Suttebun
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« Reply #3780 on: May 07, 2020, 12:32:04 PM » |
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@pyxelbit I have some criticism that I hope helps. I don't suggest all that depth of field because it brings the focal point to the grass, the edge whites on the stone objects come off as wireframes - breaking the illusion a bit, and the lighting is a bit dark. Keep up the 3d @TheSnidr Interesting, your dwarf looks like voxels The face looks really good. @Alec S. Good posing! I notice that your ninja's head is pulled back a bit - as if he's "whoa'd" by his enemy.
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« Last Edit: May 07, 2020, 01:00:14 PM by Suttebun »
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Ordnas
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« Reply #3781 on: May 12, 2020, 07:06:16 AM » |
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@pyxelbit I like how everything is sharp and clean!
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Games:
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pyxelbit
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« Reply #3782 on: May 20, 2020, 09:08:15 AM » |
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@Suttenbun: Yep i probably need to revisit the whole scene @Ordnas: Thanks! New Project: Been trying out different styles. testing the darkest dungeon in 3d. im aiming for a full diorama 360° scene
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Suttebun
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« Reply #3783 on: May 21, 2020, 05:08:22 PM » |
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@pyxelbit oh wow I love this
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oahda
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« Reply #3784 on: May 22, 2020, 03:06:41 AM » |
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yessss, lots of great stuff on the last page
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pyxelbit
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« Reply #3785 on: May 22, 2020, 03:34:16 AM » |
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oahda
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« Reply #3786 on: May 22, 2020, 03:53:21 AM » |
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Amazing!
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pyxelbit
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« Reply #3788 on: May 22, 2020, 08:08:52 AM » |
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@Suttenbun: Thanks again! @Ordnas: Thank you. Yes, this style works surprisingly well in 3D, atleast without dynamic light. need to figure that out next :D @Prinsessa: Thanks, love your shader work
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gimymblert
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« Reply #3789 on: May 23, 2020, 10:26:59 AM » |
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Yeah illustrative style in 3d are becoming indistinct with the real thing, that's how far we ahev progress, it's not just anime "animore", cell shading is dead, long live cell shading.
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oahda
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« Reply #3790 on: May 23, 2020, 11:15:57 AM » |
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@Prinsessa: Thanks, love your shader work Thank you!!
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Suttebun
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« Reply #3792 on: July 21, 2020, 02:55:22 AM » |
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such intelligence, machine learning has gone too far
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McMutton
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« Reply #3793 on: July 23, 2020, 08:15:45 AM » |
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Dear lord, that is amazing
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oahda
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« Reply #3794 on: July 28, 2020, 12:55:55 PM » |
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Thanks!
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Suttebun
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« Reply #3795 on: July 29, 2020, 07:47:57 AM » |
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Does anybody know the best way to make multiple animations in Blender for a Unity import?
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oahda
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« Reply #3796 on: July 30, 2020, 01:41:45 PM » |
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Amazing! Don't know if it's "the best way" but what works for me is changing from the dope sheet to the action editor and creating one action for every animation: And make sure that every action has a fake user (shield button in Blender 2.8+, F button previously) so it doesn't disappear when you quit Blender, as indicated by the F icon: Then I just use the .blend files themselves in my Unity project instead of exporting to anything (tho .fbx probably works too). Look in the import settings for the asset within Unity, might have to change something there too to get it right! Hope that helps!
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Suttebun
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« Reply #3797 on: July 31, 2020, 05:13:18 PM » |
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Thank you Prinsessa!!
edit: But can you have different lengths for each action?
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« Last Edit: August 08, 2020, 02:02:37 PM by Suttebun »
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oahda
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« Reply #3799 on: August 10, 2020, 05:06:26 AM » |
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Great atmosphere going there! But can you have different lengths for each action? Definitely! Is Unity not importing correctly?
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« Last Edit: August 13, 2020, 11:36:43 PM by Prinsessa »
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