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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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Graphicalgeek
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« Reply #2060 on: January 24, 2013, 03:11:15 PM »

I did a writeup on the progression of the game art in SpyCorp, from prototype to completion:

http://wickedgames.net/2013/01/18/spycorpvisualhistory1/

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Geti
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« Reply #2061 on: January 24, 2013, 04:14:59 PM »

Looks interesting, I'll have to have a read before asking many questions, but from the screens there's a little bit of style mismatch here and there; the torge on the back wall is rendered differently to the vines which are rendered differently to the character.

@Geti - Looks like a hairy old man with a beard and moustache to me. Looks pretty good, though!
Been getting that quite a bit, as well as the stone interpretation Wink Should've blocked in colour, but it was 1AM and I was sick of sculpting without a tablet.
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invaderace
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« Reply #2062 on: January 25, 2013, 09:18:39 AM »

Sculpt before bed.

Playing around with a crustacean kinda guy, with bits of pig here and there. Wish I'd had time to pull out his tentacle stache a little more, but it's well and truly time for sleep now, haha.

this is really neat! are you planning on sculpting up a body for him as well?


i've been unraveling Unity lately and learning important lessons about organization. it's a very helpful program and roaming around your own tiny 3d zones is great fun!





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unsilentwill
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« Reply #2063 on: January 25, 2013, 10:39:06 AM »

Mmmm yeah, awesome to hear you're coding your own, can't wait to play a demo or something with your style.
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Ashkin
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« Reply #2064 on: January 25, 2013, 01:05:05 PM »



hnnnnnnngh Kiss
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« Reply #2065 on: January 27, 2013, 11:56:17 PM »

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Geti
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« Reply #2066 on: January 28, 2013, 03:54:40 AM »

this is really neat! are you planning on sculpting up a body for him as well?
Nope, though I'll likely a creature next time I get free time

Fiddling with the sculpting tools in blender, trying to get a feel for how the workflow works there.

Nonsense anatomy Sad legs too wide set being the main issue. Need to do some studies in 3D, feels bad to only see that kinda stuff after it's a way along and not be able to fix without scrapping a lot of stuff. Found some stuff in blender that might let me get around issues like that in future though. Hopefully once I get better I'll see it before making the mistake though.




hipoly is 74k polys, low is ~1400 with 512 normal on it. First time I've baked normals so lots of texel res issues but doesn't show up so badly with soft lighting and AO.

Still, only an hour of time burned and a lot learned.
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SpaaaceDev
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« Reply #2067 on: January 28, 2013, 05:52:55 AM »



Character I did last year for a school project ^^
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« Reply #2068 on: January 29, 2013, 03:15:38 AM »

Made these things for (maybe someday) a settlers ripoff, but the facelessness really bugged me so here's a cutesy remake with just double the tri count, a quick and dirty texture, and a SWAT reskin.
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pen
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« Reply #2069 on: January 29, 2013, 07:35:15 AM »




Been working on this ~6 days. Done with maya, photoshop, nDo and cryengine. Click for bigger versions.  Toast LeftDroop
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« Reply #2070 on: January 29, 2013, 11:44:59 AM »

Very good. Also nice is that you didn't use chromatic abberation Wink
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mono
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« Reply #2071 on: January 29, 2013, 12:36:25 PM »




Been working on this ~6 days. Done with maya, photoshop, nDo and cryengine. Click for bigger versions.  Toast LeftDroop

Amazing
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jiitype
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« Reply #2072 on: January 29, 2013, 12:50:21 PM »

@pen daaaayyummmm son Shocked
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SolarLune
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« Reply #2073 on: January 29, 2013, 03:05:02 PM »

Great looking environment, indeed!
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threesided
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« Reply #2074 on: January 30, 2013, 07:13:39 AM »

Well shit. We have all been outclassed here, awesome work Pen!

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pen
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« Reply #2075 on: January 30, 2013, 01:43:28 PM »

Thanks guys!
Threesided: only until you decide to best me!  Coffee
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« Reply #2076 on: January 30, 2013, 09:22:29 PM »

Pen: in time good sir, I can only hope.

Well, today was a long day of sculpting. Here's what I made:



Revamping some old assets for my game.
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1982
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« Reply #2077 on: January 30, 2013, 09:46:11 PM »




Been working on this ~6 days. Done with maya, photoshop, nDo and cryengine. Click for bigger versions.  Toast LeftDroop

http://theabyssgazes.blogspot.fi/2010/03/teal-and-orange-hollywood-please-stop.html
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D-TurboKiller
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« Reply #2078 on: January 31, 2013, 06:31:28 AM »


My thoughts exactly. So many colors to use, and they always use the same fucking teal and orange. Goddamn it people, what happened to your imagination, that wonderful explosion of colors, the rainbowgasm of artistic expression?

But at least it's not Brown: The Videogame. Also, it's a pretty coolio sci-fi location, but avoid using shades of grey for geometry and teal-orange lighting, it gets old REAL fast.
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pen
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« Reply #2079 on: January 31, 2013, 03:43:42 PM »


My thoughts exactly. So many colors to use, and they always use the same fucking teal and orange. Goddamn it people, what happened to your imagination, that wonderful explosion of colors, the rainbowgasm of artistic expression?

But at least it's not Brown: The Videogame. Also, it's a pretty coolio sci-fi location, but avoid using shades of grey for geometry and teal-orange lighting, it gets old REAL fast.
Yeah, I had to make it on a really tight deadline - roughly 6 days - to appeal to an AD (had to look nextgen). Not having done 3d in ~2 years and never having used cryengine before I didn't even have time to do concepts so I had to find a way to make it work in the time allotted. /excuses.

Teal/orange is indeed way too overused. I needed the scene to pop and I knew I wanted blue lights everywhere. Orange/yellow is really easy to add to that without getting a headache. I really want to do something original next time though.
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