StableProjectorz v 1.2 - Texturing the Dungeon Platform (Workflow example)Igor Aherne2024-02-08 | A free software for texturing 3d Assets using AI (via Automatic1111 Stable Diffusion) stableprojectorz.com
Create, combine, and fine-tune high-quality textures for your 3D models, with ease. - Preserves original UVs.
- Makes multiple art variants (batches of art), via the Depth of the scene. Art is then automatically projected onto the 3D objects.
- You can mix different art-projections and remove seams between them. Adjust blending by painting/brushing directly on the 3D model.
- Adjust Hue, Saturation, Value, Contrast of any 2D-art-projection.
- Generate and use 2D Background to inspire the StableDiffusion when texturing your actual 3D-object.
- Bake Ambient Occlusion shading, applies on top of all projections.
- Uses several Control Net units, the first one is Depth (ON by default).
- Uses img2img (Inpaint) Masking, to project only into selected areas. Ability to additionally enhance it with an inpaint-ControlNet unit.
- You can use additional control net, such as Style-transfer control net, etc.
- Open your 3D models (OBJ), your own textures (PNG, JPG). Both txt2img and img2img capabilities.AI Character Inpaint - StableProjectorz 2.0.4Igor Aherne2024-10-14 | Free AI texturing from a local PC: stableprojectorz.com Join our discord: discord.gg/aWbnX2qan2StableProjectorz 2.0.4 Beta: Anti-Leak depth algorithmIgor Aherne2024-10-10 | Free AI texturing from a local PC: stableprojectorz.com Join our discord: discord.gg/aWbnX2qan2StableProjectorz 2.0.3 Beta (free AI 3d-texturing)Igor Aherne2024-09-26 | Free AI texturing from a local PC: stableprojectorz.com Join our discord: discord.gg/aWbnX2qan2Removing Gloss and Distortions - StableProjectorz 2.0.2Igor Aherne2024-09-24 | StableProjectorz is a free 3D texturing tool that uses AI and runs from a usual PC. Join our discord: discord.gg/aWbnX2qan2StableProjectorz 2.0.0 skull demoIgor Aherne2024-09-22 | Free AI texturing from a local PC: stableprojectorz.com Join our discord: discord.gg/aWbnX2qan2StableProjectorz 2.0.2 - Inpaint exampleIgor Aherne2024-09-22 | You can see that I have Inpaint active - the lower left panel is open. This means I can paint colors, I am holding ALT and clicking on my object to sample color, And then with the + brush I'm painting those colors,
Finally, I keep Re-think about 55% so it doesn't generate something too different, and hit Gen Art.
Afterwards, while Inpaint is disabled, I'm erasing projection in places where it's stretched, using the eraser. Holding R to see it in red, easier.StableProjectorz 2.0.1 BetaIgor Aherne2024-09-20 | stableprojectorz.com Free texturing via StableDiffusion on a home PCStableProjectorz 1.8.1 - Free 3D texturing with AI (Stable Diffusion)Igor Aherne2024-08-04 | stableprojectorz.com A free AI tool for texturing 3D via A1111 StableDiffusion. Features Soft-Inpaint (Sketch), image-style transfer (IP adapter), multi-view projection, upscalers. Free - no server, no subscriptions. Join our Discord!StableProjectorz - 1.6.4 Character TexturingIgor Aherne2024-06-22 | Character texturing. A seven minute video, showing Style Transfer via IP Adapter. + Shows how to remove any final seams via Background-Inpaint As always, be mindful when using IP adapter, to avoid making duplicate of any trademarked stuff, like Pikachu or Disney characters.Stable Projectorz: How to use (version 1.5 May 2024)Igor Aherne2024-05-09 | A free software for texturing 3d assets using AI, with your own computer. (Via Automatic1111 Stable Diffusion) stableprojectorz.com
Create, combine and fine-tune high-quality textures for your 3D models, with ease. Preserves the original UVs.
– Makes multiple art variants (batches of art), via the Depth of the scene. Art is then automatically projected onto the 3d objects.
– You can mix different art-projections and remove seams between them. Adjust blending by painting/brushing directly on the 3d model. Adjust Hue, Saturation, Value, Contrast of any 2d-art-projection.
– Generate and use 2D Background to inspire the StableDiffusion when texturing your actual 3d-object.
– Bake Ambient Occlusion shading, applies on top of all projections.
– Uses several Control Net units, the first one is Depth (ON by default).Uses img2img (Inpaint) Masking, to project only into selected areas. Ability to additionally enhance it with an inpaint-ControlNet unit.
– You can use additional control net, such as Style-transfer control net, etc. Open your 3d models (OBJ), your own textures (PNG, JPG). Both txt2img and img2img capabilities.
0:00 Input Panel 2:49 Control Networks 5:14 First generation 6:37 Navigating the Main Viewport 7:29 Hue / Saturation / Value 7:50 STEP 1: Multi View Projection 11:01 STEP 2: Blending the seams 17:06 STEP 3: Inpaint Screen Mask 20:10 Adjusting an isolated mesh 22:50 STEP 4: Diffusing extra details 28:24 Exporting the textures 29:46 Background-Inpaint 34:55 ConclusionAI for Texturing of 3d objects, from home PC (StableProjectorz 1.3.8)Igor Aherne2024-03-21 | A free software for texturing 3d Assets using AI (via Automatic1111 Stable Diffusion) stableprojectorz.comStableProjectorz + Sectigo Certificate :)Igor Aherne2024-02-07 | A free software for texturing 3d models on your own computer using Stable Diffusion stableprojectorz.comStableProjectorz v 1.0 - Texturing a bag (Workflow example)Igor Aherne2024-01-13 | A free software for texturing 3d Assets using Artificial Intelligence (via Automatic1111 Stable Diffusion) stableprojectorz.com
Create, combine and fine-tune high-quality textures for your 3D models, with ease. - Preserves the original UVs.
– Makes multiple art variants (batches of art), via the Depth of the scene. Art is then automatically projected onto the 3d objects.
– You can mix different art-projections and remove seams between them. Adjust blending by painting/brushing directly on the 3d model. Adjust Hue, Saturation, Value, Contrast of any 2d-art-projection.
– Generate and use 2D Background to inspire the StableDiffusion when texturing your actual 3d-object.
– Bake Ambient Occlusion shading, applies on top of all projections.
– Uses several Control Net units, the first one is Depth (ON by default).Uses img2img (Inpaint) Masking, to project only into selected areas. Ability to additionally enhance it with an inpaint-ControlNet unit.
– You can use additional control net, such as Style-transfer control net, etc. Open your 3d models (OBJ), your own textures (PNG, JPG). Both txt2img and img2img capabilities.How To Use - StableProjectorz v 1.0 (old tutorial, check v1.5 instead)Igor Aherne2024-01-13 | A free software for texturing 3d assets using AI, with your own computer. (Via Automatic1111 Stable Diffusion) stableprojectorz.com
Create, combine and fine-tune high-quality textures for your 3D models, with ease. Preserves the original UVs.
– Makes multiple art variants (batches of art), via the Depth of the scene. Art is then automatically projected onto the 3d objects.
– You can mix different art-projections and remove seams between them. Adjust blending by painting/brushing directly on the 3d model. Adjust Hue, Saturation, Value, Contrast of any 2d-art-projection.
– Generate and use 2D Background to inspire the StableDiffusion when texturing your actual 3d-object.
– Bake Ambient Occlusion shading, applies on top of all projections.
– Uses several Control Net units, the first one is Depth (ON by default).Uses img2img (Inpaint) Masking, to project only into selected areas. Ability to additionally enhance it with an inpaint-ControlNet unit.
– You can use additional control net, such as Style-transfer control net, etc. Open your 3d models (OBJ), your own textures (PNG, JPG). Both txt2img and img2img capabilities.Installation - StableProjectorz v 1.0 (Old / Legacy)Igor Aherne2024-01-13 | A free software for texturing 3d assets using AI, on your own computer. (Via Automatic1111 Stable Diffusion) stableprojectorz.com
Create, combine and fine-tune high-quality textures for your 3D models, with ease. Preserves the original UVs.
– Makes multiple art variants (batches of art), via the Depth of the scene. Art is then automatically projected onto the 3d objects.
– You can mix different art-projections and remove seams between them. Adjust blending by painting/brushing directly on the 3d model. Adjust Hue, Saturation, Value, Contrast of any 2d-art-projection.
– Generate and use 2D Background to inspire the StableDiffusion when texturing your actual 3d-object.
– Bake Ambient Occlusion shading, applies on top of all projections.
– Uses several Control Net units, the first one is Depth (ON by default).Uses img2img (Inpaint) Masking, to project only into selected areas. Ability to additionally enhance it with an inpaint-ControlNet unit.
– You can use additional control net, such as Style-transfer control net, etc. Open your 3d models (OBJ), your own textures (PNG, JPG). Both txt2img and img2img capabilities.StableProjectorz v 1.0 - Texturing the Dungeon Door (Workflow example)Igor Aherne2024-01-13 | A free software for texturing 3d Assets using AI (via Automatic1111 Stable Diffusion) stableprojectorz.com
Create, combine and fine-tune high-quality textures for your 3D models, with ease. Preserves the original UVs.
– Makes multiple art variants (batches of art), via the Depth of the scene. Art is then automatically projected onto the 3d objects.
– You can mix different art-projections and remove seams between them. Adjust blending by painting/brushing directly on the 3d model. Adjust Hue, Saturation, Value, Contrast of any 2d-art-projection.
– Generate and use 2D Background to inspire the StableDiffusion when texturing your actual 3d-object.
– Bake Ambient Occlusion shading, applies on top of all projections.
– Uses several Control Net units, the first one is Depth (ON by default).Uses img2img (Inpaint) Masking, to project only into selected areas. Ability to additionally enhance it with an inpaint-ControlNet unit.
Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorAherne :DThe making of Brave Save (+ mobile games dev advice)Igor Aherne2019-01-31 | Brave Save on GooglePlay: play.google.com/store/apps/details?id=com.Whaleride.BraveSave BraveSave on AppStore itunes.apple.com/app/brave-save/id1452350718 Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorAherneDifferentiable Neural Computer - simple visualization of Link Matrix (Artificial Intelligence)Igor Aherne2018-09-11 | DNC is a type of Recurrent Neural Network, which has a luxury of its own external memory that's fully differentiable. It was invented by Alex Graves, Greg Wayne et al, in 2016
Here, we can observe how its Link Matrix takes note of which write weightings were used, and their order.
Custom Engine written in c++ and OpenGL features: -Double-bounce Indirect Illumination based on 3d texture volumes + quadralinear filtering (interpolation through the 4th dimension); -Cone-traced shadows, -Dynamic voxel reflections, -Cone-traced Ambient Occlusion; -Soft Shadows and double color-bleeding;
All 3D assets are made by me.
2016 Igor Aherne's Implementation, Newcastle University, MSc.
---
We achieve this lighting in several steps: 1) make triangles into voxels, store them in a 3D texture (which is like a big cube), - this texture contains just Original, unlit colors of materials - will call them "Basecolor" from now on.
2) Similar to the basecolors, store the normal of the voxel in a 3D texture #2.
3) Illuminate each voxel with your point light sources and store it as another texture #3 (Diffuse 3D texture). Of course, we make such diffuse as lambert*basecolor*lightColor*shadowmap01coeff If the voxel is emmissive - prevent shadowmapping on such voxel, and store its Basecolor into texture #3 instead (if it glows, then no shadows shall affect/darken it). 3.5) we must store Alpha=1 for each diffuse voxel in this texture. Empty voxels should have Alpha=0 (But, if your scene is in fog/underwater, alpha might be different)
4) Mipmap the diffuse texture which we've built in step 3). Notice that we will mipmap Alpha as well. Additional word of caution (I've made this mistake before) is that we don't multiply diffuse by alpha as we mipmap it. We treat them as 4 separate channels, RGBA - each gets averaged on its own.
5) Create a #4th 3D texture. For each of its non-empty voxels, we need to inspect the voxels around it, to see what light is incoming towards it. Once we will do it - this will be our first bounce. And so we inspect the volume around it in a hemi-sphere, which is oriented along the voxel's normal (calculated in step 2).
5.5) To avoid bruteforcing, we will approximate the hemisphere of the incoming light with several cones. If you have a bouquet of 7 cones - this can be a good approximation. Now, we also need to approximate cones - they can be represented as a sequence of cubes, one above another, where each next cube is larger in size than the one its sitting on top of. Of course, their sizes will grow according to the cone's aperture.
6) We pick one of the cones, and begin traveling away from our Original voxel, outwards, following the cone's direction. As we travel, we sample or Diffuse texture, accumulating the color as we go further. As we travel further, we take samples at increasing intervals (Remember about the increasing cube sizes). However, we take those samples from a *correct mipmap*, where our travelled interval corresponds to the size of its texel.
Let's say we travel 1 voxel outwards and perform a sample. Because we travelled a distance of "1" - this fits exactly into Mipmap Level "0" of our Diffuse Texture. After, say we need to travel a distance of "1.7" - this fits in between of Level 0 and Level 1, so we take samples from both mipmaps, and then use linear interpolation between them to get the final color. This is reffered to as "quadralinear interpolation". Then let's assume we need to travel distance of 2.4 etc.
7) As we are travelling outwards from the cone in step 6, we need to multiply each sample that we take from mipmaps by the Alpha of such samples, and accumulate alpha in a separate variable. As soon as that alpha in a variable goes above 1 or we've reached the lowest possible mipmap of Diffuse - we stop. Notice, we don't try to dim the brightness with multiplying by inverse-square the further our samples lie. This is because our cones already average out data with samples from more low-res mip-maps
8) Do this for each of our 7 cones, then combine their result and store it in a voxel of our first-bounce 3D texture, declared in step 5). Once again, for this first-bounce texture voxels the Top-Level-Mip should have alpha of 1.
9) Mipmap your first-bounce texture, similar to step 4)
--
10) At the end of a standard deferred pass, once you have all the pixels visible on the screen, restore world position and world normal of each final fragment (fragment that's on the screen). Then for each such fragment perform cone tracing once again. This time however, you will be sampling both diffuse and the first-bounce 3Dtextures.
11) Once you have diffuse and first-bounce sampled, add them with the color of the Final Fragment - there is your double-bounce Global illumination.
12) If you refrain from using shadowmapped lights and just use emissive surfaces described in step 3, then you will have the most correct lighting with soft shadows, similar to 7:29 in my video.
13) You can achieve reflections by adding 8th cone, which is much sharper, oriented in a reflected direction (taking into the account the Final Fragment's normal and the direction from Final Fragment to the viewer.Realtime Global Illumination GLSL progress (RSM GI)Igor Aherne2016-06-13 | Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorprojectorz :D
Today I will show you how Real-time Global Illumination looks like; The difference between single-bounce / double bounce; How deferred rendering contributes to it, and what it is (compared to forward rendering)
What I've been doing in the meantime! Based on the nclgl & ncltech frameworks of Newcastle UniversityAdvertisement clip for our channelIgor Aherne2015-09-20 | Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorprojectorz :DAdvanced Programming for Games (Igor Aherne, part #9)Igor Aherne2015-08-11 | Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorprojectorz :D
2:00 - in-editor object instantiation
26:25 - time rewinding concept 45:20 - the dictionary data structure 52:00 - the stack, the queue data structure
RED BLACK BST https://www.cs.usfca.edu/~galles/visualization/RedBlack.html
A lesson on advanced programming for Unity3D (2015)
This is an advanced continuation on How to Make a Horror Game part #8. Please check the first few minutes to see what's on the today's menu.
As always, the information rare and valuable.
It is carefully sorted, and edited. But it's a hardcore lesson, To understand it, make sure you are familiar with the coding from part 8.
Drop a like and enjoy the video friend! :)Igor Aherne interview, (commentary to part #9)Igor Aherne2015-05-31 | Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorprojectorz :D
Who I am and what I like :) This is the intro to part 9, which is gonna follow this clip and is currently being worked on.
Music: Tomas Dvorak - Tuleni, I've Lost - Winter, Feint - Sky danceIgor Aherne FYPIgor Aherne2015-03-26 | A demonstration of my final year project unity pathfinding extentionHow to make a horror game (Part #8) Igor AherneIgor Aherne2014-11-14 | Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorprojectorz :D Prepare for a smooth yet powerful leap straight into coding in Unity. in 8 hours you will be pimped all the way through
Timestamps: 0:00 - intro 2:09 - trees and their UVS 14:35 - normals bake of grass + trees 23:20 - script for normals bake 31:48 - intro to unity's interface 53:00 - light & quality settings (shadow resolution, distance, render mode etc) 1:05:00 - transform and parent / child. Position coordinates explained 1:10:00 - additional components of a gameObject 1:13:39 - tags and layers 1:16:20 - homogenious textures + texture atlasing (texturing many objects with one texture) 1:24:30 - homogenious texturing of a wooden log example. 1:33:17 - texture atlas implications ( tiling) 1:35:36 - preview seams on baked normal maps explained 1:39:00 - mirroring objects in unity
1:44:39 - CODING part, setting up the Script Editor
1:50:30 - first MonoBehavior script 1:52:30 - variables + their types 1:56:45 - commenting in scripts 1:56:54 - bits and bytes explained 2:02:30 - using the namespaces
2:03:20 - First function, Start() explained 2:05:00 - Debug and print the message into the console 2:05:50 - Your first error
2:10:00 - continuing to explore the functions 2:16:10 - a function to return a result. Function arguments 2:24:37 - conditions " if/else " 2:30:45 - single-line check statement 2:31:45 the lifetime of local variables 2:34:25 how to deal with type cast errors 2:35:30 switch statement 2:46:00 the while loop 2:48:50 the actual incrementation vs. "visual addition" 2:51:50 for-loop (with multiple counters) 2:58:30 revision of public / private keyword
Classes
3:01:45 naming the classes 3:02:15 the first class 3:03:00 the constructor function 3:03:59 ................................CLASSES EXPLAINED 1 3:05:30 creating the first 2 instances (the first 2 objects) from our first class (from our own type) 3:08:55 ................................CLASSES EXPLAINED 2 3:13:05 console gui quick hints 3:14:00 getter / setter variables
3:17:00 structs 3:18:05 class inheritance 3:29:00 "random" values
Inheritance and "nested objects":
3:46:50 returning multiple variables from the function (via returning an object) 3:47:35 arrays
Monobehaviors: 4:08:30 Monobehavior & accesing components 4:10:30 Start() function & modifying the light component 4:11:45 Update() function
A final, necessary step before coding is to learn the animation strategies and that's what we will be doing now.
0:50-Diffuse projection + Ambient occlusion bake 38:00-Animation Principles and gimbal rotation 11:17 2:04:38-Facial Rigging and emotions supported by unity 52:41-Character walk-cyle and looping the animations 58:00-Advanced work with the curve editor 1:56:04-Exporting the model 2:02:51-Intro to animation mixing in Unity
Horror game it is, let's get into it :D IgorHow to make a horror game (Part #6) Igor AherneIgor Aherne2014-02-23 | Giving credit to my favourite channel youtube.com/watch?v=_gm_g8do32k&list=PLnKw1txyYzRlxh1-BT4CifPXC5TBg2vUd My version is different quite significantly from it and contains additional explanations on scripting extra parameter wiring, plus bonus tricks. All the info is also collected in one lesson.
My Google+ page plus.google.com/u/0/b/105822634660860209867/+Kapurod/posts Welcome to my lessons where we learn how to make a horror game, good job for advancing to part 6! You are standing at the top of the mountain of 3D for games. Many have fallen off or gave up by now, and will not be able to learn what you will, today.
This is already the most difficult area of 3DS max, - it will not be any harder than that.
How to create a professional rig for the character? Part #6 provides a clear answer and a set of instructions.
Take enough of supplies in the form of tea and cookies, grab a rope and a few strongests carbines, we are going towards a new height!
Horror game it is, let's get going!
IgorHow to make a horror game (Part #5) Igor AherneIgor Aherne2013-12-21 | Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorprojectorz :DAdvertisement for the channel (Igor Aherne)Igor Aherne2013-11-30 | Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorprojectorz :D How to make a horror game. Development series by Igor Aherne.
In my tutorials we will cover 3ds max unity efficient workflow, photoshop and z-brush. I (Igor Aherne) will take you from a novice to an expert level, thank me later )
Horror games it its, Click on my channel to begin watching :)How to make a horror game (Part #4) Igor AherneIgor Aherne2013-11-17 | Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorprojectorz :DHow to make a horror game (Part #3) Re-uploaded, Igor AherneIgor Aherne2013-10-24 | Want to buy me a coffee or a new keyboard? Here's my PayPal: paypal.me/igorprojectorz :D
I had to re-upload this video, in here we are covering the following topics:
1) Ensuring we produce clean and efficient models; 2) Exploring zbrush and techniques it provides to create detailed objects, with a high-poly count; 3) Re-topologizing in 3ds max and creating an efficient model out of high one; 4) Projecting details from high model to low one, to give our final model an outstanding look; 5) Testing our results in unity; 6) Checking my artificial inteligence that will be described in the further series;
How to make a horror game it is, thank you and let's get going ;) IgorHow to make a horror game (Part #2) Igor AherneIgor Aherne2013-05-08 | My Google+ page plus.google.com/u/0/b/105822634660860209867/+Kapurod/posts Welcome to my lessons where we learn how to make a horror game, good job for advancing to part 2!
Today we are polishing the modeling and then starting texturing with Unwrap UVW to create your 1st serious texture.
I am going through the lesson in details, my goal is not to show off, but to ensure that you understand everything. So excuse me if it is over detailed.
Reffer to lesson 1 to understand the concepts I am just mentioning and using here if they aren't described.
How to make a horror game it is, good luck and lets get rolling :DHow to make a horror game (Part #1) Igor AherneIgor Aherne2013-01-05 | My Google+ page plus.google.com/u/0/b/105822634660860209867/+Kapurod/posts Prepare for a massive and informative tutorial on Game Development (Igor Aherne), that will teach You how to make a computer horror game! In this first part we are going to focus on 3ds max specifically. Today we are covering:
1) Basic Controls; 2) Standard object creation; 3) Editable poly manipulation, working with edges, vertexes and poligons; 4) Different controlls and selection shortcuts; 5) Talking about time efficiency; 6) Operations with Pivot point; 7) Constraints in editable poly; 8) Object optimisation; 9) Mentioning shaders from Graphite Modeling tools (and again, considering several selections offered by it); 10) Object Cloning and copying rules; 11) Describing wireframe, edged faces, perspective / ortographic modes;
This is was my first vocal tutorial, so please forgive me the first, several minutes of the video
How to make a horror game it is, Thank you for watching friends :)