Duke Nukem's BattleLord caught my eye after playing the latest incarnation of the franchise. He became my end goal while doing Jonathan Williamson's "Low Poly Game Character Training Series". All the work was done in Blender 2.66, NDo2 and DDo 5.2. The workflow is basically, LP -> HP -> HP/LP bake, DDo, & a little nDo to fix normal seems and cleanup. 7500 poly's from a 21 million poly HP sculpt in Blender, with the final LP for Unity. I customized the Rigify armature for Unity's Mecanim animation system. Through the use of Unity Stealth Demo AI, I was able to get him patrolling, shooting, running, very easily.
Layer 1 – Mesh Layer 2 – Rigify rig Layer 3 – Metarig Layer 4 – Unity/Mecanim rig. Layer 11 – Lights Layer 12 – groundplane
animate the Rigify rig, the Unity(Rig.Def) rig follows. Export FBX with Mesh and Unity/Mecanim Rig only to Unity. Sync up armature with Mecanim.
Check it out in Unity! Battlord in Unity with PBR viewer
PBR Lighting rules. Setting up lights in 3D apps was a nightmare, matching from 1 app to another was next to impossible, then you have to get the textures to match all the way through forget it. Voila PBR, Zbrush to Photshop to Unity, I see the same thing. Blenders not quite there yet, cycles is too slow, needs realtime pbr!
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