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1370100 Posts in 64433 Topics- by 56485 Members - Latest Member: rafaelfreitas

December 05, 2019, 05:34:58 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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Schoq
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« Reply #3760 on: November 16, 2018, 05:00:44 PM »

awesome whale awesome shader
the unprintable rgb range neon glow breaks the watercolor look a bit but also looks cool as heck
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Prinsessa
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« Reply #3761 on: November 17, 2018, 01:11:21 AM »

Thank you both!

Yeah, there's something about the colours overall making it not look quite as intended (might just be the textures?), but I'm pretty happy with it even if I can't figure it out. c:
« Last Edit: November 17, 2018, 12:05:43 PM by Prinsessa » Logged

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« Reply #3762 on: November 18, 2018, 01:11:19 AM »

Don't wanna spam, but it's been a while since I worked on this before I posted the whale and I spent a few more hours on it yesterday and went back to the fuller scene I'd been playing around with. c:



(full size: https://i.imgur.com/1QaVu4u.jpg)

I've been thinking about hues and how they're often somewhat subdued and semitransparent in watercolour, but also that this is supposed to be an evening scene, so I've been looking at some references in the form of darker paintings and I'm starting to feel like I'm getting there now!
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ProgramGamer
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« Reply #3763 on: November 18, 2018, 12:19:17 PM »

Hand Clap Grin
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gimymblert
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« Reply #3764 on: November 18, 2018, 01:56:25 PM »

- Hey guys I lost my jaws, it fell when I see the rendering of princessa, can you help me find it back?

- Princessa? you mean PrincessArt right?
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Prinsessa
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« Reply #3765 on: November 19, 2018, 05:02:41 AM »

 Embarrassed
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miguli
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« Reply #3766 on: December 03, 2018, 11:51:33 PM »

I gave magical voxel a try and then imported it to blender to see how well it works with armature. Maybe going for voxel style for a game, dunno.
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McMutton
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« Reply #3767 on: February 08, 2019, 10:31:32 PM »

Here, have some animations:







A placeholder model though. I was giving animating on 2's a shot.
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ANtY
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« Reply #3768 on: March 08, 2019, 02:48:27 AM »

New character for our mercenary management tactical game called Glorious Companions.
Here's how it was created from the concept art, through the high poly all the way to the textured low polly game-ready asset:







You can learn more about Glorious Companions on our Steam page (share it with your friends  Beer!)
https://store.steampowered.com/app/1001040/Glorious_Companions/
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« Reply #3769 on: March 22, 2019, 03:26:45 AM »

Heya guys,

We've made a pretty cool texturing timelapse video of a - cockpit chair  Tongue

How it looks in the game:





A "naked" 3D model:



And finally, a timelapse video:



The video:





Let me know what you think :-)
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Dune
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« Reply #3770 on: April 02, 2019, 07:56:51 PM »

Thank-you for sharing, it was quite informative to watch your substance techniques! Makes me think I could probably work a lot faster if I didn't worry so much about precision in my own substance work, it's not like the player's going to count each stitch along the seams but it all looks really impressive stepping back! Awesome work!! Grin Will the player ever see the base underneath the chair, by any chance? Kind of a silly question but it looks really cool, the detail is stunning with all the divets and emissive accents. I would love to see your emissive and normal maps if you decide to share more.  Tongue

Heya guys,

We've made a pretty cool texturing timelapse video of a - cockpit chair  Tongue

How it looks in the game:





A "naked" 3D model:



And finally, a timelapse video:



The video:





Let me know what you think :-)
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pyxelbit
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« Reply #3771 on: April 07, 2019, 05:50:25 PM »



tried out zBrush + some Photoshop touchups
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McMutton
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« Reply #3772 on: June 11, 2019, 08:19:20 PM »

@Pyxelbit- it's very stylish!



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ProgramGamer
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« Reply #3773 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 #3774 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 #3775 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 #3776 on: June 22, 2019, 03:00:19 AM »






CC0. Grab em all here.
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McMutton
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« Reply #3777 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 #3778 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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McMutton
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« Reply #3779 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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