Hello All,
I felt it's now a good time to post some update regarding the next release, while apologizing for the slow release at the same time.
To make the look pop, I have to make sure that it has the antiquate clothing and or accessories plus the right scenery. It just works wonders when they come together.
For Rawda to be completed, this means I need to also build an environment. The good news is the environment is almost done.
Let's start from where we left off last time.
I scraped the idea of of using the full island thingy as it was seriously too big for a back drop. This meant I had to rethink what I wanted to make/do for this cutie to feel at home.
So I remembered a while back I had this scene of some ambiguous clouds and some dreamy state with a futa standing somewhere idling. The whole scene was powered by fog. So I told myself I needed a swamp and pronto... I could make this work lol.

Something like this combined with something like this:

Then add some mystique? Like this place is ancient or something? Yeap, that was the plan.
So basically this meant I had to start listing out stuff that needed to be done. And it was a list...

There are many cards that are merged and archived in the current displayed cards, but you get the picture. This way I could keep an eye out on things in a more manageable project pipeline. This covers only the scene btw.
I think this should showcase mainly what is happening, but I could also share some creation progress on the asset generation + texture creation. This is honestly very nice but it does eat so much time to make. I love the creation but the reality is something very different. You see, to create 1 Tree from scratch, it takes a full day. Let's tackle what was created to get an idea.
Tree-1 Creation: Things have to start from somewhere lol

The glorious Cylinder, all hail it's glory!

After multiple ZRemeshing and Sculpting, I managed to get the base to a satisfactory level I could work from.

(This is a sped up version of the recorded 20 min video brushing a branch... π )
I honestly liked the results after all is done basically, I had to create a higher detail model to bake the textures to make the normal maps or maps in general.

Then was the time to throw this in Substance for the next stage which is texturing, I'll spare you most of the details of the texture sampling but I'll just show the end result.

Now for the Substance render? How would this look???

Perfection π₯°
At this stage, you could guess what might happen if you scale this same process but not only the tree but everything else that you might be able to see in the scene, luckly some of the assets are available freely in the Unity Asset store which does cut the time of creating my margins.
Next would be assembly of all the varied assets, which would look something like this:

In the scene above, I have water shader or the one I wanted to use. Sadly it did not work in VAM, because something had to go wrong otherwise this will be damn strange that Unity/VaM would cooperate.
Point Light in Unity:

Point Light in VaM:

π
So what to do? Welp, at this stage, I just need to work on getting a water shader working the soonest, then I need to also introduce some drizzle rain.
If I get these done, it means the scene is cleared and I can work on the animation for the demo scene for a release.
But for giggles, I made Rawda stand to see how she might look so far with this clump of a level? I'm sure with Soft rain and swampy water, this would like awesome!

Stay tuned, were almost there π β
Again like usual, thank you for your patience and support and apologies for the long creation cycle.
Batatis
2021-04-04 16:53:42 +0000 UTCBatatis
2021-04-04 16:52:14 +0000 UTCxexka
2021-04-04 16:38:17 +0000 UTCxexka
2021-04-04 16:35:32 +0000 UTC