yep time to start game dev challenges today. 

many thousand challenges. first decal the habitat id to the habitat -> H_3954_002


unfortunately somehow quixel mixer had not worked in my computer so I need to learn fallback method of gimp+ blender to add decals. 

yayyy this game is for creating some income(to pay one unpaid flat rent and also by which we would build warp technology with ml algos) 


yayyyy time to resume project now. yayyy i think i would resume partially ml algos project studies during day alike sparing 1 hour at most to it currently in this period of 2 projects mode switching  I move to. 


hmm time to resume reading learning topo for logic module design. since otherwise too much time would happen of pausing ml algos project (during this game dev project time) lets spare 1 hour topo studying today along with linguistics design challenges. 


yayyy time to install gimp but i dont know if shader to write there would export correctly in unreal engine as material instance. (i mean to be changed procedural texture shader code alike)



hey finally quixel mixer started working on my pc so that i dont have to try fallback method.


hmm turns out due to uv map issues of this model, this quixel method is not applicable, but i think then after investigating, I would use shader mix with texture taken from gimp in blender to add painting or decals to specific uv map issues fixed panels in the habitat. yep.


i think one error i did were forgetting i could use both flat and nonflat shading in same 3d model. so that i would not have to add some very detailed many resolution polygons for smooth shading issues. which then resulted in the uv map issues of the current habitat model. 

but nevertheless, lets work with this imperfect base design for this initial planet and add some habitat id decal and then add some door animation and lights and go with such initial imperfect habitat design (with uv problems in many regions of the habitat)  (which is currently unvisible in this initial material)  which might not be also applicable if the uv map changed region has a lot visual incontinuities but lets see what we can do in this problematic situation of incorrect uv map having initial habitat model. no, I wont recreate habitat model. (lets do that in creating second planet) 



looks initially nice right? would work some more to the shader.


but the issue is now -> since the uv maps of theses tiles has changed,  the original texture has been as expected rendered which is not the case for rest of 3d model. So would require to rescale the texture now of this additional model part so that it does not look out of place wtr to other panels of the habitat. (which has not correct uv map setting) 



hey the uv mapping somehow worked nicer with some setting,  then the following habitat shape has been designed ->






Gosh I cant believe I nearly finished initial habitat design. 

after some cheering time, would now work to add the door animation. Then we can move back to unreal engine learning tutorial and game dev design for planet 3954 design. 



gosh I cant believe I had learnt blender skills necessary enough to design habitat finally ->


yep current decal design ->





ahaha when exporting to unreal with gltf format, the shader mixture component of blender in nodes did not exported and thereby also the decal text there also unfortunately :)


ok then, would do separate those tiles and create added new model to the main blender model with reading texture already set like that.



but even with these issues, I think this learning level I finally reached out is fair well enough to build all 5 planet habitats these tasks imho. 

but still lots of work to do. 

the current habitat corridor in unreal (testing exporting to unreal engine)


now time to do fixes (eg.. windows are not correctly attached) or add lights and then finish the habitat base struct. 

then before doing animation keyframe for habitat door,  lets do some pause to blender :)) (I mean a day or so resuming unreal engine project learning side) 


maybe today lets finish studying today to this project now.  (since already studied many hours today) and after some resting time, to resume ml algos project topos study. 

(since i want to give rest to blender study for some hours at least rest of today. and continue finishing/polishing the habitat model tomorrow)



gosh enough blender for today (and also previous days) 

finally the habitat started to become some what habitat alike, although it has some aesthethic issues. (I know but I dont want to redesign it. its habitat design well enough for this initial planet yep) 

yep still thousands many tasks. from even procedural generation of minerals/crystals around map logic to ai scripted life forms to game dev logic etc etc.


lets first finish this planet and game huds and game logic and so alike, then start designing second planet habitat. which would be much faster designed. Already have some idea. 




hey people, you know, getting to this blender skill level (although yet beginner) has been a really tiresome and very effort requiring challenge. 

yep. has been really very tiresome and alot effort study to get to this blender skill level (although yet beginner) 

gosh 3d design skills learning were very hard. (learning how to utilize somewhat blender ide) but finally reached level necessary enough to build well enough habitats (although rooms of habitat not procedural generated) for this android game. 







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