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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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EvilDingo
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« Reply #3320 on: June 25, 2015, 03:51:03 AM »

I usually just duplicate the part that is one dimensional and then flip its normals. That way both sides are rendered in the game engine when you export the file from Blender.

So the flipped part is in the exact same position as the original? Do you get Z-fighting in Blender or the game engine? I guess not in the game engine if the opposite side is facing away?

Thanks again!
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terri
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« Reply #3321 on: June 26, 2015, 04:52:36 AM »



just learned how to rig and animated this myself, low framerate of the gif is kinda killing it tho

I feel bad for saying it... but from behind he looks like a penis.
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Netsu
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« Reply #3322 on: June 26, 2015, 04:57:59 AM »

I feel bad for saying it... but from behind he looks like a penis.

Cannot unsee Who, Me?
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jiitype
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« Reply #3323 on: June 26, 2015, 10:13:36 AM »

Yeah it took me some time to realize that it's not a penis Embarrassed
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Muffinhat
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« Reply #3324 on: June 27, 2015, 02:02:43 PM »

Main character for my 3D platformer project:




Who is he exactly? Who knows.
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Henry_Oswald
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« Reply #3325 on: June 27, 2015, 07:07:24 PM »



Here's another guy to add to my arsenal of characters. He's this gruntish soldier guy. I think I may add a few extra details onto the textures, but other than that I think he's done apart from getting the cloth to work. Woo!
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"Do you think love can bloom even on the battlefield?"
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Quill Devlog: http://forums.tigsource.com/index.php?topic=38129.0
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swordofkings128
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« Reply #3326 on: July 01, 2015, 05:12:17 PM »

Henry Oswald, I love it! good luck with the clock, I know that's always a pain in the butt. But, the model looks really nice. Is it the same game as the one with the bird guy you made awhile ago?

God damn it McMutton, I need to get on your level! I think you make the coolest character models, one day I hope to reach that skill level.

Muffinhat, that's a cool guy! I like how he's asymmetrical, it gives it a nice hand-made feel.


I'm working on promotional imagery at the moment, which also uses assets I need for the apartment in the game(the User's computer) everything is from other scenes I did, like that flower is SUPER old. I'm going to probably redo the assets for that environment, but it's good enough for the promo. (higher resolution will be released once it's done! takes awhile to render it to the ideal res)



the keyboard there is fully detailed as in every key has a highres letter on it... it took me 6 hours to make the texture, unwrap every key, and place the maps on the texture... totally worth it.


so I can do fancy shots like this:
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Muffinhat
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« Reply #3327 on: July 02, 2015, 11:32:58 AM »

@swordofkings Did you normal map every single key? That's hardcore dedication...
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Miziziziz
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« Reply #3328 on: July 02, 2015, 01:08:19 PM »



Here's another guy to add to my arsenal of characters. He's this gruntish soldier guy. I think I may add a few extra details onto the textures, but other than that I think he's done apart from getting the cloth to work. Woo!
That's a really nice shader; what did you render this in?

oh, and cool character :p
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swordofkings128
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« Reply #3329 on: July 02, 2015, 06:08:32 PM »

@swordofkings Did you normal map every single key? That's hardcore dedication...

No real normal maps, just an alpha transparent image UV'd onto the key. The bumpiness is just a simple procedural texture mapped to "generated" in blender, with a small amount of normal influence... idk if I could have that amount of dedication heheh!

If anyone ever needs a nice organized alpha transparent text... here it its:
https://dl.dropboxusercontent.com/u/20855857/ss/morenewscreens/_keyboard_keys.png

I might have posted a frog here before, but this is another one. I'll end up making 5 unique frog models for the game, and also promotional imagery, so that's 2 down and 3 to go! However, this isn't the actual frog's colors- I messed with the material and thought it looked neat:

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Henry_Oswald
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« Reply #3330 on: July 02, 2015, 06:28:59 PM »



Here's another guy to add to my arsenal of characters. He's this gruntish soldier guy. I think I may add a few extra details onto the textures, but other than that I think he's done apart from getting the cloth to work. Woo!
That's a really nice shader; what did you render this in?

oh, and cool character :p

It's all rendered in Unity. The mesh was done in Blender.
And thanks!
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"Do you think love can bloom even on the battlefield?"
- Otacon
Quill Devlog: http://forums.tigsource.com/index.php?topic=38129.0
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Miziziziz
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« Reply #3331 on: July 03, 2015, 08:48:12 AM »


It's all rendered in Unity. The mesh was done in Blender.
And thanks!

oh cool; are you just using the standard toon shader then?
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Henry_Oswald
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« Reply #3332 on: July 03, 2015, 09:28:46 AM »


It's all rendered in Unity. The mesh was done in Blender.
And thanks!

oh cool; are you just using the standard toon shader then?

Nope! That thing is gross. I wrote my own instead.
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"Do you think love can bloom even on the battlefield?"
- Otacon
Quill Devlog: http://forums.tigsource.com/index.php?topic=38129.0
Home Website: http://psychospectacle.weebly.com
Watch us on IndieDB: http://www.indiedb.com/games/quill
Follow us on Twitter: https://twitter.com/PsychoSpecs
Miziziziz
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« Reply #3333 on: July 03, 2015, 09:46:57 AM »


It's all rendered in Unity. The mesh was done in Blender.
And thanks!

oh cool; are you just using the standard toon shader then?

Nope! That thing is gross. I wrote my own instead.
Heh, agreed.
I like the colors in yours; the shadows have a nice mix of red and blue, and then the reflected light really adds to it.
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Henry_Oswald
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« Reply #3334 on: July 08, 2015, 08:34:12 PM »



Here's a fresh batch of vases, right out of the 3D rendering kiln. Feel the steam.
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"Do you think love can bloom even on the battlefield?"
- Otacon
Quill Devlog: http://forums.tigsource.com/index.php?topic=38129.0
Home Website: http://psychospectacle.weebly.com
Watch us on IndieDB: http://www.indiedb.com/games/quill
Follow us on Twitter: https://twitter.com/PsychoSpecs
klamp
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« Reply #3335 on: July 09, 2015, 09:36:23 PM »

The studio I've worked at for the past year is unfortunately shutting it's doors this week. The silver lining to this is that I'm finally able to show people what I've been working on...













Click on the images to see them full size. Apologies for the image dump!
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beeglebug
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« Reply #3336 on: July 10, 2015, 04:40:55 AM »

Wow those are really nice. What was the game?
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McMutton
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« Reply #3337 on: July 10, 2015, 09:41:29 AM »

Klamp noooooo!  Waaagh!

A shame, really; all of those are really, really cool.


Made Van some new punch-em-up arms; he's a boxer now.


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EvilDingo
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« Reply #3338 on: July 10, 2015, 05:54:11 PM »

Low poly Hawk 75:



I'm really struggling with how much detail to model. I want to make many assets so I don't want to get stuck on any one for too long. I'm considering keeping the fuselage as it is, but make the wings a flat plane like flight simulators of the 90s.

But then I think, wouldn't be cool to have cockpit?

I've modeled this aircraft 3 times now at different detail levels and I'm still not happy. A low poly cockpit based on whatever reference photos I can dig up adds a week of work.
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klamp
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« Reply #3339 on: July 11, 2015, 10:35:47 AM »

Wow those are really nice. What was the game?

Thanks! We were still in production and deciding on the name, but the codename we'd given the project was "Wayward".

Klamp noooooo!  Waaagh!

A shame, really; all of those are really, really cool.

Thanks man! I really appreciate it. I'm pretty bummed myself that we won't ever get to finish it Sad
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