What do you do?
You look on youtube for the answers.
And you find useful scripts like this.
Say you exported your blender model into a fbx like normal and realized that Unity does not support vertex painting by default. What do you do? You look on youtube for the answers. And you find useful scripts like this. Thank you Reinier de Vries & Enrique RA for your wonderful work.
This one took me a little while to figure out so I'm leaving a note to myself. Layer type > Grain Merge Allows your lines to show and be colored correctly (If a little dark.)
Takes like 5 mins create a new image fill it with black go to render-> clouds Select some area of your clouds, and crop it with C and hit Enter. Great now erase the edges around this with 100% Opacity. Erase a circle around it, then cut the opacity down to like 30% and erase the edges a bit more randomly. The keep is to leave some floaty smokeness at this point. If you can't tell if you removed enough of the edges, create another layer, fill with a color and set that as the background. Any strange edges should be plain as day. Once you get your brush setup how you like it. Define the brush. Name it and edit it with brush settings.
Window > Brush Presets I recommand shape dyamics, heavy scattering and I personally always add color changes but you can play around with this and see what fits your needs. In case you need to setup guidelines real quick for some sprite work, here is a script to get you started, it's written for photoshop so it is jsx Copy this script into any editor like Brackets. Save as jsx (You can stuff it on your desktop for quick access) In photoshop go to File> Scripts > Browse and find your script. Now I can clearly see where stuff is misaligned.
Sometimes you like to grab all the colors of an image, or certain colors of an image, that is where indexing a picture becomes handy. It's easy to do. Load your image. Then go to Image-> Mode -> Indexed Color Flatten layers and continue. Now here are some interesting options Let's figure out the terms here for Indexing your colors... The first few terms should be easy enough to get, they make palettes specifically for mac or windows or web etc. The latter terms need a little explaining... local is used for single images, master for multiple images. Perceptual - is used for colors the eye has greater sensitivity towards. Selective - is broader and focuses more on web colors. Adaptive - creates a sample from most used colors in the photo. Custom - well lets you customize the table and Previous lets you switch to a previous palette. Colors - is how many colors you want in your palette, 256 is max. Forced - ensures certain colors like Black and White, Primaries (red, green, blue, cyan, magenta, yellow, black, and white), Web (The full 216 colors) or Custom colors are added to the palette. Transparency - This either creates a special transparency index or you can choose how you will fill the transparency, with white or your chosen color. Matte - The transparency color foreground, background etc, also affects how smooth the transition between transparent and non transparent pixels will be. Not using a matte creates hard transparency. Dither - used to simulate colors not in the color table. Not using dithering creates the next closet color often creating hard transitions. You can use Preserve Exact Colors to protect colors from dithering. Noise is good for preserving edges. Amount - how much to dither, may increase file size. Now choose the best options for you photo. This will create a color table you can get to now. Go to Image -> Mode -> Color Table to enable you to see, alter and export your table. And that is how you create a Color Table. From here you can export the Color Table and import into the color palette tab. For directions on that see here. Now it's important to note, the quality of a photo heavily impacts your color output as someone has suggested. Compare these two images as far as color tables goes. One has been scaled and edited incorrectly resulting in interpolating between the colors, while the other image is set perfectly. Yep they look the same because they are the same due to how weebly handles photos in slideshows. You are going to need both copies of the original files to be able to tell the difference. You can tell how perfectly colors are setup if you get this screen.
And you can compare table indexes. Credit to @josefnpat for pointing out the interpolating tips.
Simple super useful thing to do. First get to your swatches tab. You can do that by going to Window -> Swatches. Simple enough right? You should notice your palette tab now on your screen. From there, delete all the colors to clear it out for a new palette. Use alt + left click on the color to do so. Or just hit this button and load this empty palette I created.
Yeah yeah it has 1 color in it, but hey you know how to delete now and I hope how to save considering the option is right below load.
You can also load or save an exchange palette in the ASE file format, this is used for exchange. Use replace to not load piles of palettes into that tab btw. Keep in mind that most other software uses GPL as a palette format - Krita, GIMP, artrage, etc. Sometimes in Unity you will across a problem of how can I make this rotate locally? How can I make this rotate globally? Well, it's a simple answer really. Code Editor
I decided to do a quick simple post on something I love to do, create brushes in photoshop! For this example I'll show you how to create an easy glowing orb brush, you could probably use it as a moon if you want. It's a very simple process. 1) First create a new empty canvas, I would recommend a transparent canvas, set to 128x128. I would also create a test canvas to try out your brush, perhaps set to 1024x1024 but it really does not matter. So two canvases are recommended. 2) Now in the brush canvas (128x128), I recommend you create a nice dark stroke. You will want it to either be black or a very dark gray. Next it's pretty simple, just erase until you are left with a faint outline. I recommend using short strokes along the edges, then going over the middle section, use around 10% opacity to slowly break down the image. Also change up the brush stroke size throughout, I recommend building up to larger brush sizes as you work. Once you think you have created a nice looking brush, it's easy to define the brush now so you can save it. First let me tell you the brush will, by default, be saved to whatever brushset is currently open. If you want to save it in a particular brush set open that now, you can do that by clicking on the brush icon, changing your brush, then clicking on the gear symbol, and switching to a different set. You can create your own brush set by switching to a new set and saving to a new brush set. You can also delete and rename brushes by right clicking them in the brushset display. You define a brush by going to Edit > Define Brush Preset You can further modify your brush with setting in the brush window (F5 or Window > Brush) Make sure to hit that save button (I marked it in red) so you can keep your brush changes. I'm not going to cover what this all does, so you will have to experiment. But test out your new brush on a different canvas and see how well it works. :) And yes, I applied a soft outter glow and increased the spread. I also went over these marks a few times with the same brush. Oh, and you should save your new brushset (if you wanted to create one) under C:\Program Files\Adobe\Adobe Photoshop CS6 (64 Bit)\Presets\Brushes but it might be different for you, I'm not sure...
I just wanted to make a note on some shaders I have found. Here is an outline shader. code from here Here is a nice post on light based shaders... here Here we have a drop shadow shader, code is from here that creator also created a nice outline shader. What are LODs? LODs are Levels Of Detail on a mesh. The point of LODs is to save processing power by not rendering unnecessary vertices and faces on a model. This is sort of an extreme example below, but you should be able to understand the basic idea, depending on distance, you can see that certain vertices are not needed. Unity 5 has a nice feature that enables LOD's easily with a component called LOD group. If you create a layered model with different levels of details and import into them Unity you get this... A parent you can use to control your LODs. Once you add a LOD Group component, you can drag the camera between the different LOD levels and add the correct model for that view. If you zoom back and forth on the parent in the scene you will see it automatically adjust based on the camera distance. All in all, this is a nice feature that Unity added to help optimize your game, don't forget to take advantage of it!
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Ashley HooperHey I'm a game designer now. I don't use this site often so check out this site to stay up to date- Archives
July 2017
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