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The Art & Animation Journey of LEGACY - [[NSFW]- GIF Heavy!]

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Posts

  • LegacyGameLegacyGame Registered User regular
    edited March 18
    Expect some 3D sculpting soon™

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    LegacyGame on
    Brolo
  • LegacyGameLegacyGame Registered User regular
    some practice in zbrush before diving into the environment stuff

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    Brolo
  • IrukaIruka Registered User, Moderator mod
    That's quite a long neck!

    I wish I was as proficient in 2d and 3d as you are, its impressive to have a skillset in both.

  • LegacyGameLegacyGame Registered User regular
    Iruka wrote: »
    That's quite a long neck!

    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

  • IrukaIruka Registered User, Moderator mod
    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.

  • LegacyGameLegacyGame Registered User regular
    Iruka wrote: »
    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!

    Aladdin-A-Whole-New-World-princess-jasmine-18043691-450-258.jpg

    Iruka
  • LegacyGameLegacyGame Registered User regular
    long necks in fashion, legacy elves are here to stay

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    Angel_of_BaconDoodmannProspicience
  • LegacyGameLegacyGame Registered User regular
    got started on the important stuff

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  • LegacyGameLegacyGame Registered User regular
    Low polys in the engine renderer

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  • IrukaIruka Registered User, Moderator mod
    nice rocks, dude

    DoodmannProspicience
  • LegacyGameLegacyGame Registered User regular
    @Iruka im trying to pick an artsyle to go with

    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

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  • IrukaIruka Registered User, Moderator mod
    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?

  • LegacyGameLegacyGame Registered User regular
    Iruka wrote: »
    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.

  • IrukaIruka Registered User, Moderator mod
    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.

  • LegacyGameLegacyGame Registered User regular
    Iruka wrote: »
    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

  • LegacyGameLegacyGame Registered User regular
    edited April 9
    ugh vegitation is hard

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    LegacyGame on
  • LegacyGameLegacyGame Registered User regular
    edited April 9
    tested the zbrush to maya pipe, things are fairing much better than my first try a couple years back

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  • LegacyGameLegacyGame Registered User regular
    edited April 9
    I forgot to adjust the normal map and generate the maps in xnormal instead of zbrush

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  • LegacyGameLegacyGame Registered User regular
    edited April 9
    I should rename myself CGspam

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    LegacyGame on
  • LegacyGameLegacyGame Registered User regular
    edited April 9
    what’s left:

    - lychens
    - grain
    - moss floor cracks
    - large flowers
    - vines
    - shrooms

    then i can move on to the concept art properly

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  • LegacyGameLegacyGame Registered User regular
    Final post on this scene

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    So It GoesDoodmanntapeslinger
  • SublimusSublimus AustinRegistered User regular
    Dang! Nice stuff!

  • LegacyGameLegacyGame Registered User regular
    @Sublimus thanks dude!

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    m3nacetapeslinger
  • LegacyGameLegacyGame Registered User regular
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  • LegacyGameLegacyGame Registered User regular
    edited April 7
  • LegacyGameLegacyGame Registered User regular
    Got it on youtube

    m3nace
  • LegacyGameLegacyGame Registered User regular
    edited April 14
    spam incoming

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    LegacyGame on
  • LegacyGameLegacyGame Registered User regular
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  • IrukaIruka Registered User, Moderator mod
    are those plants final plants, or are they like, substance painter plants?

  • LegacyGameLegacyGame Registered User regular
    edited April 14
    Iruka wrote: »
    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

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    LegacyGame on
  • LegacyGameLegacyGame Registered User regular
    edited April 16
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    LegacyGame on
  • LegacyGameLegacyGame Registered User regular
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    Add any water sfx and enjoy

    Angel_of_BaconIrukaYoshisummonsm3nacetapeslingerironsizidebombardier
  • LegacyGameLegacyGame Registered User regular
    just another test

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    bombardier
  • LegacyGameLegacyGame Registered User regular
    edited April 18
    trying to make better water

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    i have not made better water

    LegacyGame on
  • LegacyGameLegacyGame Registered User regular
    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

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  • EnigmedicEnigmedic Registered User regular
    LegacyGame wrote: »
    trying to make better water

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    i have not made better water

    you're like halfway to a genie though, that looks awesome.

    3ds FC: 0645 - 7166 - 9801
  • IrukaIruka Registered User, Moderator mod
    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.

    LegacyGame
  • LegacyGameLegacyGame Registered User regular
    edited April 19
    Iruka wrote: »
    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
  • BroloBrolo Broseidon Lord of the BroceanRegistered User regular
    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

  • IrukaIruka Registered User, Moderator mod
    LegacyGame wrote: »

    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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