• Digital 3D Art Chat thread v13
    2,155 replies, posted
[QUOTE=WrathOfCat;53049960]kinda cute. does it have an irl parallel?[/QUOTE] A few posts up where I posted some base materials, there's a pic of a fallen tree with a plant growing out of it, it's whatever that plant is. And thanks btw.
[I]spaaaaaaaace[/I] Man I love 21:9 [T]https://i.imgur.com/nRSzvWr.jpg[/T]
[QUOTE=The bird Man;53052426][I]spaaaaaaaace[/I] Man I love 21:9 [T]https://i.imgur.com/nRSzvWr.jpg[/T][/QUOTE] Aww man, pictures like this brings back memories of when I used to use one of the first iterations [URL="http://planetside.co.uk/"]Terragen[/URL] to make photocomps of Alien planets in high school thirteen years ago with it and Jasc Paint Shop Pro. :v:
More progress on da spider, it now has trajectory prediction with jumping so it will try and align to a surface before hitting it, allowing for movements like this: [img]https://i.imgur.com/uLrGJpj.gif[/img] Slowly getting some assets built in the meantime too and trying to figure out an art direction to head in.
Been playing a lot of Silent Hill 2 between assignments, haven't modeled anything in ages and I wanted to practice texture painting so I got inspired by some of the monsters from that. This is my first attempt with modelling a soft-body object. [img]https://i.imgur.com/kPrLCT4.png[/img] [t]https://i.imgur.com/g9DpTCf.png[/t][t]https://i.imgur.com/5uHkB2R.png[/t][t]https://i.imgur.com/2GYGQtn.png[/t] [url]https://sketchfab.com/models/bd74ebbe29f947ef8ff8fd887893db62[/url]
[QUOTE=someguyihate;53054007]More progress on da spider, it now has trajectory prediction with jumping so it will try and align to a surface before hitting it, allowing for movements like this: [img]https://i.imgur.com/uLrGJpj.gif[/img] Slowly getting some assets built in the meantime too and trying to figure out an art direction to head in.[/QUOTE] I could easily see that as some sort of Rampage-like game, or a quadrupedal mech fighting game, just stick a gun on his back I actually really like the way it looks right now, that lo-fi 3D is gorgeous [T]https://cdnb.artstation.com/p/assets/images/images/008/885/163/large/jonathan-bogart-coe2.jpg?1515899341[/T] [T]https://cdnb.artstation.com/p/assets/images/images/008/885/201/large/jonathan-bogart-belvedere5.jpg?1515899595[/T] Here's some more low-poly PBR vehicles, obligatory pimpage from my artstation
[QUOTE=RenaFox;53054054]I could easily see that as some sort of Rampage-like game, or a quadrupedal mech fighting game, just stick a gun on his back I actually really like the way it looks right now, that lo-fi 3D is gorgeous[/QUOTE] Thanks, I'm gonna start designing the character soon, will be something tachikoma-esque. Not sure what the gameplay will be yet but something rampage-y has definitely crossed my mind. The retro 3D will defs be staying, but I've gotta figure out colours and architecture style soon before I get too far in.
[QUOTE=someguyihate;53054069]Thanks, I'm gonna start designing the character soon, will be something tachikoma-esque. Not sure what the gameplay will be yet but something rampage-y has definitely crossed my mind. The retro 3D will defs be staying, but I've gotta figure out colours and architecture style soon before I get too far in.[/QUOTE] You could look at the cityscapes in one of the first few (and good) Spiderman games to give you a nice sense of art direction. [video=youtube;gYGMfNPT7zA]http://www.youtube.com/watch?v=gYGMfNPT7zA[/video] Alternatively (for something that is a little closer to your current art style) you could go for the cityscapes from a little known but artistically pretty for its time game called Slave Zero: [video=youtube;CXM93fKRarY]http://www.youtube.com/watch?v=CXM93fKRarY[/video]
[I]This [/I]game was the [I][B]shit.[/B][/I] It had a dope art style, you could flatten every building in the level and there were dynamic or player triggered events like a volcano or tsunami. [media]https://www.youtube.com/watch?v=eW1DAZbOuTk[/media]
I have some references that could work as well for someguyihate's spider project. [media]https://www.youtube.com/watch?v=qDEXfN2ifXY[/media] I would definitely take a look at the level at 1:39:12. [media]https://www.youtube.com/watch?v=-KA2cJDlXM0[/media]
Haha the last 4 games you guys have posted have been huge inspirations for me starting the project, especially wotm and futurecop. I'm hopefully gonna have a grappling system added next time I post which should be fun.
[t]https://i.imgur.com/fIM4ZsJ.png[/t] Struggled with some life stuff for a while, but I'm climbing out the pit. Did this one fast and dirty from scratch.
[QUOTE=someguyihate;53054007]More progress on da spider, it now has trajectory prediction with jumping so it will try and align to a surface before hitting it, allowing for movements like this: [img]https://i.imgur.com/uLrGJpj.gif[/img] Slowly getting some assets built in the meantime too and trying to figure out an art direction to head in.[/QUOTE] really reminds me of the Q-Spider from everything or nothing [t]https://vignette.wikia.nocookie.net/jamesbond/images/7/76/Q-Spider_%28Everything_or_Nothing%29.png/revision/latest?cb=20161126222446[/t]
[IMG]https://puu.sh/z40w7/f01c2b720c.gif[/IMG] Apart from the turntable, T1's done rendering. yeehaw.
Looks very good in motion!
Need some help with Maya, how can I arrange these vertices into a perfect circle? I tried using the [I]Circularize[/I] tool but that creates a lot of undesirable edges. The reason being, I need to make a circular hole in the center of of this knob, so I plan on extruding inwards after getting my desired shape. [T]https://i.imgur.com/zv1S5Ut.jpg[/T]
Create a cylinder with the same amount of verts, boolean it in the middle and then fix it all up
[QUOTE=Skerion;53055618]I have some references that could work as well for someguyihate's spider project. [media]https://www.youtube.com/watch?v=qDEXfN2ifXY[/media] I would definitely take a look at the level at 1:39:12. [media]https://www.youtube.com/watch?v=-KA2cJDlXM0[/media][/QUOTE] Oh man that Spiderman level though. That was such a good game when I was a kid
Alternatively create the same cylinder and use snaps to move your vertices in place, it seems you could do 1/4 of them and then array the rest to save extra time and you don't have to clean up after a boolean. For future reference model something like this starting with a cylinder (which is what you probably did already) but add that loop at the start and keep it round for later (or even better already extrude it inwards from the start then model the rest around it), basically it's like machining you want to think ahead at your order of operations so you don't make your life harder down the line.
Didn't even put my latest dieselpunk machine in here; [img]https://cdn.discordapp.com/attachments/184729261389643776/401828244724383764/a7d017f78f26b3519311a66bb918f558.png[/img]
Making another of those silly particle simulation. [IMG]https://i.imgur.com/JOlFXPc.png[/IMG] Cancelled after 35h of baking though, so its only like 6s of 60fps video. Noticed that I had one setting wrong, which is the aqua colored one, but Im rendering it out because it looks cool.
[QUOTE=St33m;53064648]Didn't even put my latest dieselpunk machine in here; [IMG]https://cdn.discordapp.com/attachments/184729261389643776/401828244724383764/a7d017f78f26b3519311a66bb918f558.png[/IMG][/QUOTE] i love it [T]https://www.american-rails.com/images/MERCASPOP.jpg[/T] y'all should try something like the NYC mercury.
I think I'm getting the hand of terragen :happy: I also started learning world machine recently!! (excuse imgur's compression) [T]https://i.imgur.com/pYoHM0g.jpg[/T]
I like taking the heighmaps into a game engine, nothing beats it. I can't even do any work at the moment, pisses me off.
[video]https://youtu.be/13w-I_j_FTU[/video] Nonsense video done.
Hey, back with more, on the forest study, I've put together a test scene and made the mats for the plants and ground. The mud and moss aren't together in one mat yet, it's just 2 clipping planes right now, (which explains weird placement) and I haven't yet gone back to implement the feedback I got on the wood. After working a lot more with substance while doing the foliage I've decided I'm going to re-do the wood rather than re-work it. If anyone has any crit its super welcome, I'm pretty proud of what Iv'e managed so far and i definatly feel more at home in substance. [img]https://i.imgur.com/hdd3F4a.jpg[/img] [img]https://i.imgur.com/mZ57Kqe.jpg[/img] [img]https://i.imgur.com/L7CclfI.jpg[/img] Sorry for the low quality images, my internet is really awful right now, basically broken, so I had to down res them a lot to get them to upload.
[vid]https://i.imgur.com/UooNqkN.mp4[/vid] Working on an aurora borealis effect in UE4 for an arch-viz scene I'm building. [editline]23rd January 2018[/editline] [t]https://i.imgur.com/xPIuDLk.jpg[/t] I also did more work on this. Got actual ground textures now.
Ah-[I]Aurora Borealis?![/I]
I showed my work to some friends/colleagues and literally all of them threw the meme at me. ;_;
Update on the new rotten wood mat, much happier with it, I've tried to apply the crit I was given, hopefully thats clear, it feels like its way better to me. I think most of my problems originally were in understanding the program and I think I'm getting over that, I've been messing around with making custom shapes, rather than just relying on the pre-made noise as much. Also I think having the mesh there to work with rather than default geo helps a lot. [img_thumb]https://i.imgur.com/gFHdD1a.jpg[/img_thumb] Again sorry for bad quality, internet is .02 down and close to 2k ping at times (rip)
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