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April 19, 2024, 02:27:49 AM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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gggfhfdh
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« Reply #2320 on: April 27, 2013, 08:52:45 AM »

its a broken link ya nerds
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Cellusious
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« Reply #2321 on: April 27, 2013, 09:51:11 AM »



Low res projection painting test.
~2 hours, blender, photoshop and pixexis.

Looks awesome!
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beestings
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« Reply #2322 on: April 27, 2013, 09:55:07 AM »

Okay so I downloaded Blender (to make things for a game I want to create in Unity) and messed around with the program, watched a few tutorials, started on a character, you know the basics.

I have some problems with the clunkiness (there's a lot of options and things to click, sometimes making it complicated to make a smooth head etc, the smooth option helps a little but tends to freak my whole model out as with extrude and size, or whatever shortcut S is)and I made a pretty good face I think but I'm having trouble deleting this thing sticking up all around my player:



this is the first time I've ever worked with blender (or any 3d modeling for that matter)

Oh also, any tips so far?
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beestings
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« Reply #2323 on: April 27, 2013, 09:59:02 AM »

sorry if this wasnt the right place for this
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Azure Lazuline
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« Reply #2324 on: April 27, 2013, 01:50:25 PM »

McMutton: I love those kind of effects, I need to convince my character designer to make something similar, heh. It reminds me of the Chariot Master in Kid Icarus Uprising. Any chance of seeing it animated when it's done?

beestings: either recalculate normals, or remove any polygons that are directly on the YZ plane (if you turn off mirror, the model should be completely hollow, without a solid plane on the mirror axis). This isn't the place to ask questions I think, but since I knew the answer anyway, oh well...
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Geti
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« Reply #2325 on: April 27, 2013, 04:54:44 PM »

its a broken link ya nerds
fixed, 2am fuckup  Giggle

@beestings: the line of darkness usually happens when the normals flip across some vertex, recalculating should help, though you may have to manually flip a poly somewhere along that line for it to notice something is discordant.
Hard to give tips based on a few orthos of a wip subdiv wireframe, you planning on taking it anywhere?
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biomechanic
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« Reply #2326 on: April 28, 2013, 01:20:51 AM »

@Geti
That terrain is gorgeous. More coming?

@beestings
Don't use subdivision surfaces on models you want to use in-game.
Also: sent you some (hopefully) useful links by PM.
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Geti
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« Reply #2327 on: April 28, 2013, 03:52:37 AM »

Maybe later, was just a one off for now but I'd like to do some studies that way and see how they turn out Smiley
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ktep
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« Reply #2328 on: April 28, 2013, 07:25:44 AM »

@Geti
I really like the style of your terrain. Did you use Photoshop 3d projection tools or Blender's or was it like a mix of both?

Here is my initial diffuse and normals pass for my low poly character that I created from my high poly sculpt. I definitely need to work with the textures more to get it more stylized to my liking and I also might want to do a hand-painted texture pass too. But for now I need to rig this and start animating =)






 
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Geti
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« Reply #2329 on: April 28, 2013, 07:51:16 AM »

@Geti
I really like the style of your terrain. Did you use Photoshop 3d projection tools or Blender's or was it like a mix of both?  
Neither, i used pixexis for the projection and painted the things to be projected in photoshop; did modelling and an AO bake in blender.

Your dude is looking good, seems the normals came out well except at the back of his arm at the shoulder, crazy shit going on there :D



Another one, way less happy with it but its 2am and I've really got to sleep ;/ Pulled the tricount down too low for the projection and it was an uninspired idea anyway.
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lowpoly
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« Reply #2330 on: April 28, 2013, 10:24:33 AM »

I like the way this guy came out:

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ktep
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« Reply #2331 on: April 28, 2013, 10:39:00 AM »

@Geti

Thanks, I definitely will need do some clean up and more passes on the normals.

Anyways I've never used Pixexis before. Care to link some more info about it? I can't seem to find any on it through google.
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Quarry
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« Reply #2332 on: April 28, 2013, 11:57:41 AM »

I like the way this guy came out:



Waaaaaalteeeeeeeeeeer
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Fallsburg
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« Reply #2333 on: April 28, 2013, 12:05:33 PM »

@ktep
That's because it's actually called Pixexix.
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ink.inc
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« Reply #2334 on: April 28, 2013, 12:10:35 PM »

I like the way this guy came out:



Waaaaaalteeeeeeeeeeer

he is the one who knocks
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mono
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« Reply #2335 on: April 28, 2013, 12:12:16 PM »

August is a long fucking wait :/
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lowpoly
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« Reply #2336 on: April 28, 2013, 01:50:47 PM »

I like the way this guy came out:



Waaaaaalteeeeeeeeeeer

he is the one who knocks

Haha, shit... that, um definitely wan't my intention, but now I can't unsee it. Hmm, that kinda adds a weird subtext to my game I wasn't going for. Honestly, I was more worried he was looking too Ned Flanders in a lab coat while I was making him Smiley

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ktep
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« Reply #2337 on: April 28, 2013, 03:28:01 PM »

@Fallsburg
Lol no wonder. Thanks!
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Geti
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« Reply #2338 on: April 28, 2013, 11:20:06 PM »

@ktep
That's because it's actually called Pixexix.
Droop cheers

Neat program. Probably gonna buy it at some point soon to help the dev out, she seems very depressed.
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Azure Lazuline
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« Reply #2339 on: April 28, 2013, 11:36:02 PM »

A tank.
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