Scene composing


Some quick scene blocking, some models are place holders.

Placing trees one by one when there is no quick paint objects :unamused:

I’s a small graphic capabilities demo (no game) , Armory materials and shaders (foliage transluency, parallax, refraction, pbr, detail texture, global illumination, emissive materials, post effects).


I’ve never used it, but there is a grease pencil scatter plugin for blender. It is supposed to help you spawn objects on another with grease pencil strokes. That might be useful for placing trees and stuff like that.

Can’t wait to see the scene with materials. :slight_smile:


Reading posts, it looks limited to a plane only.

It’s one object after another, material painting takes lot of time unfortunately, and i’m doing it in my spare time.


Oh, BTW that video you posted earlier about a Substance Painter type workflow in Blender was great. I’ve wanted to do that for a while now. I knew how to do the shader mixing, I just couldn’t figure out how to see what I was doing while I was painting. It’s all in that opacity slider.


Metal fence is painted.


So how do you go about the painting? Like do you use Blender or something else? And how do you get the differen maps such as roughness, color, normal, and occlusion. Or do you get it from somebody else?


I use Substance Painter to work fast, it can bake normal, curvature, id color maps,ao and other maps.
You export your maps once you finished painting.

I use a custom script that copies and replace changed models and textures from a working directory to the game engine assets folder (both have same structure folders), it’s just one click to synchronize my work when i want.


What size texture are you using?


Textures are 2048*2048, it could be 4096 for big assets on LOD 0 depending on game resources budget.


A new model addition, a power tower system (the demo scene will have some light alien or sci fi vibe).

Design change