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Author Topic: Random Things you drew/shopped/made/etc.  (Read 1326044 times)

Egan_BW

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Re: Random Things you drew/shopped/made/etc.
« Reply #6825 on: February 22, 2016, 08:46:30 pm »

but what about gelatinous cyber-cubedragons?
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Araph

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Re: Random Things you drew/shopped/made/etc.
« Reply #6826 on: February 23, 2016, 05:01:50 pm »

Ooo, that's pretty neat! Say, this is probably a durr-caliber question, but are you planning to put the 3D to use in a game?

Thanks! And yep, most of it will end up in a vidya game. The tree won't (probably), and a lot of the stuff with Mental Ray shaders is inapplicable to Unity (although it'll come in handy later on for non-video game projects), but the rocks are designed to be low-poly and properly atlased so that they'll work efficiently in-engine.
Spoiler: Nanomesh Wall (click to show/hide)
ZBrush has a thing called nanomeshes, which basically allow you to tile small objects across a larger surface and add in random variations. In this case, bricks were tiled across a flat surface to create a wall. It's better than my old method of creating brick walls, which was to start with a flat plane and try to sculpt bricks onto it. In retrospect, I really had no idea what I was doing most of the time. I'll probably think that same thing about my current self a year from now.
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Antsan

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Re: Random Things you drew/shopped/made/etc.
« Reply #6827 on: February 23, 2016, 05:37:52 pm »

I think you may want to take a look at Procedural World.
I don't know whether their Voxel Studio already includes the building generation stuff, but the blog has talked about it extensively.
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Shook

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Re: Random Things you drew/shopped/made/etc.
« Reply #6828 on: February 23, 2016, 08:40:19 pm »

Thanks! And yep, most of it will end up in a vidya game. The tree won't (probably), and a lot of the stuff with Mental Ray shaders is inapplicable to Unity (although it'll come in handy later on for non-video game projects), but the rocks are designed to be low-poly and properly atlased so that they'll work efficiently in-engine.
Spoiler: Nanomesh Wall (click to show/hide)
ZBrush has a thing called nanomeshes, which basically allow you to tile small objects across a larger surface and add in random variations. In this case, bricks were tiled across a flat surface to create a wall. It's better than my old method of creating brick walls, which was to start with a flat plane and try to sculpt bricks onto it. In retrospect, I really had no idea what I was doing most of the time. I'll probably think that same thing about my current self a year from now.
Nobody knows what they're doing at first, but figuring out the tricks of the trade is part of the fun. That wall seems fairly "loose", but if the point of it is to convey a state of disrepair, then that totally works. Most walls in meatspace are quite uniform, though. :v
Also hey cool, i remember that thing! Making gaems is pretty great, so i might be keeping an eye on that. ;)

also also since i'm already making angular animals here have a ramgle

Spoiler (click to show/hide)

he high
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Jopax

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Re: Random Things you drew/shopped/made/etc.
« Reply #6829 on: February 23, 2016, 08:55:10 pm »

I can already see a geometric bestiary book thingy. Make it happen Shook, you you can do it!

Also have a friendly wendigo explaining the gourmet difference between a blacksmith and a miner to an imp and a fairy stranded in heavy rainfall:
Spoiler (click to show/hide)
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Parsely

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Re: Random Things you drew/shopped/made/etc.
« Reply #6830 on: February 23, 2016, 09:17:20 pm »

I can already see a geometric bestiary book thingy. Make it happen Shook, you you can do it!

Also have a friendly wendigo explaining the gourmet difference between a blacksmith and a miner to an imp and a fairy stranded in heavy rainfall:
Spoiler (click to show/hide)
Adorable.
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Fniff

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Re: Random Things you drew/shopped/made/etc.
« Reply #6831 on: February 23, 2016, 09:43:14 pm »

The wendigo's umbrella arm bends a little oddly for the perspective. Other than that it's great. Reminds me of Chronicles of Narnis for no apparent reason.

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Re: Random Things you drew/shopped/made/etc.
« Reply #6832 on: February 24, 2016, 11:51:19 am »

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Shook

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Re: Random Things you drew/shopped/made/etc.
« Reply #6833 on: February 25, 2016, 12:30:29 pm »

Oh god, my volume was way too high when that birb showed up. :v

I can already see a geometric bestiary book thingy. Make it happen Shook, you you can do it!

Also have a friendly wendigo explaining the gourmet difference between a blacksmith and a miner to an imp and a fairy stranded in heavy rainfall:
Spoiler (click to show/hide)
"blacksmiths tend to taste more sooty but miners are always covered in dirt so it kind of doesn't matter"

Good stuff bro! Also, i totally should make such a thing, there are many silly creatures to be made. The biggest problem comes when we get above octahedrons, because i don't have any good ways of drawing those shapes. :v (read: d20's are the evilest things to attempt to draw)

also i did a commission thing

Spoiler (click to show/hide)

So yeah that's about as high as i can/will go in terms of single character quality. :v (also fuck me i don't know how to pose or proportions)
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Moghjubar

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Re: Random Things you drew/shopped/made/etc.
« Reply #6834 on: February 25, 2016, 02:01:59 pm »

Wait... Shook does commissions?
...

Is it time for a game with Shook art then?
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Egan_BW

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Re: Random Things you drew/shopped/made/etc.
« Reply #6835 on: February 25, 2016, 02:06:18 pm »

Angry Laser Space. Also several Cortex Command mods.
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Parsely

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Re: Random Things you drew/shopped/made/etc.
« Reply #6836 on: February 25, 2016, 03:05:32 pm »

Wait... Shook does commissions?
...

Is it time for a game with Shook art then?
He has a Patreon and everything.
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Araph

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Re: Random Things you drew/shopped/made/etc.
« Reply #6837 on: February 25, 2016, 05:47:05 pm »

That wall seems fairly "loose", but if the point of it is to convey a state of disrepair, then that totally works. Most walls in meatspace are quite uniform, though. :v

I was aiming for a sort of dilapidated-medieval lookin' wall, not so much a modern brick wall.
It turns out things get weirder when you try to use the nanomesh technique with a non-uniform wall (like a wall with an arch through it, for example). The second image is the result of a completely different method of creating tileable textures and normal maps from a more carefully constructed template, which is especially useful for video games (where the number of polygons and unique materials matter a lot more). The actual shapes need some work, though - I don't care for how flat the normal maps ended up looking.
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heydude6

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Re: Random Things you drew/shopped/made/etc.
« Reply #6838 on: February 25, 2016, 05:57:07 pm »

Don't the majority of games simply make brick walls by slapping on a detailed texture on a flat plane, thereby merely giving the illusion of depth?

Because I'm pretty sure that's what the wall on the right is doing.                   

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Kot

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Re: Random Things you drew/shopped/made/etc.
« Reply #6839 on: February 25, 2016, 06:22:52 pm »

That's an poor wall, nowadays they use bump mapping and parallax mapping and whatnot, to make it actually look like 3D walls.
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