34 Commits

Author SHA1 Message Date
608565bc80 Flipped inside out normals on tree_oak_large_0_1
^TTG-67 work development 10m
^TTG-67 state done

Id have to guess when i scailed stuff backwards i inerted some branches
normals, this caused rendering issues in source. Easy fix.
 To do this and force the orientation in one direction or the other, in Edit Mode select the entire mesh (A) and access the Mesh menu. Here select Normals » Recalculate Outside to flip faces /selections outwards, or Normals » Recalculate Inside to invert selections inwards – Mesh » Normals » Recalculate Outside/Inside. Nov 1, 2018
You can see what normals are facing the right way by enabling `Face Orentation`
in viewport overlays.
2021-03-28 16:13:38 -05:00
051792c883 Removed placeholding texture from tree_oak_small_0_1 2021-03-28 15:59:18 -05:00
0c73e0ca8b Deleted unlicensed materials and textures from tree_oak_large_0_1
^TTG-67 work development 3m

How: https://designsync.com.au/how-to-delete-your-materials-in-blender/
2021-03-28 15:46:07 -05:00
c19a8aa1fc Trimmed more branches but left the bottom two rows untouched
^TTG-67 19m

Left the bottom rows untouched as i think they should be higher detail
as theyre more likely to be seen by the player.
2021-03-28 15:32:37 -05:00
8c51ba3c68 Trimming branches of tree_oak_large_0_1
^TTG-67 work development 1h

Im doing this by selecting the end of branches i want cut and colapsing
verticies in the x menu. Seems to work really well but creates a sharp
point, about half way done with this process.
2021-03-24 19:20:31 -05:00
526861f203 Applied a smooth of .01 repeating 100 times to tree_oak_large_0_1
^TTG-67 work Development 5m
^TTG-67 set state Review

It seems smooth modifiers are much better than "subdevide smoothing".
Low factors and high repeats seem to provide the most natural results.
High factors make everything one big blob.
2021-03-17 20:38:41 -05:00
a37182fa47 Finished adding all branches to tree_oak_large_0_1
^TTG-67 work development 41m
2021-03-17 20:34:16 -05:00
ae0031d5b6 Added 2 more layers to tree_oak_large_0_1
^TTG-67 worrk Development 51m

Copying previously created limbs (select then use shift+d) then randomly
placing them higher up on the tree worked really well. Add a little bit
of scaling on different axis's to change them up a bit then stitching
together to attach them. Ctrl+R to add cuts on the main tree so that the
edges are there to not create Ngons when stitching. Delete faces on the
main trunk, select edges of the trunk and limb and use Ctrl+F to create
a face between them. Do this for all the edges and all the limbs to
"full" out the tree really well.
2021-03-17 19:14:51 -05:00
5933f021ab Added another branch to tree_oak_large_0_1
^TTG-67 work Development 9m
2021-03-17 18:21:12 -05:00
d9441e4066 Added two more main branches to tree_oak_large_0_1
^TTG-67 work Development 35m
2021-03-16 21:38:05 -05:00
b9019c46a7 Added another large branch at the base of the tree
^TTG-67 work Development 1h 6m

Started doing some cuts with the knife to get branches coming out of the
side of other limbs. When you do this be very carefull not to create any
nasty Ngons (faces with more than 4 edges). These are very difficult to
work with, Ive been getting around it by making cuts only from vertex to
vertex, NEVER edge to edge or vertex to edge; this is almost a
guarentied Ngon if you dont know what your doing.
2021-03-16 18:03:22 -05:00
6e926264ba Started work on Large oak tree branches
^TTG-67 work Development 26m

Marking out stuff with the grease pencil was a great idea. Some
interesting things ive found while modeling.
1. Subdevide smooth works better the more detail it has to work with. If it starts concaving on itself dont worry and keep working, itll fix itself once more is added.
2. Large tree branches (at least for these oak) are basicly just other trees, maybe once you get a few done you can just copy, paste, and stitch/boolean branches to the tree.

Ill continue to add coments about my workflow like this on future
commits, maybe thell come in usefull.
2021-03-15 21:17:10 -05:00
0c1d95b9eb Started grease pencil of large oak tree
^TTG-67 work Development 41m

Trying something different for this tree, creating a grease pencil
layout of all the branches instead of just eyeballing it, should make
for a more realistic looking tree. If i had to guess now id say
underestimation.
2021-03-15 20:44:05 -05:00
3a9206d4ed Created vmdl for tree_oak_small_0_1
^TTG-66 work Development 54m
2021-03-12 18:35:59 -06:00
b836abf02a Replaced tree_oak_small_0_1.dmx with smd equivilant 2021-03-12 18:32:43 -06:00
0082a02a3a Extruded tree_oak_small_0_1 branches and exported DMX
^TTG-66 work Development 28m
2021-03-12 17:23:12 -06:00
f3acd01aa6 Created blend file for TTG-66
^TTG-66 State In Progress
2021-03-11 18:04:58 -06:00
7094b31590 Renamed Inside wall 1 .psd to conform with nameing scheme.
^TTG-51 State Done
2021-01-30 02:36:22 -06:00
2f65985064 Removed lfs 2021-01-29 23:27:01 -06:00
b402fb2e4e Moved cockroach to be centered 2021-01-28 18:33:03 -06:00
ca72e71fe3 Finished Creating of material color of cockroach
^TTG-48 work Development 20m
^TTG-48 state Done
2021-01-28 17:10:19 -06:00
f174f40999 Exported uv map and started work in gimp for cockroach_color
^TTG-48 work Development 1h
2021-01-27 22:47:36 -06:00
d43926bc33 Unwrapped cockroach #TTG-47 work Development 2h
^TTH-47 state Done
This was an extreme under estimation. For future estimations on more
complex models over 5 hours should be recomended. This could also be
split into two issues. One for creating seams and one for creating and
positioning the uv map.
2021-01-25 20:55:40 -06:00
af421b99e5 Finished blender rigging the rest of the legs
^TTG-44 work Development 15m
^TTG-44 state Done
2021-01-25 18:36:36 -06:00
2695574c90 Finished bone placement, 40% done with weight maps.
^TTG-44 work development 1h
Issue should have been split into a weightmap issue and a bone placement
issue.
2021-01-23 15:55:10 -06:00
eca00fae4f Finished sculpting cockroach #TTG-43 work development 30m
^TTG-43 State Review
2021-01-21 21:02:03 -06:00
ebb132d1ea Lowered detail on leg and body #TTG-43 work development 25m 2021-01-21 20:43:31 -06:00
e9d6a37c8a Removed test_mat.vmat
Was used as a placeholder so content folder would be pushed, no longer
needed
2021-01-21 19:26:42 -06:00
Frank_Jaster
6b70900249 Got a picture of a wall and blended #TTG-41 work development 15m 2021-01-20 21:50:41 -06:00
640bdf62e7 Undos 6b1684c due to major modeling mistakes #TTG-43 word 2021-01-20 21:16:42 -06:00
733b9a572b Completed front leg of cockroach #TTG-43 work development 30m 2021-01-20 17:29:39 -06:00
f227833af6 Started cockroach sculpting #TTG-43 [work Development 1h 5m]
Rough body, still needs detail, and part of leg is done.
2021-01-19 23:35:39 -06:00
c25d6ae6e7 Added some files to LFS 2021-01-12 22:56:52 -06:00
e7cda43e61 initial commit 2021-01-12 22:40:55 -06:00