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Toasty's adventure world [GIF heavy]
Posts
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facebook.com/LauraCatherwoodArt
Yeah, that does make sense!
facebook.com/LauraCatherwoodArt
I don't really have anything else to add!
do you lack faith, brother?
or do you believe?
@M2tM yes indeed, I have a prototype in Unity that I'm prepping to do a 3D art pass for
I have different plans for the cracks, and for getting better/more variation, but it's good enough for now so I'm moving on to the perplexing problem of modular but organic-looking cliff pieces
Is custom maps the plan here or is the modularity to make it easier for you to build the levels?
This is mostly just for my own level-building so I can crank out a game world the size of a small country in a reasonable amount of time. Usually in modern game art you would do something like a giant cliff face by combining a large terrain shape with a lot of detailed, hand-sculpted rock chunks that you smash into the surface at various scales and rotations (see Skyrim), but that would take way too much work for me to do in the long term here.
I don't have any plans for custom maps right now, but a locked-in modular piece system like this does make stuff like a map editor or even random-generated maps a real possibility down the line as well.
Thank you very much! I have begun looking at stuff like the Yiynova and such, cheaper versions of the Cintiqs and I might pull the trigger on one.
The gifs you've put up are going to be really helpful for seeing the process of this sort of thing, so thank you again!
What I am trying to say is I like everything that's going on in here. I wish I had more to say, some actual crits, or helpful words, but its way out of my realm.
3D art is just art, so it's totally still in your realm to give crits or suggestions. But yeah, a lot of this stuff is still early or midway through the 3D production process, which is very different from 2D art processes and probably is making it a lot harder to crit.
I think of 3D art kind of like how the famous chef dude in Ratatouille did about cooking, anyone can do it! But certainly, not everyone will enjoy it, and if you don't enjoy it there's no sense in punishing yourself trying to learn it.
I'll try to post more behind-the-scenes stuff and not just renders
You should think about getting a robot printed, just for funsies. It would be a cool toy to have.
The top surface uses a separate shader from the sculpted section, and that shader is mapped in world-space rather than relative to the model. That means the texture on the top surface doesn't need to repeat the same way that the vertical edge along the cliff face does. So for example, on the left-most piece in the split-up picture, that faint cracked surface that's on the flat top could turn into a swirly sand surface if I moved that piece away from that particular spot.
Hmm actually yes I've been meaning to get on your case about this oversight, the flatness bias around here is kind of offensive and I'm very sensitive about my extra dimension. I got teased a lot in school. It didn't help that I was visible from every angle.
Oh man! A 3D printed model of one of my mech dudes would be soooooo coooooooooool *brain explode*
Part 2 in the spoiler!
So, I think I could really use some crits and suggestions on this because I've been sort of staring at this particular setting for so long. Plus, foliage in general is a subject I'm not super familiar with.
Generally, what I'm aiming for is a sort of out-of-control overgrowth, but this paintover feels very tame. And I mean, it'd be fine for some areas to feel tame like this, but it's the really overgrown stuff that I most want to figure out, so that I can easily dial it back instead of constantly pushing myself to get some crazier looking foliage. Another concern is that the proportions and colors might be pushing it to look kind of cartoony, which is not what I want. I want the game to be colorful, but maybe more from lighting and post-process rather than so much from individual object coloration like this.
For now I'm just going to switch over to working on mechs and give this a bit of rest, but I think I need to gather more jungle reference. The tricky part is that standard Earth jungles aren't enough, it needs to look a bit alien looking as well. Hmm hmm.
*looks at your art*
*clicks subscribe*
*drools*
http://www.fallout3nexus.com/downloads/file.php?id=16534
Spot on! A ladder up the side of one or two of the tanks would be perfect, and some kind of scale detail on the big blue plants, like turning them into some kind of fern, would do wonders. Thanks!
So I'm trying out a different way of designing mechs that is more improvisational and (most importantly) should allow me to make models both more quickly and to a higher level of detail. You basically set up a library of detailed pieces that you attach together in interesting ways. I've done this before with just small scale elements -- hatches, vents, bolts etc., but never on a significant scale where large chunks are intersecting. But after a bit of modeling some new big shapes with built-in details and ripping apart some models I've already made, I started putting some pieces together and quickly came up with this:
Here's a screen showing most of the parts in my little library so far:
This particular design is going to be a utility mech rather than front-line bruiser, so I'll be giving him some kind of spindly grabby arms and stuff. Should be pretty cool. I think I'll do a quick paintover at some point. I really like this new process, it's a lot more fun and dynamic than struggling to interpret and manually detail-up a 2D sketched design.
And some paintovers of simple 3D blockouts:
in the meantime, more blockout paintovers:
annnnnnnd I'm working on a new concept art piece:
Got a progress update:
Started getting a bit stir-crazy from working on this so long, but this is such an important image for me I think it's worth it.
Oh, I gotta remember to put some faded text on the side of the ship or something.