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++.
Allegorithmic has announced another update for Substance Painter. Complex projects need multiple texture sets, so the team decided to introduce Layer Instances, but that’s not all.
Here are details on the release from the company:
The new Layer Instances feature lets you share the content of one or several layers across multiple texture sets. This means that different texture sets can now share a single unified layer stack, reducing dramatically the time spent on the look development phase when working on complex assets. The feature is flexible enough so that you can share the full layer stack or only specific layers and folders, giving you the ability to increase productivity while still maintaining good performance on large projects.
For game developers, this means new ways to texture by removing the barrier of texture sets and allowing you to work on multi-material assets in a unified way, no more copy-pasting materials from one piece of armor to the other.
Updated Live-Link Plugin with Unreal Engine 4 Support!
The Substance Painter Live-Link plugin has been updated and now supports both Unity and Unreal Engine 4.
All you have to do is update your UE4 Substance plugin from the Epic Marketplace. Right-click on any mesh in your Content Browser and click the “Send to Substance Painter” item in the list (make sure Substance Painter is already running in the background).
A live-link will be created between the two apps and anything you do in Substance Painter will automatically be reflected in your Unreal Engine 4 project. When saving, your Painter project file will be saved in your Unreal project, letting you send the model back to Substance Painter at any time during production and iterate while avoiding the time-consuming export and import steps.
This release also adds 40 new grunge maps, expanding the ranges of possibilities for creating more complex and realistic materials. Some of these grunges are also procedural, which also allows for creation of new variations.
Sketchfab Exporter Improvements
The Sketchfab Exporter has been updated to allow draft publishing, letting you iterate on the same project rather than creating a new one with each export.