Project download:
ramen_mecha_v06_t03_Packed.blend
Sketchfab Preview:
https://skfb.ly/oNQIF
Demo of Improvement for procedural mecha,
I will retopologize and bake in reasonable sizes and performance costs for the game level later,
can't wait to post and share now~
Sorted up the procedural modular mecha workflow, including:
- the controllable AI design (based on prompts, my doll models as reference, will create my own SD LORA after I create enough assets ),
- build high-poly detailed mesh from the proxy mesh by modifiers array instead of sculpting each one by hand which I dislike,
- PBR procedural coating metal materials and maps,
- Real-time NPR Shaders, which are totally built by basic nodes that I can rebuild on Blender-EEVEE, Unreal Material nodes, Unity UPR Shader Graph, Godot, and so on, as general shaders.
There will be 5 types of mecha in the plan:
-This one belongs to the Lord, Warframe-like and good at melee attacking,
-the Pascal, look like the modern power suits, are good at shooting, (may look different in the future, seems not outstanding looking enough now)
-the Mask, Kamen-Rider-like, are good at supernatural power like sci-fi magic,
-the Ally, seems building by boxes, are good at team supporting,
-the Niji, in curving girl shapes, are good at drone control,
Actually, not sure if the settings will last till the end, I already changed a lot for the sake of asset generators, storytelling, and gameplay (some of you may remember the chibi knights and mages at the very beginning~), but I try keeping things general for most projects, like workflow, shaders, and gameplay, that we can be benefited from them in the future~
consider testing all mecha types first, or level assets first...?
Feel free to contact me by leaving a comment or mailing to chambersu1996@gmail.com, if any questions or anything here interests you~