Do you sculpt traditionally? Or do you just think 2d skills transfer?
The software on the 3d side is a damn nightmare, but I'm slowly getting used to blender. I've personally not done much sculpting traditionally, and when I do it also turns out a bit wonky, so maybe I'm just not a structurally sound artist.
Do you sculpt traditionally? Or do you just think 2d skills transfer?
The software on the 3d side is a damn nightmare, but I'm slowly getting used to blender. I've personally not done much sculpting traditionally, and when I do it also turns out a bit wonky, so maybe I'm just not a structurally sound artist.
I've never done proper traditional sculpting although I've definitely busted out some sculpts during math class with blue tack and melted erasers, they were about the size of my thumb. You'll go less crazy learning programs when you know you can do the thing in other mediums, when I was learning 3D animation, I was still shit at animation anyway but that causes a dual problem when you don't know if it's the program or your ability as an artist causing problems.
All skills in anything, not just art, will transfer in a positive way somehow, they'll give you perspective on your workflow in ways you weren't aware of. I didn't learn stringent time management till I became a cleaner, and then I learned to make decisions/plans based on expected returns after gambling for a while and figuring out progressive strategies take too long to execute.
3D helped me think more logically approaching problems, 2D helped me think more creatively, they're each good on their own but together it's a whole new world!
I mean, isn't it essentially going to be minecraftian or is that early thread stuff no longer applicable? I would think that if the terrain is changeable then being safe with your effects is probably going to be technically easier?
I mean, isn't it essentially going to be minecraftian or is that early thread stuff no longer applicable? I would think that if the terrain is changeable then being safe with your effects is probably going to be technically easier?
Voxel engines don't seem to have any problems, the tech has been there for a while but no ones taken advantage with good game design.
Interesting. I dont know much about the tech, but in theory I like the top right better. That being said, I could also see the left being more suitable for backgrounds, so your characters pop.
Interesting. I dont know much about the tech, but in theory I like the top right better. That being said, I could also see the left being more suitable for backgrounds, so your characters pop.
It seems like most are leaning to the right, think that's where its all heading
are those plants final plants, or are they like, substance painter plants?
its a mish mash of spotlight textures in zbrush. zbrush doesn't have paint layers so I gotta handle color balance once all the textures are exported to photoshop
I learned a thing or two about how to go about water, several solutions for different things, in the end the least complicated approach is best for real time rendering, even converting dynamic water to a cached mesh doesn't seem worth it, so water maps it is
That result is nice, and fits your more stylized approach to things.
I was going to say, I think the plants are weirdly fine textured and realistic. Everything seems small, It'd be interesting if it were a bit bolder and more stylistic.
That result is nice, and fits your more stylized approach to things.
I was going to say, I think the plants are weirdly fine textured and realistic. Everything seems small, It'd be interesting if it were a bit bolder and more stylistic.
The size of the plants are to scale, you're looking at large set pieces which is why Im experimenting with textures instead of physical meshes which is reserved for larger things since this is being built within real time constraints.
I haven't nailed the style for the vegetation yet probably because I haven't done any full scene paint tests, so its hit or miss between cases with no focal point to reference to. I thought I could wing it but its been difficult.
What's interesting is that the first test came out well because I didn't know how to preserve mesh resolution in zbrush, so all the noise was lost and blended in enough detail, but as soon as I found how to preserve texture resolution you get a ton of hyper detailed noise.
LegacyGame on
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BroloBroseidonLord of the BroceanRegistered Userregular
I need to visit the AC more often, don't have a lot of time for the forums these days.
But just popping in here to say your stuff is real good, @LegacyGame
The size of the plants are to scale, you're looking at large set pieces which is why Im experimenting with textures instead of physical meshes which is reserved for larger things since this is being built within real time constraints.
I haven't nailed the style for the vegetation yet probably because I haven't done any full scene paint tests, so its hit or miss between cases with no focal point to reference to. I thought I could wing it but its been difficult.
What's interesting is that the first test came out well because I didn't know how to preserve mesh resolution in zbrush, so all the noise was lost and blended in enough detail, but as soon as I found how to preserve texture resolution you get a ton of hyper detailed noise.
Ah, interesting. All of my comments come from a very non-technical place, so its cool to have insight into the backend of whats going on, also I was totally imagining those walls as relatively small, so that does change my perspective a bit. When you start getting things staged I imagine certain things will just come together.
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I wish I was as proficient in 2d and 3d as you are, its impressive to have a skillset in both.
They're just another tool, albeit some are not user friendly but if you're into it traditionally you can do it digitally
The software on the 3d side is a damn nightmare, but I'm slowly getting used to blender. I've personally not done much sculpting traditionally, and when I do it also turns out a bit wonky, so maybe I'm just not a structurally sound artist.
I've never done proper traditional sculpting although I've definitely busted out some sculpts during math class with blue tack and melted erasers, they were about the size of my thumb. You'll go less crazy learning programs when you know you can do the thing in other mediums, when I was learning 3D animation, I was still shit at animation anyway but that causes a dual problem when you don't know if it's the program or your ability as an artist causing problems.
All skills in anything, not just art, will transfer in a positive way somehow, they'll give you perspective on your workflow in ways you weren't aware of. I didn't learn stringent time management till I became a cleaner, and then I learned to make decisions/plans based on expected returns after gambling for a while and figuring out progressive strategies take too long to execute.
3D helped me think more logically approaching problems, 2D helped me think more creatively, they're each good on their own but together it's a whole new world!
left:
- more forgiving
- painterly
- restricted lighting angles
right:
- ugly when textures/lighting/geometry doesn't align
- can have very cool lighting effects
- flexible on the fly lighting
Voxel engines don't seem to have any problems, the tech has been there for a while but no ones taken advantage with good game design.
It seems like most are leaning to the right, think that's where its all heading
- lychens
- grain
- moss floor cracks
- large flowers
- vines
- shrooms
then i can move on to the concept art properly
https://legacy-game.tumblr.com/video_file/t:poun6ZzuqjC8CQsliL38Tw/159286639336/tumblr_oo0pmiDrlw1sg3x5g
Add any water sfx and enjoy
i have not made better water
you're like halfway to a genie though, that looks awesome.
Steam: https://steamcommunity.com/profiles/76561198004484595
I was going to say, I think the plants are weirdly fine textured and realistic. Everything seems small, It'd be interesting if it were a bit bolder and more stylistic.
The size of the plants are to scale, you're looking at large set pieces which is why Im experimenting with textures instead of physical meshes which is reserved for larger things since this is being built within real time constraints.
I haven't nailed the style for the vegetation yet probably because I haven't done any full scene paint tests, so its hit or miss between cases with no focal point to reference to. I thought I could wing it but its been difficult.
What's interesting is that the first test came out well because I didn't know how to preserve mesh resolution in zbrush, so all the noise was lost and blended in enough detail, but as soon as I found how to preserve texture resolution you get a ton of hyper detailed noise.
But just popping in here to say your stuff is real good, @LegacyGame
Ah, interesting. All of my comments come from a very non-technical place, so its cool to have insight into the backend of whats going on, also I was totally imagining those walls as relatively small, so that does change my perspective a bit. When you start getting things staged I imagine certain things will just come together.