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ThemsAllTook
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« Reply #3701 on: December 17, 2017, 12:21:27 PM » |
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First attempt at sculpting. This is turning out way better than I expected:
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McMutton
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« Reply #3702 on: January 07, 2018, 08:30:16 PM » |
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Looks like a very obnoxious baby- well done!
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oahda
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« Reply #3703 on: January 24, 2018, 01:47:06 PM » |
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thanks good people and good rhino too! me doing 3D is rare, but did some more… WIP, no feet, some details left
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« Last Edit: January 24, 2018, 03:27:05 PM by Prinsessa »
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gimymblert
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« Reply #3704 on: January 27, 2018, 08:18:56 AM » |
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Wait is this 3d rendering? paint over 3d? 2d concept art? I can't tell :O
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oahda
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« Reply #3706 on: January 27, 2018, 11:51:40 AM » |
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yayyy that means the effect is working <3 finished up and added a friend:
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Cobralad
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« Reply #3707 on: January 27, 2018, 12:13:59 PM » |
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make hands bigger
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oahda
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« Reply #3708 on: January 27, 2018, 01:02:17 PM » |
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agreed, did some poking
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gimymblert
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« Reply #3709 on: January 28, 2018, 12:03:00 AM » |
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Woahwoahwoah HOLD ON :O how did you do the ink bleeding :O ! I mean that's one of the best NPR ink style 3d I have ever seen
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Zorg
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« Reply #3710 on: January 28, 2018, 12:17:57 AM » |
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I'd love to see a whole scene in this style. Must be nice to walk around in an aquarelle painting.
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oahda
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« Reply #3711 on: January 28, 2018, 01:05:17 AM » |
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Woahwoahwoah HOLD ON :O how did you do the ink bleeding :O ! I mean that's one of the best NPR ink style 3d I have ever seen wow, thank youuuu ;; it's difficult to give a rigorous explanation because so much of it has just been experimentation and fiddling with magic numbers Basically started with a paintbrush shader based on this ancient post but then realised it has some funky side effects if you mess with the algorithm a bit; it can essentially be used for edge detection too. After some messing with values from a displacement texture I managed to get the edges to look like bleeding colour in some places and like darker lines in other places, getting two in one! Then there's basically low-contrast toon shading, of course. And some texture overlay! And while it's cheap, the aquarelle paper background helps. I'd love to see a whole scene in this style. Must be nice to walk around in an aquarelle painting.
That's the idea—hope I can make it work!
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gimymblert
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« Reply #3712 on: January 28, 2018, 02:09:30 AM » |
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Can you share code? :3
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oahda
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« Reply #3713 on: January 28, 2018, 04:03:48 AM » |
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if you promise not to cry, because it's just a hacky, unoptimised mess full of magic constants and few comments atm 3D shader for toon effect and applying some texture to the entire model: https://pastebin.com/PHFz2N15post-effect 2D shader doing most of the work with smudging etc: https://pastebin.com/66Dqhiadblog thingy i wrote with a little more info on how the basic brush effect works: https://ldjam.com/events/ludum-dare/39/spacejammed/spacejammed-technobabbleC# script to attach the post-effect to camera: using UnityEngine; using System.Collections;
[ExecuteInEditMode] public class CamPost : MonoBehaviour { [SerializeField] private Material m_material;
void OnRenderImage(RenderTexture source, RenderTexture destination) { Graphics.Blit(source, destination, m_material); } } there are still some issues with texture mapping, how things look in motion and so on, but i'll fix that later
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gimymblert
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« Reply #3714 on: January 29, 2018, 04:03:28 AM » |
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You make engine I'm not gonna cry, I haven't that level Can I post it in the game trick thread?
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oahda
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« Reply #3715 on: January 29, 2018, 04:56:53 AM » |
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sure!
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gimymblert
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« Reply #3716 on: January 29, 2018, 05:17:08 AM » |
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thanks!
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pyxelbit
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« Reply #3718 on: March 21, 2018, 11:35:35 AM » |
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For a 3D course at my university. Based on this: https://i.imgur.com/kw0BLJO.jpg (can´t find the source, from pinterest) Stylized low poly with a little bit photoshop
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