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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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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