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Dark Blender - Tutorial/Demo of the latest features

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Danyl Bekhoucha presents an overview of the recent changes in Dark Blender.

Welcome to the future of game asset creation! (some tools are experimental and evolve a lot, this tutorial could quickly become outdated by a new version of Dark Blender)

Note: you must use the ID Brush to paint the ID, I have used the texdraw brush by mistake it makes glitchy intersection between two materials.

Features:

  • You can convert a drawing into a mesh, an high poly sculpture or hard surface mesh into a game asset with all his maps baked and saved (including all the lod).
  • You can see your game asset in real time with his normal and specular map applied. You can paint using the provided gradients by using ID colors: a color will affect a gradient allowing you to get cool color effects.You can paint on top with the color layer and soft light layer.
  • You can also generate a box from a plane, polish your sculpting, convert a mesh for sculpting (do an Union boolean + convert simple meshes into high poly). You can add a base mesh sphere in one click and it is attached in the X axis and is seperated once you enter in edit mode.
  • The game asset generator also allow you to generate a billboard and use your own low poly for baking.
  • Matcap and stencils are provided.
  • You can also quickly change the image ratio (not demonstrated in this video) by unmuting the 10241024 node, 20481024, etc.
  • There is a node to quickly composite your image, you have nothing to do.
  • You can render your low poly like if it was an high poly in Blender Cycles by using the Cycles Uber Shader. You just have to import your albedo, normal and displacement map.
  • Follow in real time the creation and the map baking of your game asset in the Blender console.

Note: In the video I struggled a little bit to paint with the gradients because the Ice wasn't connected properly. It's fixed if you download it.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

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