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An Automated Sprite Rendering System

using Blender

Kenan Blkba

October 26, 2014


About Us

I Kenan Blkba
I stanbul, Turkey
I CG Generalist and Developer
I Ekseriya Studios, stanbul
I Completely F/LOSS technology stack on development
I Fully in-house production infrastructure and game-engine
I Small, very ambitious team
I Mobile-first multi-player cross-platform (mobile &
desktop) games
I Sprite graphics, 2.5D
How we use Blender

I We use it for all graphics production.


I But also for:
I prototyping
I optimization
I workflow
I labor
I resources
BGE for Environment Generation

I BGE is not our game engine.


I But we use BGE extensively.
Result
BGE for Prototyping
Compositor for Prototyping
Viewport for Prototyping
Freestyle for Imitating Hand-painted Textures
Blender Python Scripting for Workflow
Optimization

If you dont optimize Blender for your own workflows, then


you are doing it wrong. -Sebastian Knig
Sample
Why such system?

I Process was hard and problematic to maintain manually.


I Too many assets, easy to make mistakes.
I Varying settings:
I Grid size
I Directions
I Too much repetitive work.
I Concept revisions are very common.
I Materials and lighting are due to change.
I Models should be rendered with varying number of
directions.
I Sprites should be managed properly for atlas generation.
Aim
How: The System
Example

$ sprite -nira beamer helix air-missiles hadron-collider tesla-coil


battle-cruiser marauder
Results
Results
Results
Results
Contact

I Twitter: @kenanbolukbasi
I Mail: kenanbolukbasi@gmail.com
I Website: kenanb.com
I github: github.com/kenanb
I freenode: kenanb
I Ekseriya: ekseriya.com

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