Unfortunately, the ongoing 4-fold chemotherapy completely put me out of action for almost a week. So the progress is rather homeopathic.
Now I have enough clothes for the characters. The entire wardrobe was placed as an asset in Unity's AssetStore. Let's see if anyone is interested. As an advertisement I also made two short videos:
So far I have no answer as to whether the asset will be accepted by Unity yet.
The combination of Anega with UMA is more difficult than expected. Since UMA characters are not available at the moment of their initialization but only a few cycles later, I had to use a few tricks so that a new character was also visibly wearing it’s garment.
Using an UMA wardrobe recipe for independent items on ground proves to become difficult as well. I could build for every piece an independent stationary model but that’s sounds like a lot of work on the long run. So I have to find a way to build the stationary model out of the recipe on the fly.
The new default sets. This are wardrobe sets from the UMA fantasy garment development, I did over the last month. As you ca see it is used in Anega so some steps are done already. But a number of issues I have to solve yet.
- Upgrade the main game to Unity 2019.1.14
- Remove error if player has poor reading skill and the text is of medium size.
- Prepare equipment camera for removal.
What Comes Next?
Find a way to create wardrobe items not connected to a character (e.g. lay your gloves on the ground).
Initialize the appearance (hair, beard, height, muscles, belly, breast, skin and hair color) of an character using UMA DNA.
According to different statistics, women have more shoes as men. https://de.statista.com/statistik/daten/studie/779536/umfrage/besitz-von-schuhen-nach-geschlecht-in-deutschland/
And so I rebuild the boots and shoes for male and female to have a literally endless amount of footwear available.
But redesigning female shoes from scratch had nothing to do with the statistics but the fact, I made a mistake earlier so the female shoes were not mirrored. And if any men want to become the shoe richest person in game, that’s no problem. Every piece of garment including shoes exists for male and female character.
Beside the robes exists dresses now as well. But a men in wearing a dress looks strange however.
Rebuild female shoes (previous were not mirrored).
Make foot protection for boots available for shoes too
What Comes Next?
The whole garment package shall become a Unity asset. Preparation and provision will be next.
And then I’ll try to integrate UMA into the main game.
Personally I hope the cancer can be pushed back by the ongoing extremely hard chemo therapy for a while.
When I wanted to make hats, I thought it would be possible to make them so big that all hair is covered by them.
One does not even believe how voluminous hair really is. The hats looked like oversized sombreros. So I prefer to have some of the hair disappear when putting on a hat. This is more work, but it looks better.
- 3 different hats with decorations
- Modular steel boots with parts that can be used with any shoe or boot
In total there are now 52 different basic designs (meshs) and 86 detailed designs (normal maps) and 120 textures at the moment. 87 pieces of garment are prepared. Every single item is available for male and female character.
At least one day I have spent writing documentation about the garments and the possible combinations.
Last week I met some other Blender user in the Nuremberg Blender User Group (nuremBUG). The logo is the Blender logo, represented by three Nuremberg sausages in a roll (3 im Weggla). That’s a great idea.
And I was very surprised that my approach is apparently not much to be improved. But I've learned some tricks that improve the quality of the model and the speed of work.
From a conversation with UMA gurus I learned that it does not matter from the point of view of the processor load, how many texture overlays are used to create the final texture. The whole texture is calculated only once when called. This means that virtually any number of elements can be superimposed. I've already started customizing some of the designs.
Some linen garment was reworked and prepared for independent coloration. This increases the number of possible garments dramatically.
- Trousers: belt; laced and gaiters
- Shirts: button up, laced and patches
I build a small tool what allows me to replace all textures with another resolution up to the design value 2048x2048. That’s quite helpful since I have already 671 texture files. So one day I could show all garment in the best possible texture resolution even if it might not be used in the game due to size issues.
What Comes Next?
Application dyeable and combinable textures to more fabric garment.
Some real dresses and prepare to provide the package in the Unity Asset Store.
Then Back to the game and apply the items.
For over 10 years I create advent riddles for orienteering. The same technology I used for my favorite game from time to time. And now my favorite game is Anega. But it’s tricky since there is no map or playable still. But I have already 2x83 pieces of garment made for Unity UMA with Blender. And so I found a way:
The development of garment using Blender and UMA went on. This time I don’t create a lot of new items but apply some experience to existing garments. Trousers, shirts, hauberks, gloves and robes are using colorless (grey) fabric now and can be colored in any color wanted. Consequently the number of possible combination becomes almost endless.
During the revision and extension of the gloves, I introduced colorless leather. Now the number of possible gloves goes through the roof as well.
Some special designs for pants and gloves have been deleted and replaced with additional elements for the standard clothing. This considerably increases the number of possible combinations.
On the other hand, I could add a few little things like a bag or a pouch to trousers.
Therefore, the total numbers do not rise so much and in some cases even decrease. But all the possibilities for clothes went through the roof. For example, for the Christmas calendar, I've just rebuilt 12 of 24 parts from available primitives.
- 165 x 2 overlays (texture sets)
- 55 x 2 slots (basic low poly forms)
- 93 * 2 recipes (pieces of garment ready to wear)
The MeshHide organization was extended by a documentation part. Now I create a DokuWiki page with all available pieces of garment direct from the game.
This includes some error checker as well. Missing pieces and inconsistent male/female settings are reported.
The error checker findings were applied. About 40 files were renamed or relocated.
What Comes Next?
The latest news about my tumor is not very good. Therefore, I am currently lacking the belief that it still makes sense to work on the overall game.
So I'll just round off the existing UMA parts first. So shoes, boots and dresses are next.
There is nothing really new. I will have to work on the last missing basic garments for some time.
- Modular body armor
- Modular leg armor
- Robe with belt, rope and/or scapular
In total there are now 45 different basic designs (meshs) and 59 detailed designs (normal maps) and 89 textures at the moment. 75 pieces of garment are prepared. Every single item is available for male and female character.
I build a camera controller and a help screen for the UMA test project. It’s now easier to check the garments.
There is now a new terrain texture that is supposed to represent split. I now know how to create my own terrain textures.
The basic dress what is used for robes as well has been rebuilt to reduce the clipping effects. It’s still not perfect but acceptable now.
What Comes Next?
Modular armored boots and gloves
Some dress and more robes