Procedural materials can be exported, although you lose a certain amount of detail in the process. What I'll have to do is bake the color, normal, and specular maps onto a 1x1 plane and then export those. They'll be limited by resolution, and they won't tile. The procedural texture can of course be extracted from the .blend file. :)
Unfortunately, the ethanon engine isn't ported to Linux just yet... the code that it runs on top of doesn't support OpenGL at the moment, so it's tied to Windows. Too bad, too, because it looks amazing.
The edgeloops are so-so at best. I think in general you ultimately have to retopo when you make a mesh that way, but I could be wrong. I might ask on the zbrush forum.
Procedural materials can be exported, although you lose a certain amount of detail in the process. What I'll have to do is bake the color, normal, and specular maps onto a 1x1 plane and then export those. They'll be limited by resolution, and they won't tile. The procedural texture can of course be extracted from the .blend file. :)
...and some piles of gold coins, rendered in Blender.
http://opengameart.org/content/isometric-gold-coin-piles
A pile of gold. Most of the work went into creating the node-based texture.
http://opengameart.org/content/pile-of-coins-w-procedural-node-material-...
http://opengameart.org/content/low-poly-female-mesh-unrigged
Here's the zbrush topology.
The old ones drop off after 30 days, so there's no reason to give up. That said, WeaponGuy is clearly rocking.
Unfortunately, the ethanon engine isn't ported to Linux just yet... the code that it runs on top of doesn't support OpenGL at the moment, so it's tied to Windows. Too bad, too, because it looks amazing.
Just a heads up. www.cubecreate.com leads to a test page. You might want to instead forward it to cubecreate.com, which works. :)
Bart
Hey pfunked, can you re-link your blender template file for OSARE?
Here we go:
http://i.imgur.com/djOdp.jpg
The edgeloops are so-so at best. I think in general you ultimately have to retopo when you make a mesh that way, but I could be wrong. I might ask on the zbrush forum.
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