May 122016
 

Hello everyone especially all of you students from Uppsala University, hope you enjoyed our little talks, I sure did.

Today we’ll be looking at creating a super simple shader which will make grass, or any object for that matter, maybe a flag or tree branches, flow in the wind, based upon a vertex paint and a single scalar value.

At the bottom of the post you will find a .rar file with a mobile (unlit) and a PBR version of the shader, ready to open inside of Shader Forge.

First up, a semi-short video where we look at vertex painting in Maya, 3Ds Max and Blender.

In part two we create the shader inside of Shader Forge.

Or if you’re in a hurry, here are the actual Grass Shaders!

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May 032016
 

eco tales sick of you villain

Recap 14 and you’re back? Guess the boys are more interesting to you than they are to me.

What they’ve been up to this week? Well Jona found 3ds Max 2017 and started boasting about knowing how the new UV mapping system works.


JOur Lech sure is a ray of sunshine, bet you can’t wait to meet him in game!
So what have I been up to? Well first of I’ve created this tutorial for the new 3Ds Max 2017 UV-mapping features.

It’s become quite popular as far as tutorials go, so why mention this here? It’s actually a part of our new marketing scheme, pushing out free amazing (we hope) tutorials which all reference Eco Tales in some way.

In this one it’s Lech himself being peeled by the new UVW scalpel, additionally there’s an ever present link to the blog, and once every so often I talk a little about Eco and tell people where to look for it.

In 72 hours it’s been viewed 750 times but there has not been any noticeable increase in traffic to any of our social media channels.

I also made this for Krister, I hope we’ll be able to show more of what this is soon!

EcoMay1st


Khas declined comment this week, I think what he did to my gcode has something to do with it.

FirstPrint

Krister’s print.

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Dec 032015
 

Hello fellow devs, and Hi mom!

To not overload the blog and Facebook page we’re going to write weekly posts, which we update 7 times each, once per day.

Let’s get this done!

December 2nd

Technical artist Jona searching for the meaning of life in the lens of camera.

Today I took a few asset I’d made for Unreal Engine 4 and pushed them through my Unity pipeline, sadly, most of my original files had been lost so this took quite bit longer than expected.

I will need to edit the textures a bit to fit in with the rest of the game.

Additionally, adhering to the one object per day rule I also created the cherries seen in the image below.

Fat Eco Man Day 2

5 hours of work


Programmer Krister in a bad mood on the subway.

For me, the programmer had a nice one hour yesterday as well, we had a small base of code from last weekend so I improved upon that, working with the weapon system, cleaning up and improving the attack code a bit.

So far I am working with temporary graphics of course, with some from Jona and some programmer made visuals, I think it is safe to say that I am the better artist of KJ.

Programmer art is much superior

Programmer art is much superior

December 3rd

Technical artist Jona searching for the meaning of life in the lens of camera.

I created the base of a flan asset using Maya and started looking into a custom shader to change colors of it depending upon taste, I’ve not yet decided if this it the way I’ll go with it, but there’s time for iteration yet.

I also started and finalized the ecological chocolate bar seen in the image. Most time was spent looking into the Unity 5 Standard shader.

I’ve yet to decide if PBR is the right way to go for this game, it’s lacking something important, maybe the lighting will stick, as for the rest, big things are coming, I’m sure of it!

Eco Dec 3rd

The first consumables are ready, time for custom shaders perhaps?


Programmer Krister in a bad mood on the subway.

I went wholeheartedly into creating a system to handle settings and configurations with restore to default capabilities and also started looking into using cInput. So not a big update for me, nothing as fancy as sweet chockolates but I am a firm beliver of having a strong foundation of these general systems inplemented early as it will help during development, also since we don’t have all the concepts and ideas of the game done it is something to work on while we figure things out.

December 4th

Technical artist Jona searching for the meaning of life in the lens of camera.

Busiest day of the week, managed to get an hour in, however, I wasn’t even close to managing a blog update after, spent too long on this haha.

One hour of work

One hour of work


Programmer Krister in a bad mood on the subway.

After creating the basic system for handling settings in the game I continued with creating a settings editor just to avoid the hassle of having to deal with the XML file.

XML Settings in engine Editor for Unity3D

Settings Editor

December 5th

Technical artist Jona searching for the meaning of life in the lens of camera.

Today we went into full work mode, I worked on writing some shaders and started on some clothing, using a free trial of Marvelous Designer, it was a lof of fun, it’s prone to crashing but very powerful.

Marvelous Designer shirt

Marvelous Designer shirt


Programmer Krister in a bad mood on the subway.

This saturday we went full work mode and I took the time to improve upon the item and weapon systems as well as started working on the inventory ststem.

December 6th

Technical artist Jona searching for the meaning of life in the lens of camera.

I continued experimenting with Marvelous Designer, here are a set of pants I created somewhere around midnight and beyond, hopefully I’ll have the time for another update today.

These clothes need some nice textures, painting time!

Marvelous Designer Pants

Marvelous Designer Pants


Programmer Krister in a bad mood on the subway.

The last day of the firs week I spent some time cleaning up the code from yesterday, making som small improvements to the code.

 


Technical artist Jona searching for the meaning of life in the lens of camera.

I end the sunday with this, my current favourite shader iterations, which do you prefer? Send me a message on Facebook or twitter and let me know!

Shader variations

Shader variations

Sep 202015
 

Hello fellow artist!

About a year ago I created a tutorial in which I showed people new to Unreal Engine 4, how to get around a pesky lightmapping error while saving time and doing as little as possible.

Now EPIC has a much nicer pipeline for lightmaps so I’m creating a new video which shows the how to create lightmaps swiftly inside of 3D Studio Max, Maya as well as Blender.

There’s some more reading below the video, but check it out first, I hope it’ll be helpful to beginner/intermediate users of the applications.

First of, the parts which are not filmed in Unreal can be applied to other engines as well, Unity for example uses the very same setup.

Keeping the post short and sweet, there is a huge amount of materials on creating amazing lightmaps, for small projects where every kb of texture memory doesn’t have to be account for and areas which are small enough to allow for high resolution lightmaps, semi-auto-generation is enough even in a AAA-setting, and an artist in a small indie team just doesn’t have the time to author pixel perfect lightmaps.

I hope you’ll enjoy the video and if you don’t agree with me, leave a comment on our Facebook page!

Peace, Love and Understanding
//Jona

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