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Reverse Engineering Everspace Models 

Ombarus
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Let's try to divine the asset pipeline of Everspace based only on the final data packed into the game!
Various Resources mentioned in the video:
Texturing Tutorial from ‪@RyanKingArt‬
Spacehips, Concept Design pipeline for Sci-fi ► • Spaceships, Concept D...
Making Bio-Mechanical Tubes in Blender ► • Making Bio-Mechanical ...
1h Greeble ► • One hour of greeble
ESPINAS Speed Sculpt ► • Blender - ESPINAS Spee...
UE Viewer ► www.gildor.org...
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My name is Ombarus and I'm a programmer / game developer from Canada who moved to Japan and decided to try my own luck with game dev.

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6 окт 2024

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Комментарии : 6   
@owenlloyd2528
@owenlloyd2528 Год назад
This was interesting, thank you
@Smaxx
@Smaxx Год назад
I always hated fiddling with 3D exports etc., too, but with Godot 4 you're finally able to avoid doing so. Once properly set up, Godot 4 will just in background convert and import Blender files, so you can use those "directly". Last time I've tried, it didn't import materials, but that's less of a concern for me, since I can just assign/overwrite them anyway. Regarding actual textures, I'd say there's nothing keeping you from keeping the textures separated. While there is a certain overhead for switching between textures, I'm pretty sure that's kind of a non-issue in most games. As such, instead of squeezing three grayscale images into one image (one per channel), I'd just use separate grayscale images. Once loaded this should be pretty much identical to everything being merged, including memory consumption.
@ColorauGuiyino
@ColorauGuiyino Год назад
Very interesting. Thank you for sharing.
@vvvorlds
@vvvorlds Год назад
Yes, somehow when I tryout any AAA models and textures in Godot, it always looks off. I guess the best solution is to write your own shader which will be 100% equivalent the the one in blender. Plus the balance in the Env.
@vincentcleaver1925
@vincentcleaver1925 6 месяцев назад
How could do that to us?! 8-P
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