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Avaricia 3D - Development Thread (Modeling, Texturing, Rigging, Lightining, and more!)

Avaricia 3D - Unity Test IX from December 2022. I never uploaded it, guess it's time ^^
  • Modeling on Zbrush / Autodesk Maya
  • Rigging on Autodesk Maya with Advanced Skeleton
  • Textured at Substance Painter
  • Prototype on Unity Engine written in C#

 
Really fun following your project, starting to look really interesting. However, I can't get this thought out of my head while watching the character run.. or.. walk?
 
Really fun following your project, starting to look really interesting. However, I can't get this thought out of my head while watching the character run.. or.. walk?
Yeah that character shouldn't be the final model. For it I had to make a blend tree for each direction and one more blend tree for every secondary action, this way all the inbetween actions are calculated from previous to next move.

But it won't look good as long I make a better rig for the character. Or even, make a similar model to a mixamo's characters and use copy skin weight tool on a new model (with very similar topology) to directly take movements from mixamo.

Thanks for watching the videos,
Regards!
 
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@ralke, this is an excellent initiative! Your approach to using the orthographic camera and integrating a shear matrix for the desired perspective is on point. To simplify the grid system in Unity, you could explore snapping tools and grid-based plugins. These can accelerate development without compromising precision.

Additionally, for texture optimization and UV mapping, consider tools like Substance Painter to ensure consistency across tiles and reduce memory overhead. For real-time interaction, Unity's Event System can help refine OnMouseOver effects efficiently.

If you want to keep communication seamless while testing animations or textures, using platforms like WhatsApp for quick feedback loops with collaborators might also be helpful. Great progress so far—excited to see how this develops further!
Thanks! I abandoned this project quite long ago... but if you feel you know any way to craft a better grid system i'll be glad to try. I wouldn't recommend the approach I did. Having an ortographic view directly from models, will only cause difficulties on rigging, so I guess that ortographic should be settled directly on camera (I didn't investigate much more about it, was running out of time when I created this).

If you wish to have further talk about this project just message me at discord, felipe23. And about Substance, yes, I textured everything there; everything related to modeling, rigging, texturing, are areas I can handle, but scripting or systems (such as Unity Event System) are out of my knowledge.

Edit: Why the post from kaireenyloom dissapeared? Such a weird thing haha. Anyways, the answer is quoted.
 
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