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1397198 Posts in 67443 Topics- by 60659 Members - Latest Member: hueydorsey

December 03, 2021, 05:38:58 AM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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pyxelbit
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« Reply #3760 on: April 07, 2019, 05:50:25 PM »



tried out zBrush + some Photoshop touchups
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McMutton
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« Reply #3761 on: June 11, 2019, 08:19:20 PM »

@Pyxelbit- it's very stylish!



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ProgramGamer
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« Reply #3762 on: June 12, 2019, 03:43:29 AM »

I get the feeling this one is a bit more self-indulgent than your other models :^)
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McMutton
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« Reply #3763 on: June 12, 2019, 06:48:06 AM »

>_>
<_<
Maaaaaaybe

Partially, it's because I felt my designs were getting stale, and decided to dive into uncharted territory
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bart_the_13th
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« Reply #3764 on: June 19, 2019, 05:44:19 PM »

Working on a player's skin/clothing (old paper overlay)


The warlord skins (still, old paper overlay)


Mockup of wip minigame, with new paper overlay
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pistachio
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« Reply #3765 on: June 22, 2019, 03:00:19 AM »






CC0. Grab em all here.
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McMutton
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« Reply #3766 on: July 04, 2019, 01:05:02 PM »

Those are some nice palm trees! Good colors


I did some smear experiments (exsmeariments?)




Question: Do run cycles ever have smear frames on the legs?
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ProgramGamer
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« Reply #3767 on: July 04, 2019, 01:37:24 PM »

I feel like that can bring too much attention to the feet compared to the rest of the body. I’d only do that if it was for a special run, like when sonic’s legs turn into wheels for example. It might also look a bit busy if you do it for both arms and legs.
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« Reply #3768 on: July 05, 2019, 05:38:22 AM »

Thanks for the input- I agree completely.

I suppose it also helps that the legs typically have a more uniform set of frames, so it isn't necessary to provide much more info per frame.
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Cobralad
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« Reply #3769 on: July 05, 2019, 06:07:32 AM »

smear is lighter than anything else feels like a focal point
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McMutton
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« Reply #3770 on: July 05, 2019, 07:02:18 AM »

Oh, you're right!

I'll fix that later on.
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velocirection
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« Reply #3771 on: July 06, 2019, 09:10:11 AM »



 Well, hello there!
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Prinsessa
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« Reply #3772 on: July 25, 2019, 12:30:27 PM »

It's just a bunch of grey boxes ATM, but still very excited about finally blocking out the layout for my game's town! Waaagh!

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alekv
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« Reply #3773 on: July 28, 2019, 04:55:41 PM »

life potion for my game Smiley

timelaps


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diegzumillo
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« Reply #3774 on: July 31, 2019, 06:17:55 PM »

This thread is 10 years old.

Just wanted to let everyone know that Tongue
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Keops
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« Reply #3775 on: August 06, 2019, 04:38:44 PM »

This thread is 10 years old.

Just wanted to let everyone know that Tongue

Wow... And I've been on this board for 12 years Shocked
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velocirection
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« Reply #3776 on: October 01, 2019, 11:13:01 PM »



Album cover for a vaporwave album I made in less than a week~
https://velocirection.bandcamp.com/album/hc
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Golds
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« Reply #3777 on: November 12, 2019, 06:34:10 PM »

[/url[
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@doomlaser, mark johns
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« Reply #3778 on: December 13, 2019, 10:21:10 AM »

fuzzy slug



https://twitter.com/Doomlaser/status/1205462272958779392
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propapanda
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« Reply #3779 on: February 15, 2020, 10:30:52 AM »

TIL that rendering forests is really, really hard: Not only do you have absolutely insane amounts of geometry, the lighting is also a worst case because of the harsh contrast between the sky and shaded areas.

Rendered in Cinema 4D for my WIP game The Webmaster.

The scene adds up to several billion polygons. So many in fact that it's hard to see the wireframes!



Some lighting studies:





« Last Edit: February 15, 2020, 01:02:53 PM by propapanda » Logged

The Webmaster Game: Website - Twitter
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