{"author_link":"\/users\/royoyo","author_name":"Royoyo","author_uid":"royoyo","comments":[],"epoch":1502347783,"event":"LD39","format":"md","ldjam_node_id":48670,"likes":11,"metadata":{"p_key":"100638","p_author":"Royoyo","p_authorkey":"1033456","p_urlkey":"316348","p_title":"3d-graphics in our LD entry - Energy Scraps","p_cat":"LDJam ","p_event":"LD39","p_time":"1502347783","p_likes":"11","p_comments":"0","p_status":"WAYBACK","us_key":"1033456","us_name":"Royoyo","us_username":"royoyo","event_start":"1501200000","event_key":"74","event_name":"LD 39"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD39","removed_author":false},"_superparent":32802,"_trust":4,"author":33456,"body":"I'd like to show our 3d-content creation process and highlight some tips along the way.\n\nOur Entry: https:\/\/ldjam.com\/events\/ludum-dare\/39\/energy-scraps\n\nSo, this is what we've achieved during Jam:\n![blogpost.jpg](\/\/\/raw\/0b2\/8\/z\/8d08.jpg)\n\nOur plans were to make a relatively large location for player to explore, including both exterior and interior parts.\n\nThe first thing we've done was modular pieces of interior. It was really draft at start, but we managed to assemble a simple test scene, animate doors and pass all of this to programmer as fast as possible:\n![Clip2net_170804101730.png](\/\/\/raw\/0b2\/8\/z\/8d09.png)\nI've created colliders and prefabs from this sketch models as well.\n\nMeanwhile, I've updated models and animation:\n![Clip2net_170803202001.png](\/\/\/raw\/0b2\/8\/z\/8d0a.png)\n\nWhen models were done, the only thing that is left was to update test scene. And all I had to do is to replace meshes and pick new colliders' mesh in prefabs in the engine. Door animation were replaced in the same fashion. By doing this we've saved a lot of time and the scene was refreshed automatically and remained playable:\n![Clip2net_170804103632.png](\/\/\/raw\/0b2\/8\/z\/8d0d.png)\n\nIn the final version interior part has evolved. The modularity of the blocks really helped us to reduce time needed to create location. All this work came down to copy-paste pieces and snap them to the grid in the engine:\n![Clip2net_170804105219.png](\/\/\/raw\/0b2\/8\/z\/8d0e.png)\n\n\nThe situation was different with outdoor part of location: it wasn't necessary to align objects to a grid anymore, but I had to keep number of unique models as little as possible and somehow fill the canyon. And we wanted that player had ability to jump around the canyon, so we needed a platform-model.\n\nWe got off with this most minimal set:\n![Clip2net_170803202714.png](\/\/\/raw\/0b2\/8\/z\/8d11.png)\n\nIt's only two wall pieces: the platform and the column. To make the whole location out of them, they had to be severely scaled, non-uniformly as well. Appearance of the meshes was acceptable, but the difference in texture scale and offset was obvious. As a result, the view of the canyon was a mess.\n\nWe solved this problem with shader based on the world coordinates. Thus, all the pieces have the same color variation in vertical direction, and the overall canyon looks more consistent. An additional advantage: we didn't have to bother with UV-mapping.\n![ezgif-4-ead77c6aa4.gif](\/\/\/raw\/0b2\/8\/z\/8d13.gif)\n\nProps and enemies that were done as well. It was just basic modelling.\n![Clip2net_170803203257.png](\/\/\/raw\/0b2\/8\/z\/8d14.png)\n![Clip2net_170803202836.png](\/\/\/raw\/0b2\/8\/z\/8d15.png)\n\nTo avoid making explosions or some kind of death animation I quickly made another shader, that we animate through the script. It also uses only the world coordinates, so it is suitable for all enemies.\n![bandicam-2017-08-04-11-33-59-752.gif](\/\/\/raw\/0b2\/8\/z\/8d16.gif)\n\nBy the end of the Jam we've managed to create a location of this scale:\n![Clip2net_170803204538.png](\/\/\/raw\/0b2\/8\/z\/8d17.png)\n\nIt took us about 10-15 hours to model and texture everything. It should be noted that even in this short-term project about half of the models was re-modelled, some of them completely from scratch. The rest part of Jam I was building shaders, improving the visual appearance and creating location (here we worked together).\nMaking final build and publishing also ate quite a large chunk of the last day.\n\nIt was a crazy little Jam, but we've managed to get quite a lot of experience out of it!\nThanks everyone for your feedback!","comments":2,"comments-timestamp":"2018-04-26T10:16:27Z","created":"2017-08-10T05:23:11Z","files":[],"files-timestamp":0,"id":48670,"love":11,"love-timestamp":"2018-04-26T10:16:03Z","meta":[],"modified":"2018-04-26T10:16:27Z","name":"3d-graphics in our LD entry - Energy Scraps","node-timestamp":"2017-08-10T06:49:43Z","parent":36627,"parents":[1,5,9,32802,36627],"path":"\/events\/ludum-dare\/39\/energy-scraps\/3d-graphics-in-our-ld-entry-energy-scraps","published":"2017-08-10T06:49:43Z","scope":"public","slug":"3d-graphics-in-our-ld-entry-energy-scraps","subsubtype":"","subtype":"","type":"post","version":138943},"node_metadata":{"n_key":"48670","n_urlkey":"316348","n_parent":"36627","n_path":"\/events\/ludum-dare\/39\/energy-scraps\/3d-graphics-in-our-ld-entry-energy-scraps","n_slug":"3d-graphics-in-our-ld-entry-ener","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"33456","n_created":"1502342591","n_modified":"1524737787","n_version":"138943","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/39\/energy-scraps\/3d-graphics-in-our-ld-entry-energy-scraps","text":"I'd like to show our 3d-content creation process and highlight some tips along the way.\n\nOur Entry: https:\/\/ldjam.com\/events\/ludum-dare\/39\/energy-scraps\n\nSo, this is what we've achieved during Jam:\n![blogpost.jpg](\/\/\/raw\/0b2\/8\/z\/8d08.jpg)\n\nOur plans were to make a relatively large location for player to explore, including both exterior and interior parts.\n\nThe first thing we've done was modular pieces of interior. It was really draft at start, but we managed to assemble a simple test scene, animate doors and pass all of this to programmer as fast as possible:\n![Clip2net_170804101730.png](\/\/\/raw\/0b2\/8\/z\/8d09.png)\nI've created colliders and prefabs from this sketch models as well.\n\nMeanwhile, I've updated models and animation:\n![Clip2net_170803202001.png](\/\/\/raw\/0b2\/8\/z\/8d0a.png)\n\nWhen models were done, the only thing that is left was to update test scene. And all I had to do is to replace meshes and pick new colliders' mesh in prefabs in the engine. Door animation were replaced in the same fashion. By doing this we've saved a lot of time and the scene was refreshed automatically and remained playable:\n![Clip2net_170804103632.png](\/\/\/raw\/0b2\/8\/z\/8d0d.png)\n\nIn the final version interior part has evolved. The modularity of the blocks really helped us to reduce time needed to create location. All this work came down to copy-paste pieces and snap them to the grid in the engine:\n![Clip2net_170804105219.png](\/\/\/raw\/0b2\/8\/z\/8d0e.png)\n\n\nThe situation was different with outdoor part of location: it wasn't necessary to align objects to a grid anymore, but I had to keep number of unique models as little as possible and somehow fill the canyon. And we wanted that player had ability to jump around the canyon, so we needed a platform-model.\n\nWe got off with this most minimal set:\n![Clip2net_170803202714.png](\/\/\/raw\/0b2\/8\/z\/8d11.png)\n\nIt's only two wall pieces: the platform and the column. To make the whole location out of them, they had to be severely scaled, non-uniformly as well. Appearance of the meshes was acceptable, but the difference in texture scale and offset was obvious. As a result, the view of the canyon was a mess.\n\nWe solved this problem with shader based on the world coordinates. Thus, all the pieces have the same color variation in vertical direction, and the overall canyon looks more consistent. An additional advantage: we didn't have to bother with UV-mapping.\n![ezgif-4-ead77c6aa4.gif](\/\/\/raw\/0b2\/8\/z\/8d13.gif)\n\nProps and enemies that were done as well. It was just basic modelling.\n![Clip2net_170803203257.png](\/\/\/raw\/0b2\/8\/z\/8d14.png)\n![Clip2net_170803202836.png](\/\/\/raw\/0b2\/8\/z\/8d15.png)\n\nTo avoid making explosions or some kind of death animation I quickly made another shader, that we animate through the script. It also uses only the world coordinates, so it is suitable for all enemies.\n![bandicam-2017-08-04-11-33-59-752.gif](\/\/\/raw\/0b2\/8\/z\/8d16.gif)\n\nBy the end of the Jam we've managed to create a location of this scale:\n![Clip2net_170803204538.png](\/\/\/raw\/0b2\/8\/z\/8d17.png)\n\nIt took us about 10-15 hours to model and texture everything. It should be noted that even in this short-term project about half of the models was re-modelled, some of them completely from scratch. The rest part of Jam I was building shaders, improving the visual appearance and creating location (here we worked together).\nMaking final build and publishing also ate quite a large chunk of the last day.\n\nIt was a crazy little Jam, but we've managed to get quite a lot of experience out of it!\nThanks everyone for your feedback!","title":"3d-graphics in our LD entry - Energy Scraps","wayback_source":[]}