Comment by lasagna_coder
3 years ago
From the video I gather that texturing is still a manual step? I'm a little confused how your editor showed the model without a texture, then you were able to do a perfect color fill on the different parts of the model. One of the most difficult parts of modeling is the texturing, (bump/normal map, albedo/lighting, color, etc) with lots of trade offs for how big your texture is, how much can be re-used, not to mention the actual mapping stage, which even the best "smart" auto-mapping tools do just OK.
I'm impressed by the model demo, but a lot of the time comes from determining the style (conceptual design), then implementing that style within the details (which is the baking, painting aspects of creating the model textures). You mention Robolox/Minecraft and the demo uses a kind of low poly metaverse social app, which your demo fits well, so I'm wondering who your target market is, I assume its games/apps with high volume, low detail models at the moment, is this correct?
Thanks for the comment! Yes, texturing is a manual step using a small widget we've built. We do the fill monochrome for the different parts of the model. It's easy to do because of how the model is generated formed by different parts. Then, as it enters the game environment, it's affected by lighting too.
Yes, that is correct in the majority. The focus is games/apps with high volume, low detail. However, we can also do higher detail/resolution and some of our customers are PC and console studios and they use it for prototyping, blocking out scenes, iteration.
Our website and this video feature some higher detail models: https://youtu.be/jSZ7RMq5EKA