Rameses Material Editor

Screen Shot 2014-07-30 at 08.47.45


The base material editor is now operational. You have 23 base materials, each with it’s own settings:

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The image of the material updates with colour and shine colour, but the base type doesn’t update – it is just a guide. The render window shows realtime what is being displayed.

There is also a material browser where you can store up to 256 materials:

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Rameses Game Material 2

Like the previous post, Rameses now has materials added. These are shown live in the 3d window.

Here are the textures on a flat plane with UV added. Some textures render directly flat and some like to have UV added so they can get the correct texture coordinates.

Starting with a default flat and colouring it red:

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The vertexes are moved (so you can get a better idea of UV stretching and flat projection.
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Rameses Game Materials

Rameses has now got materials. Some are animated, and all have up to three options giving multiple opportunities to texture the look of your game objects. Using the same shape, here are some of the different looks you can get without adding any bitmaps – just pure materials.

Starting with a simple default ball shape (You can see this is just the default colour arrangement per face):
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We now colour it a base red (adding shine and some reflection shows the individual faces), adding smoothing will decrease the visual look of individual faces:

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Now for the materials themselves. They all have names, but this is just a visual look.

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Rameses got bones… Yo

Screen Shot 2014-07-16 at 11.09.10

Ok, so nothing really good here, but it’s the first step into understanding bones, skins, mesh manipulations, etc.

Currently each bone shows up in the object list (bone list to be done) and also in the front view (other views to be done).

A Bone has a head and a tail, so can be selected, rotated, etc as you would any other object. Bones have a defined shape and are initially coloured orange. This shape grows and shrinks as you modify the length of the bone (as shown with the two different bones of different lengths).

Little steps…

Moving from 2d to pure 3d – OUCH!

The move from 2d to 3d for the main character is now underway, and it’s bloody hard work!

Original 2d version
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new 3d version
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This is my first attempt at 3d character and I am well out of my comfort zone.

Modifications were needed to Rameses to support the new low poly hair strands.

The face does have a texture map so the eyes, etc are not an issue. The main thing was getting the same feel as the old one.

The arms are currently very thing looking, so I will see what it all looks like when transferred to the game engine. And then make changes…

There will also be animation, but I will need to add a bone system to Rameses to take care of the initial operation. It’s all very slow.

Low Poly Tree Tutorial

In the last two tutorials we looked at foliage textures and how to make the basic 3d objects for the foliage.

This one will give you the basic know-how to make a 3d tree so you foliage has somewhere to live:

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You will need a 3d package of your choosing and be familiar with polygon editing.

A tree is made up from a trunk and branches. the branches are just simplified versions of the trunk, so we will look in depth into the trunk and skip the branches.

The Trunk

Step 1

I am starting with a low poly object with 5 exterior points (4 always seems to low, 6 to perfect). This object has f divisions and is closed at the top:

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you can see the object in blue above and the trunk we are aiming for in brown.

Looking at the face on, you can see I have started to select and move each segment of point to generally match the trunk. You can play around here with the heights, as there are no rules 🙂

Step 2

Now we take the height segments and scale them getting narrower as we go towards the top:

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Step 3

starting with all sections (apart from the bottom) selected. You give each a twist:

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Step 4

You need to give your tree trunk a basic dirt brown colour (other colour are available):

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Then, starting from the top, darken each section.

Step 5

Now to make the trunk less ordered and more like a tree, we add a twist to each section:

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And finally, move the vertexes about a bit:

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The Branches

We are not going to cover the beaches as they are really just a repeat of the steps above.

The only difference is instead of being 5 sections high, they are each 2 section hight with a cap.

One branches is created, then duplicated to make 3. Each modified to make it look different.

The branches are then positioned on the trunk in a pleasant way:

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So now you have a tree trunk, some foliage and the foliage texture (I didn’t bother to texture my trunk!).

Simply putting them together should give you something like this:

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