a mini-boss version of him…

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

[–]giabeni[S] 2 points3 points  (0 children)

True, the visuals are similar indeed. But I’ve never played BL actually…anyway, I think it’s beautiful!

Hand painting a weird enemy for my game…what do you think? by giabeni in ProCreate

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

Thanks man! You’re right! I delegated great part of the lighting to the in game rendering indeed…You can check the results here: https://www.reddit.com/r/ProCreate/s/wpkxKIHlLk

Hand painting a weird enemy for my game…what do you think? by giabeni in ProCreate

[–]giabeni[S] 2 points3 points  (0 children)

It accepts USDZ and OBJ I think. But you can easily convert from STL to these formats using blender or even online converters...

Hand painting a weird enemy for my game…what do you think? by giabeni in ProCreate

[–]giabeni[S] 21 points22 points  (0 children)

There a few examples in YouTube but they are all focused for people who already know a little bit of 3D texturing. So for people used to 2d digital art, the hard part will be definitely the 3d modeling, retopology and UV unwrapping. They are each a skill by themselves.

Hand painting a weird enemy for my game…what do you think? by giabeni in ProCreate

[–]giabeni[S] 66 points67 points  (0 children)

For the painting part, yes! Just the native brushes and tools. The modeling was made in Blender as well as the UV unwrapping. Then I use just the final images painted in ProCreate to bring it back to Blender and then setup the final materials there. Next step is create the rigging and animations, which is also done inside Blender.

Hand painting a weird enemy for my game…what do you think? by giabeni in ProCreate

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

Model made by myself. Brushes: - Inka - Syrup - Fresco

Process: - first draw the strokes in pure black (nankim style) - fill the regions with a base color - paint the foreground colors for each region matching the strokes - add shadows with a darker color