It totally has a vibe of the old medieval gargoyles in cathedrals and churchs. Those were the pieces in which most artists would get wild with their imagination, back then...
*_You should make details and survival stuff for it like sanity, hydration, hunger, ammo, and energy by adding berries or water in some places if your gonna be there for a while. Also you can consider adding sounds and more like the monsters maybe like make a eerie breathing sound and the gun needs to be WAY louder for realism because guns are loud._*
Hey Boro, I watched recently your shapelab video showcasing the program, looks incredible, I am curious though about its possible application on making a model for a VR game, sculptures in shapelab are very optimized but is still too much for a VR game itself if you arent targeting PCVR, I wanna know your opinion on this matter since you have extensive experience with the software, is it possible to decimate the model in shapelab so its possible to be used on VR directly in unreal or do we have to go to blender and make a low poly and bake the normals like with a traditional sculpt? which even if the answer is the traditional baking process on blender seems to be quite less of a hassle than with something like Adobe Medium
Shapelab lets you quickly decimate the model when exporting, at the same time it creates an automatic UV map and projects a normal map on the decimated model. Color, metallic, roughness and emission are also expected as maps. Roughness and Metal are put into a single texture in different channels. I don't remember exactly if emission is a separate rgb file, but I think it is
hello, this is very cool, sculpting in VR is something that I definitely will do in a future, what glasses and controls are you using? I imagine al of thes is very expensive right?
hey boro or anyone who has an oppinion on this. does it make sense learn blender, zbrush, maya and all the industry software now that there are so many new programs and technologies like the ai stuff appearing and developing so quickly? i wonder how the workflows will look in like 5 years and it will be detached from current knowledge
It totally has a vibe of the old medieval gargoyles in cathedrals and churchs. Those were the pieces in which most artists would get wild with their imagination, back then...
I can't wait to test out thew new Shapelab features. Looks really promising. I have been waiting desperately for gizmos
It's quite fun to find cool ways to use these. And they're only starting this stuff!
looks cool, If i was placing it somewhere in the world I'd place a light behind it or put candles in the holes to draw attention to it
*_You should make details and survival stuff for it like sanity, hydration, hunger, ammo, and energy by adding berries or water in some places if your gonna be there for a while. Also you can consider adding sounds and more like the monsters maybe like make a eerie breathing sound and the gun needs to be WAY louder for realism because guns are loud._*
Always great to see what you are working on !!!
Hey Boro, I watched recently your shapelab video showcasing the program, looks incredible, I am curious though about its possible application on making a model for a VR game, sculptures in shapelab are very optimized but is still too much for a VR game itself if you arent targeting PCVR, I wanna know your opinion on this matter since you have extensive experience with the software, is it possible to decimate the model in shapelab so its possible to be used on VR directly in unreal or do we have to go to blender and make a low poly and bake the normals like with a traditional sculpt? which even if the answer is the traditional baking process on blender seems to be quite less of a hassle than with something like Adobe Medium
I comment here since I see you move your model into unreal flawlessly and I liked that a lot
Also I would love to see more of the process on your workflow from shapelab to unreal with the materials textures etc
Shapelab lets you quickly decimate the model when exporting, at the same time it creates an automatic UV map and projects a normal map on the decimated model. Color, metallic, roughness and emission are also expected as maps. Roughness and Metal are put into a single texture in different channels. I don't remember exactly if emission is a separate rgb file, but I think it is
@@BoroCG OH, thanks for the answer, thats perfect! Thanks you
hello, this is very cool, sculpting in VR is something that I definitely will do in a future, what glasses and controls are you using? I imagine al of thes is very expensive right?
Tutorial:
step 1 - 0:01
step 2 - 0:07
you done!!
That's right! A friendly reminder though, my vids are usually not tutorials, more like a vlog
Is oculus medium outdated?
Hey Boro, just thought you should know the word Altar is pronounced "All-Tar" in English!
I pronounce it closer to “Olta”
hey boro or anyone who has an oppinion on this. does it make sense learn blender, zbrush, maya and all the industry software now that there are so many new programs and technologies like the ai stuff appearing and developing so quickly? i wonder how the workflows will look in like 5 years and it will be detached from current knowledge
Hello Borodante
Howdy
First