Procedural Kobold Texture Generation
Added 2019-07-02 10:30:19 +0000 UTCBeen a while since my last update, sorry! I've been digging into how to get some way for me to easily customize Kobolds on the fly. Unity has native Substance Painter integration, so I've been investigating that.
I'm planning on shipping an update soon for Dragon patrons that lets them customize and upload a custom Kobold to VRChat. It will allow for custom shirt graphics, as well as adjusting advanced/perverse colors, patterns, and gradients. This customization editor will work in my game for procedural Kobold textures as well...

I've recreated the Kobold texture with toggles to enable clothing or certain "parts" of the model.
This has the benefit of having sliders for things like "freckle amount".

Color/texture/pattern swaps, and clothing toggles!

Here's a purple Kobold with green bits and pants, all procedurally generated in-game using a compiled Substance Designer file.
There was quite a few challenges that I ran into that really slowed my progress. The first thing is that Unity uses a CPU renderer that prevents me from using Triplanar mapping. The artifacts from the original Triplanar node caused artifacts like this:

And here's with a CPU Triplanar node instead:

No more nasty noise artifacts! This is due to the CPU Substance engine being incapable of using 16bit texture maps, which the original Triplanar mapping node requires in order to not shit the bed.
Now I just need to find out why the CPU Triplanar node increases the filesize of the export by 60mb every-time I use it....

I've submitted a bug here about it: https://forum.substance3d.com/index.php?topic=29648
Hopefully it gets fixed or I find a work around, because I really don't want to ship a procedural texture that ends up being 300mb aaaaa.
Comments
Ah sorry! I've been posting tiny updates to the discord. I'm about to post about something cool soon..
Naelstrof
2019-08-28 20:09:16 +0000 UTC