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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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benhosac.art
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« Reply #3680 on: July 16, 2017, 03:42:26 PM »

I've been cleaning up some old zsketches.



model here: http://bhosac.artstation.com/projects/VV6mR
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Ben Hosac
2D & 3D multi-disciplinary game artist looking for new opportunities!
portfolio | www.benhosac.art
ink & sketches | https://www.instagram.com/benhosac.art
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Delko
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« Reply #3681 on: August 02, 2017, 01:02:54 PM »

I found some decent MGSV model rips on Facepunch. After cleaning up the model a bit, I prototyped a skin shader with it in 3DSmax. Below is a gif from the viewport. This shader is for scanline rendering, and doesn't use any subsurface scattering or advanced caustics.  

I normally wouldn't post a model I didn't make - but this required a custom material setup using a special falloff shader, and three custom bump/specular maps I made out of the existing diffuse maps, as well as a proprietary  "light map" I've developed. Using an actual model from the game gave me an easy way to benchmark how accurate my look was.
 
I plan on applying this material to my future projects - using original assets.





[Edit] Worked on the hair (Found the right texture)
« Last Edit: August 02, 2017, 07:07:41 PM by Delko » Logged

gimymblert
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« Reply #3682 on: August 03, 2017, 02:44:53 PM »

What did you use for the specular? The falloff is a wrapped lambert?
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Delko
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« Reply #3683 on: August 04, 2017, 06:45:45 PM »

Just a basic falloff set to viewing direction. Nothing fancy there, the tricks all in the maps.



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gimymblert
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« Reply #3684 on: August 04, 2017, 08:23:37 PM »

Oh the camera supply the lighting lol
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Delko
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« Reply #3685 on: August 07, 2017, 09:23:16 PM »

Not quite; this is a real time shader, I can render it in scanline or see  it in viewport. Its all based on directX 9.0 pipeline stuff, so it can be easily ported.

Heres an example of the same shader, but with a different node setup
This is actually running in Unity.
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gimymblert
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« Reply #3686 on: August 08, 2017, 12:08:34 AM »

Feels like a mystery to solve now lol Tongue
I it's an "image based" (ie texture sample in screen uv space) technique maybe akin to your racing game but with offset base on normal projected relative to the screen?
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Yngram
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« Reply #3687 on: August 30, 2017, 12:46:09 PM »

Messing around in 3D Coat. Haven't done this in awhile.

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Samaras-Sama
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« Reply #3688 on: August 30, 2017, 10:49:40 PM »





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gimymblert
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« Reply #3689 on: September 04, 2017, 05:03:21 PM »

looks like spherical harmonics but on a circle
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Samaras-Sama
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« Reply #3690 on: September 04, 2017, 07:42:08 PM »

looks like spherical harmonics but on a circle

these are a little different than I originally designed them to be, but they work.

It's slightly different now but whatever, they're fun
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Alec S.
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« Reply #3691 on: September 10, 2017, 11:42:04 AM »

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benhosac.art
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« Reply #3692 on: September 22, 2017, 03:43:06 PM »

No-sculpt workflow. I only used the grayscale diffuse map as the heightmap, then painted masks for materials in substance painter.





Model viewer and more here! https://forum.sketchfab.com/t/reaver-gladius-reinvigorating-an-old-model/15854
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Ben Hosac
2D & 3D multi-disciplinary game artist looking for new opportunities!
portfolio | www.benhosac.art
ink & sketches | https://www.instagram.com/benhosac.art
Email me | [email protected]
SeanNoonan
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« Reply #3693 on: October 09, 2017, 04:37:10 PM »

Started something - I feel like maintaining a consistent pixel density is going to drive me insane (I'm a total noob with 3D):

https://twitter.com/SeanNoonan/status/917522763535060992
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benhosac.art
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« Reply #3694 on: October 23, 2017, 08:58:14 AM »

Hand-pained PBR Door. Evil

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Ben Hosac
2D & 3D multi-disciplinary game artist looking for new opportunities!
portfolio | www.benhosac.art
ink & sketches | https://www.instagram.com/benhosac.art
Email me | [email protected]
Keops
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« Reply #3695 on: November 14, 2017, 12:25:47 PM »



Updating a model for Undermine, finally feeling good about it. Still think I can improve further.
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« Reply #3696 on: November 22, 2017, 05:36:48 AM »

this took me 6 hours to make

except for the texture(face) i made a long time ago lol



rare golden slime girl
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SolarLune
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It's been eons


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« Reply #3697 on: November 23, 2017, 03:40:04 PM »

Finished up these two dudes on a livestream using Sprytile and Blender. I'd wholeheartedly recommend Sprytile - UV work is something I usually hate to do and never really learned how. With Sprytile, it's pretty simple!


Also made a run cycle for the popcorn kid!
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SeanNoonan
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« Reply #3698 on: November 30, 2017, 12:26:59 PM »

Been spending far too long trying to work out texel density on low poly stuff... https://twitter.com/SeanNoonan/status/936330018384502784
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McMutton
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« Reply #3699 on: December 15, 2017, 12:45:55 PM »

Haven't actually modeled any new characters in a bit, so:

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