This is amazing! Please tell us, What programs where used to create these amazing animations?
I am continuing development on WorldKit as a solo endeavor now. Progress is a bit slower as I've had to take a more moderate approach to development hours. I took a short break following the failure of the commercial launch, and now I have started up again, but I've gone from 90 hour work weeks to around 40 or 50 hour work weeks. See my longer reply on the future of WorldKit here: https://www.youtube.com/watch?v=CAYgW5JfCQw&lc=UgxtXVCCULAyzrzAwvp4AaABAg.8swLeUjv7Fb8swt1875FAT I am hard at work with research and code, and am not quite ready to start the next fund-raising campaign to open-source, so I've been quiet for a while. I hope to have a video out on the new features in the next few weeks.
Someone please create open source world creator already in C/C++.
Adrien Lelièvre, an artist from Beenox, has recently shared a post on his experiments in Substance Designer. The thing is that the artist found a way to have a mesh node inside the tool.
I’ve been very inspired by Dannie Carlone and his zbrush+designer workflow (him and others!) that totally shows the strength of baked geometry, and that brought me back to the first thing I ever wished I had in SD: a mesh node!
So I started trying to find work-arounds, and came to find a way to have this mesh node! finally !
I was quickly confronted to the interpenetrating geo issue, which, can not really be solved in designer as far as I know.
I might go back to the Max blending mode that is offered by Tile Sampler Grayscale as it lets the meshes interpenetrate each other in a smooth way, rather than having one on top of the other like you can see it right now.
So as I said this one example is extreme, but this flow’s great when you stick to one layer, putting stuff on the ground for instance.
As of piles, I don’t believe it could replace a positioning by hand or a gravity simulation. who knows…
The artist will share more details on the progress, so make sure to check out this thread.