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March 29, 2024, 04:10:21 AM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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owendeery
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« Reply #3620 on: September 05, 2016, 07:17:10 AM »

Experimenting with some tech styles

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oahda
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« Reply #3621 on: September 10, 2016, 09:54:53 AM »

So many character models... Not my forte. Impressive! Love the the little pixly car too. e:

I've been writing a fur shader in Unity, and made a post recently about bothersome shadows. Recently I learned how rim lighting works, so today I added that to the fur shader, and it really helped with some of the shadow issues as well as made it look nicer in general either way!

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zombieonion
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« Reply #3622 on: September 13, 2016, 01:48:25 PM »

Fixed my hosting problem I think. here are some older things



I want to know more about this.
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DireLogomachist
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« Reply #3623 on: September 20, 2016, 11:01:45 PM »



Playing with particles, lighting, and shadows in Unity with a Dark Souls bonfire.

That light flicker was a bit of a pain. Anyone have tips on doing it better?
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oahda
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« Reply #3624 on: September 21, 2016, 12:28:58 AM »

Well, that kind of stuff doesn't get picked up well at all by GIF recorders, so it's really difficult to know how it really looks based on this. Here, it doesn't really look like it's flickering, but more like the light is growing and shrinking.
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« Reply #3625 on: September 21, 2016, 08:26:46 AM »

Well, that kind of stuff doesn't get picked up well at all by GIF recorders, so it's really difficult to know how it really looks based on this. Here, it doesn't really look like it's flickering, but more like the light is growing and shrinking.

It's a bit of both technically. It cycles light intensity but also changes the height of the light to get the shadows to lengthen and shorten a bit.
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« Reply #3626 on: September 21, 2016, 11:23:58 AM »

How does fire even look? What's causes the sense of flickering?



Is it that open flames aren't constant in position and that they are created and disappear all the time? Do embers flicker?
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« Reply #3627 on: September 21, 2016, 06:25:32 PM »

That's what I've been trying to replicate, but I see your point. The DS bonfire is very calm for a flame so a huge flicker isn't technically accurate, but I still wanted a bit of flicker for a calming campfire feel.



Art isn't really my element so I appreciate the tips  Hand Thumbs Up Left
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« Reply #3628 on: September 21, 2016, 10:34:55 PM »

but I see your point

I have no point! I am completely clueless, just curious about it! My questions were honest ones, nothing rhetorical about them. Grin
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« Reply #3629 on: September 21, 2016, 11:27:02 PM »

I have no point! I am completely clueless, just curious about it! My questions were honest ones, nothing rhetorical about them. Grin

Hah, no worries then. I tweaked the ambient lighting/skybox to pure black, makes it seem so much more warm...
Though against pure black the flicker stands out a lot more.



Anyone else have experience with fire? Both particle effects artists and firebenders welcome.
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gimymblert
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« Reply #3630 on: September 22, 2016, 08:01:07 AM »

It feels a bit slow.
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Cobralad
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« Reply #3631 on: September 22, 2016, 08:10:04 AM »

there probably should be fire, smoke and sparks and all of them should have different speed.
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Dacke
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« Reply #3632 on: September 22, 2016, 08:35:48 AM »

I think the expression that "flames dance" hits on something important. It's not blobs moving upwards, it's more like fragmented standing pillars that are freaking out at very high speeds.
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« Reply #3633 on: September 22, 2016, 10:55:13 PM »

Good tips, guys, thanks a ton.

Looking for references a while ago for low poly fire I had found this. It has all the speed and energy you'd expect from a flame.



Interesting enough though the Dark Souls flame is slow and calm. It just sorta slowly reaches upwards.



I'll work on making it less blob-y and more reach-y. And I'll play with speed a bit as well.
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« Reply #3634 on: September 22, 2016, 11:31:14 PM »

The movement (I believe) is mostly due to the underlying air flow which is affected mostly by the heat of the flame particles and ambient air flow (i.e. wind). The heat causes the flame to rise and the ambient air flow causes the flickering -- a large enough fire heats the surroundings enough to cause complex air flow around it on its own (hence the difference between a candle and the fire in an oven.) Probably most particularly the rising flame leaves an area with lower pressure which is most eagerly filled by the next batch of flame particles; this is the reason for the reaching pillars instead of rising blobs.

... just based on my intuition, should probably run some simulations to know for sure. This might be of no use when just phenomenologically mimicking the appearance but who knows!
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Götz
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« Reply #3635 on: September 25, 2016, 11:00:38 PM »

last week I started working on a new character



and now I'm struggling with wich sneakers should I model...

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« Reply #3636 on: September 29, 2016, 08:27:00 AM »



I made a cartoon sheep head for fun. I had an idea for a pixar style coming-of-age adventure game but it's another one for the "won't be made anytime soon" pile.
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« Reply #3637 on: October 13, 2016, 06:56:22 AM »

These are two screenshots of characters rendered with Sketchfab (I was uploading them to ArtStation). They are Lloyd, the barman of Afterglow's train, and Lunchy, a little pig. They are still in progress, we have to polish animations and textures, but it would be nice if you shared some feedback.


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« Reply #3638 on: November 10, 2016, 04:52:13 PM »

Applefat that is some nice hard surface modeling, but what I like the most is the environment! That is one swanky pad Wink



Working on environment visualization for my game. It's likely a lot of this will change but this is a kind of gateway world that unlocks the end game sequence once you have the required items put in place here, one for each of the (known) senses.
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McMutton
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« Reply #3639 on: November 15, 2016, 09:40:22 AM »


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