What's been and what's going to happen for 2016
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Find out a little about me and my stuff - updates will be sporadic.
Monthly Update - Oct to Nov
Monthly Update for October to November. What happened, What will happen and What I help with.
Read MoreMonthly Update Time!
Warning this post is long, with many images. Enjoy the shineys.
What I've done:
Ok. So what have I done this past month (or so)? I've had a few really productive days where I've finished up all zombie-like (it's the best feeling in the world for me). I've signed up with a TEFL course and am getting my Teach English as a Foreign Language qualification - which as far as I know is nearly lifetime qualification, so all in all a good investment. I had that job interview like I previously talked about and sadly didn't get the job :( but I'm still looking for more jobs and have steadily been applying to as many temp and part time jobs I can find. I've been working on my unpaid internship with Invisibit Studios. I've also somehow created skeleton of a company Bumbabee! Games with my husband and am making a game in his spare time (cause I seem to have a bunch of 'spare' time) - I even got to design most of it. AND I've managed to complete the following things:
Donate here:
Donations:
I've organised donations for myself. I finally have a way for people to pay me for stuff they like! So there's two options: Gumroad donations and Paypal donations. Every penny helps!
Scrolls:
Here's the scrolls showsheet. It comes with 3 scroll bases and 3 scroll ends to give multiple options of scroll types. I've placed it up on Gumroad. Take a look here, only $8 USD for the entire pack.
Potions:
The potions you've seen before but here's the showsheet and WIP shots anyway. Take a look here, $8 USD for the entire pack.
More Potions:
These potions you haven't seen before. They were lots of fun to create. It's difficult to make a skull without a nose - but I think I pulled it off. You can purchase them here for now. I will be placing them up in the Unity Store along with the other packs as soon as this major pack is completed.
and a Closed Magic Book:
Originally I was going to make an open magic book and a closed magic book but the pack because quite large and I needed to collapse it down a bit. So here's the finished closed book. The writing is translateable but you don't need to actually know whar's in there. You can purchase them here. Happy shopping!
AND a scale:
I have realised all too late that I require a scale. Not an eyeballed scale - which is what I already have. A scale for Unity that is ideally something represented in Unity i.e 1m = 1 unit in game. So I've taken all of the current assets and I've re-scaled them to translate better into Unity. This is going on my checklist.
So yea, I think I've been rather productive this month. I've managed to get back into working and I'm loving it.
What I'm going to do this month:
uhhhhm.....
1. Make Models
2. ???
3. PROFIT!
This month I'm going to be:
Finishing work on Dungeon Magic Pack:
I'll be completing the Candles (Single) the Candles Chandelier and Candelabra, and the Skull (magical things always require skulls)
Sketching out creatures and objects from other Packs
I've been thinking about how the other creatures and characters look in my artistic vision. I have a few sketches already but when the other guys in my D&D group take charge (they have very strong character personalities and good ideas) I generally take a backseat and start sketching while I'm listening to the story - don't worry I'm absolutely listening and I definitely speak up when they do something my character wouldn't appreciate.
Making a Macro for folder creation with standardised naming conventions
I'm going to look up ways of making Macros in Windows - I used to have a program but I might look into macro recorders and see if they're a thing that Windows does. That would make my folder structure faster and definitely all the same. I'm also going to make sure my Asana page (which the company updated and I'm going to have a look at the new features) is up to date. I am working off schedule and it's becoming a small problem.
Finishing work on Human Character for Character Base Pack:
I'll be getting myself together and complete working on my human character model and 3D sculpt. Assuming I keep my motivation and my standardisation day (or days) don't take too long I will have at least started work on my Halfling character before Halloween.
Reviewing my work
There have been many things that I just didn't foresee being an issue with my process. Now I have to review them and find a better way. I'll be setting aside a day or two to really get this down so I don't have to do it again. Or if I do have to (to futureproof myself) I'm make sure it's much easier next time.
I'll be reviewing my meshes to make sure they are to scale (the characters are exempt from this due to the character rig I'll be making. They will all the same sizes and this will only happen when all characters are completed.) I will also be checking my colour palettes are solid and not to distracting. While I'm reviewing my art work I'll probably have to make a wiki to keep colours, techniques and ideas consistent. At the very least I'll be writing it down in my book.
Making another recap
I really feel that making recaps are important, and even though I don't work with anyone (at the moment) I should still write down in a slightly SCRUM style format. This should give me direction, motivation and a sort of checklist on what I need to do.
What I'm having issues with:
Motivation:
I'll definitely say I'm having issues with motivation to complete the character pack. I've got due dates for all of that pack and I'm procrastinating with working on other packs. I have a good reason for doing those packs but if I keep going the way I'm going, I won't be finished in time for my holidays. I am giving myself a working schedule and it's important to me that I maintain it. Starting work at 9:30 and finishing at 5:30 is important to continue. There are days that just don't turn out like that, but I do try to make the most of those days by updating social media, hanging out with contacts and friends or even just making sure I have food in the fridge/freezer for dinner and lunch.
Standardisation and Future Proofing:
I have to sit down and figure out a check list. Something I actually check every time I make something, not something I make and then discard =,= (I'm looking at you Past Kylie.) I have the skeleton of a system down. But I really need to take the time to make sure I create folders correctly, fill them with the appropriate files and make sure I back them up online. My main downfall is remembering to rename objects within the program i'm working on. Instead of Cylinder 01 and Cylinder 02 I should have Scroll_Base_1 and Scroll_Ends_A that sort of thing.
Ok, that's it. Time to rest up and then work as hard as I can tomorrow.
Kylie
Tiefling Textures and Dwarfish Diffusing
Hey guys,
I've got the main body left to detail and that's about it (YAY!). Then on to detailing the Dwarf more.
Next week I'll be taking a step back and thinking about my process further, relecting on the process I've used and pulling together research on processes other people have used. I'm not entirely happy with the current outcome and I want to do it right.
I'll be practicing more with Normal maps and get a solid process down so I'll be doing some tileable textures during the week - at least one.
A long journey though Normal Map Jungle
After a long, long journey of trying to get the body of all the characters 'working' I can finally say that I'm through to the other side. Pretend that this is a sort of Post Mortem of a project just finished. Please note that this will be a long post. And I will sum up my feelings using gifs of American TV Hosts/Comedians and The Muppets. You have been warned.
Now that I'm looking for jobs in the UK I didn't want to mention the difficulty I was facing with my normal maps before today. However I feel like I've learnt from the whole experience and I should talk through what happened, what I did, what I didn't do and how much I cried or possibly didn't cry (>.>).
I never wanted to admit it before, but this is the first time I've followed this process. Generally I'm very diffuse map driven. I will model a character that I have model sheets for (either drawn by me, or someone else) and then unwrap, texture by hand the details, shading and colours; rig, apply weights and then animate. Voilà! A complete model with absolutely no normal maps.
This time around I used unfamiliar programs as well. As you'll know by reading through my blog, I've used Zbrush only a few times before and I've never used Blender or Xnormal before this project. I might be comfortable with Zbrush (I feel my knowledge is beyond beginners) but as for blender, while fairly simple to pick up and work with so far - I've not completed the rigging or animation; I am willing to say that I am still very much a beginner. There are very primitive processes in Blender that would have taken me minutes to work out in 3dsmax compared to hours in Blender (unwrapping is a big example of that). I feel like there isn't much to learning Xnormal, I understand what I'm doing to get what I need but I don't understand how. It was a fast but tough learning curve and I'm still very much a beginner (but a competent beginner).
As for this journey, the process I followed this time around was to create normal maps, which I've never tried before. The only reason I'm creating these normal maps is so that the buyer of my characters has everything they need, I don't want them missing out on anything. Also with normal maps, it's easy enough to make AO maps, Specular maps (although not entirely reliable) and displacement maps.
It started when I first created my character's body in zbrush - some of these images you've seen before.
"The character had little folds in his legs and arms, a cross in his bellybutton, swirls on every elbow, knee and knuckle. I thought he looked quite good"
This took a while but after I figured out what hands and the legs should actually look like, I was good to go (I'm not focusing on the orc features - they took longer to zbrush but were finished sooner with my normal maps). The character had little folds in his legs and arms, a cross in his bellybutton, swirls on every elbow, knee and knuckle. I thought he looked quite good. I decimated him and placed him into Blender to work on retopology.
I researched low topology specs for games in iOS, and Android. I wanted to make sure these characters were low enough to have many of them on an Over The Top Tower Defense game like OTTTD or a small RPG like the old final fantasy games. Mostly, I wanted to make them into little sprites for Roll 20 (which is what I was going to use them for). I wanted to make sure that the topology was clean, crisp and essential.
So I found a few Polycount forum posts:
- Low Poly Hardware Specs
- Triangle counts for assets from various videogames
- Polycounts in next gen games thread! (Not very useful to me for this project)
and beyond3D forum post which has the same name RSART's 'yes but how many polygons' and 'how many polygons in a piece of string' articles.
Here's what really caught my eye:
Now I had a starting point. I knew that iPhone 3G was quite old (3 and a bit generations) so I could have a little leeway with these specs and tailor them more towards the window phone specs. I was happy with this information and got to work.
I worked on the topology polycount (triangles) to make sure if I had to add extra loops in for deformation I could do so with ease and without disrupting the polycount too much. I ended up with 688 tris for the main body and 894 tris for the Orc Features a total of 1582 tris for a main character. For me, this was in the right ballpark (throughout this process I've had BitGem as someone I really want to aim to be like - and his/her main characters have a polycount of 2000+).
I then Unwrapped the model, the unwrapping feature in blender is primitive and I would like some more options like 3dsmax has but I was able to make it work, even though I was extremely frustrated with this part of the process. I learnt the hard way that saving, and saving the images you're painting are two different shortcuts. Cue the Normal maps part of this journey.
I started with exporting out the high poly version of my character from Zbrush as an obj. I then exported the lowpoly version from Blender, as an obj. After this I opened Xnormal, imported the highpoly mesh and imported lowpoly mesh. I pressed "Generate Maps" and such a mess came out - there were holes in my map and I didn't understand.
"Nothing was working."
I tried with a cage and without a cage. I was told that the 'ray distance calculator' would help a bit with my map generating. Nothing was working. Then I noticed that with all the noise showing up on the maps, I should definitely separate the orc features from the main body. There was less of an issue, but I still had holes in the normal maps and I couldn't understand why there were large streaks of colour that seemed out of place.
So I took a break, I worked on a normal map alternative because I couldn't figure out any way to fix these normals. This alternative I was hoping to place in a program like CrazyBump or Ndo and get the normal map from the 'height map' I had created. I took reference from the normal maps I had generated and hoped that this normal map was what I wanted.
"If you've ever been told to test before you finish, you should do that... Seriously..."
If you've ever been told to test before you finish, you should do that... Seriously... Of course, I was in my own little struggling world but as I finished texturing in the under garments for my orc and started on the little swirls of his knuckles, I decided I should test if this theoretical height map to normal map idea would actually work. To my delight, It sort of did. But not the way I wanted it to. I made a flat normal map from this height map, which would be useful for a ground texture but not any other kind for mesh. *sigh*
So I stopped. I did a little more research and worked on the orc features. Turns out, when I had created the retopology for my character (body and features) I had moved the decimated obj (semi highpoly) down to touch the floor when in Blender *face palm*.
This meant that my normal maps weren't getting projected correctly because the two objects were in totally the wrong position *double face palm*. But I knew the problem now and I can work on that.
So I went back into Blender. I had an idea "I wonder if I can get normal maps from Blender" - turns out you can. So I did a bit of research and grabbed the normal maps from the decimated model that was already in Blender. Which worked quite well. I just had fiddly bits to fix. The fingers had seams showing, there were a few seams on the head showing up and some very strong red and green elements around the hands and feet. But this was all in a diffuse view.
I started by trying to play with the head, just smooth those seams a little - it worked a charm then I went down to the finger. This would be harder, so I got colour samples and tried to smooth out the colours by painting a combination of red and green. on the diffuse it seemed to work. but unfortunately as a normal map it wasn't really getting me anywhere. I also realised that I didn't want my fingernails to have as much detail as they did, it wasn't necessary. So tried to blur the finger nails details - this wasn't too bad. but then I noticed that the finger nails weren't in the exact position I wanted them. This would be an issue. At this point I did a test of this texture in the texture slot it was designed for - the normals texture slot.
The normal maps didn't match the diffuse map *triple facepalm*. So back to the drawing board. Should I draw the normal maps and use my diffuse "height" map as a base? Should I go back to the drawing board? Should I check if these seams are fixable?
I had seen a video a while back on hand drawing normal maps and off the top of my head it was just making sure my RGB channels had colours of 128, 128, 255 respectively so neutral grey (X), neutral grey (Y) and then white (Z). So I started playing with the maps. I knew that blue would be the easiest, it's just what is indented so I use the 'working' blender normal maps and tried to adjust their channels. It took some time but I figured out that how to make some of the lines straight and clean on the model. Things were looking up.
The shirt looked much better from behind do I thought that I would place the normal maps into unity with the export for my character.
"I felt happy [...] I had learnt a process by trying, failing, trying, failing, trying and then finally succeeding."
I should have done that long ago. Turns out that my Normals looked inside out *double sigh*. But only in certain directions. I went back do Blender and found that it wasn't just in Unity. There were major seam issues happening under the character too. As much as this would likely never be viewed by anyone, I needed to fix this seam. Research turned up some interesting information about normal maps, sometimes the Y axis needs to be flipped - some programs require that to happen. So I flipped the Y normal in the map and saved it out again.
At first glance it made one hell of a difference. The normals looked great. But then I focused in on some problems areas and the issue was still there as a whole.
While I was doing research I came across a post saying that you should never have overlaying unwraps. *quadruple face palm*. I had done that to make sure I could have more detail on my height map. No wonder things were going wrong. I had to fix this.
I re-unwrapped the whole model and made sure that there were no overlapping faces. I checked that the mesh's face normals were the correct way around and I made sure that there was enough space between the islands.
Once this was done, made sure that when I exported the character base, I exported it as the same height as original mesh was. I checked that I hadn't made a mistake like the previous times, and then did the normal maps via Xnormal.
It worked! or at least initially it worked. On closer inspection the under side of the head, and the shoulders were still mangled. I checked the high poly mesh and found the reason. These two areas were intersecting *headdesk*
Urgh! How had I not seen that before!
I was disappointed that I hadn't figured it out sooner. By this time I knew what had to be done and I could see the light at the end of the tunnel.
Back to the drawing board. Well the scuplting table at least.
On the plus side, it only took me a day to import my character, divide it, sculpt the details I really wanted (no swirls, no finger nail details) export it, import it into Xnormal, get a normal map, and test everything in Unity. One day of work... It took me weeks to get to this point.
I was done and I felt happy. Not really because I had finished the problematic part, but more that I had learnt a process by trying, failing, trying, failing, trying and then finally succeeding.
I have a few niggling things to play with in the orc features and most things really just show up in the ambient occlusion, which I'll leave out of the diffuse map and keep it as a separate option. Enjoy the rest of the images. These are the screenshots of the orc in Unity and Blender. The red arrows are showing where there are small seam issues.
Sadly, I will have to postpone the selling of the Orc character for the moment. I wish to at least rig the character before I export him and sell him as a complete item. This will take some time.
However, with the orc model complete, I've got a Dwarf and a Tiefling to work on next.
So here I am, exiting stage left until tomorrow. When I will be working on the sculpting of both characters. Enjoy my streams and I hope to see you there.
Kylie Out.
Diffuse maps and timetable adjustments
Hey guys, It's been a slow kind of day but I've eaten lunch, done a tiny shop and am now back to more texturing the tones for my Orc. The face is almost done (YAY!). Just the hair and one eyebrow left with the features. Then I have to go back to playing with the normal maps for the main body.
It's coming together nicely - but texturing had taken a huge chunk out of my timetable. I'll be adjusting my next time table before I start on the next character.
Animations will have to wait for another week. I'm going to go ahead with my previously made starting dates. The next character starts next week.
LiveStream 7 and Other News
Hey guys, sorry for being incognito the past week. I've been at the library which does not have internet fast enough to stream. I did a day of recording but found that difficult and then yesterday I stayed home to stream my work on this guy.
He's 90% done. I just need to place some underwear on him. I'm happy to say that I'm at a part of the process I need to heavily research so there won't be anymore steaming events for the rest of the week.
The videos I worked on at the start of this week need to be 'edited' and then placed up on Youtube. I'll be getting to that by the end of the week :) I'll post a link up when it's complete and setup.
Please subscribe to my channel though to get updates on when I do more live streams. [Link]
Livestream 6
Hey guys,
Looks like I can't livestream today. The library internet won't let me. So I'm going to be recording my work and then post it up on Youtube later.
Live Stream 4 and Gumroad
Hey guys,
I just need to wash up after breakfast and then I can start my stream so about 30mins. I’m learning blender as I go with this program so it might be a bit painful. However, if you would like to give me a few tips and hints please, please do.
Also, I've started placing items up on Gumroad. I've placed the Human Model sheet up on Gumroad. If you would like to pay for the model sheet please do, but you can have it for free. The button below will send you to the website.
Fan Art - Chester complete!
Don’t Starve Character Suite: Chester by Kylie Halley
Chester is finally complete. Here's the WIP and the final showsheet :) Happy days! 669 polys and two diffuse maps :)