ZBrush Skull Sculpting Study

This last Christmas, my girlfriend bought me ZBrush Core + Wacom Tablet bundle so I’ve finally decided toĀ learn ZBrush!
I’ve never sculpted before so to start I’ve decided to go with studying the skull main features.
Here’s the result of two weeks of studying.
Please enjoy!

Advertisements

Real-time shader recompiling

I’ve added real-time shader recompiling in my 3D engine.
It also returns if the shader has been successfully compiled and if not, it returns the line of the error and what the problem could be.
In the future, I’d like to incorporate my code editor in my Scene Editor so I don’t have to rely anymore on external edtiros (in this video I use Visual Studio Code).

Android OpenGL ES 2.0 Dynamic Lighting (and OBJ Parser/Loader

I’ve started porting my little 3D real-time engine to Android.
I like to keep the code as portable as possible so I tend to reduce at minum the need of libraries.
I only had to modify how I upload vertex data to the GPU because OpenGL ES 2.0 doesn’t support Vertex Array Object (VAO).
And of course I had to rewrite the shaders in GLSL 1.20 (OpenGL ES 2.0 compatible).
Here’s a simple dynamic lighting test using diffuse lighting:

Developing on PSVita

Back in 2014, Sony let user develop on PS Vita using Unity or a more low-level way using C# and the PSM SDK.
Of course, I’ve decided to go with the second option and it was so much fun to try to understand how to get access to the GPU of one of the best mobile console ever created!

iOS OpenGL ES 2.0 drawing and animation

Once I had to develop an application for my job that let the user draw his/her signature and then watching it animate to become straight lines.
The Funny thing at that time was that I had never touched iOS!
So to speed things up I coded all the logic in C++ and then wrap it in C to be able to call it from Objective-C to reduce at minimum the coding in Objective-C.
It worked great!

My own code editor

I’ve started coding my own code editor to include in my Shader Editor I’m currently developing using my little 3D real-time engine: the Mist Engine, cool name isn’t it? šŸ˜€
I’ve decided to use Qt Framework because it’s free and most important, it works pretty much on any platform.
I’ve been able to develop and build the thing both on my Windows PC and my MacBook without much of a fuss!
At the time of this writing, it supports:

  • line numbers
  • syntax highlight for multiple languages (C++ and GLSL are the ones I care for)
  • Some sort of auto-indentation when typing
  • TabĀ indentation