(August 2017) Monthly WIP screenshot thread

I got split-screen editing working in Maud. I can work on two models at once or, as shown here, I can work with two different views of the same model. The 3-D view on the right side renders the model at a particular instant. The 2-D view on the left plots significant keyframes (in the selected bone, its ancestors, and its children) against time.

Maud is now at a point where I’d appreciate some constructive feedback. Later today I’ll post a call for volunteers (alpha testers) on the Forum.

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I port just for fun content from uinty assets to jME, PBR plants:




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Working on implementation of working with light probes in the scene editor to prepare PBR scenes:

@nehon do you have ideas how to make smooth transition between two light probes? :slight_smile:

Plenty ideas… But it’s a whole area of study. There is a thread about it on the forum.

Two light probes on the same scene. The first light probe is with terrain, the second is without terrain:


So, in the next version of the SS editor you can compose a scene with a lot of different light probes to make nice PBR scene :slight_smile:

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I saw the plugin for substance painter → unity integration and I figured out it would be cool to have something similiar in jme.

BAM

Current features:

  1. Mesh groups
  2. Persistent edits (no need to export the textures manually)
  3. Live (and manual) reload
  4. Extensible material support (for now only PBRLighting and Lighting)

Planned:

  1. DXT compression
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Wow that’s pretty cool… Do you export the textures, or did you find a way to read the subsar?
Would be pretty cool to be able to read subsar in JME as material source…
You should post on Allegorithmic’s forum once you have a deliverable solution.

I use the javascript apis to export the textures and the material settings from sp and then i map them to jme materials.

The plugin support for sp is still very very limited, i haven’t found other ways to do it (the unity link does the same).

Ok. I think UE4 is able to directly use subsar files… Gonna dig to find where I read it.

Mhh but sbsar are something you would use to import raw materials from Substance designer, painter can’t export sbasr afaik.


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ships are from free unity asset :wink:


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Cool. Are you allowed to use unity assets in other engines?

https://forum.unity3d.com/threads/can-i-use-content-from-the-asset-store-that-i-bought-in-other-engines-like-ue4-or.236557/
so as far as I understand, you can purchase assets from unity asset store and use it in any engine…

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I just finished an objective system for my game and added a simple escort quest, although there’s still some un-animated and incomplete things you’ll probably notice. I didn’t make a model for the NPC that you escort, so for now you just escort an un-animated copy of yourself :laughing:

Huge thanks to @pspeed for the trees and his amazing SimArboreal editor :slight_smile:

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which particle system do you use?