Modeling/Art non-related to Amnesia / SOMA - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html) +--- Forum: Off-Topic (https://www.frictionalgames.com/forum/forum-16.html) +--- Thread: Modeling/Art non-related to Amnesia / SOMA (/thread-26059.html) Pages:
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RE: Modeling/Art non-related to Amnesia - failedALIAS - 02-21-2013 (02-21-2013, 03:50 AM)crisosphinx Wrote:(02-21-2013, 03:36 AM)failedALIAS Wrote: But it looks so beautiful. . . Spoiler below!
RE: Modeling/Art non-related to Amnesia - crisosphinx - 02-21-2013 (02-21-2013, 04:34 AM)failedALIAS Wrote:(02-21-2013, 03:50 AM)crisosphinx Wrote:(02-21-2013, 03:36 AM)failedALIAS Wrote: But it looks so beautiful. . . That's how I feel. RE: Modeling/Art non-related to Amnesia - Rapture - 02-21-2013 Here is a tip to any Blender folks... Spoiler below!
While Blender was fucking with me, I made this poorly hand textured dagger. Spoiler below!
I could possibly sculpt it back, but then... it would like wet pasta noodles clumped together. RE: Modeling/Art non-related to Amnesia - Danny Boy - 02-21-2013 My first flash animation https://dl.dropbox.com/u/32524663/info.swf work still in progress. note: its in Portuguese... so sorry about that. RE: Modeling/Art non-related to Amnesia - Nice - 02-21-2013 (02-21-2013, 11:27 PM)Danny Boy Wrote: My first flash animation preety good, but thats some weird italian there :O RE: Modeling/Art non-related to Amnesia - Danny Boy - 02-21-2013 (02-21-2013, 11:30 PM)DogFood Wrote:(02-21-2013, 11:27 PM)Danny Boy Wrote: My first flash animation And thats some weird potato you got there as a avatar. RE: Modeling/Art non-related to Amnesia - xxxxxxxxxxxxxxxx - 02-22-2013 Rapture Wrote:(1) In blender, how can I draw my own normals/specular maps? I can't multi-resolution the dagger because it becomes very curvy and about half the size of the original and looks like wet pasta clumped together. Don't worry, what you need is not a hand-drawn normal map but simply a bit of knowledge about hard surface highpoly modeling! (which is quite different from organic high poly sculpting) The keyword here is "supporting edges" which are essential for that form of modeling. Basically, what you do is you surround every edge that needs to stay sharp with additional edges, so that your subdividing/smoothing will keep planar areas planar instead of turning everything into a blob. The closer the edges are together, the sharper the result will be. It's easier to understand with a picture, so I made you one: Spoiler below!
The same principle applies to non-subdivided meshes btw, when it comes to smoothing. (soft edges, smoothing groups...whatever you call it) It's how you can have softer edges on meshes with non-unique normal maps, like buildings for example. Of course it raises the polycount quite a bit, so only use it where the player can actually see it! RE: Modeling/Art non-related to Amnesia - The chaser - 02-26-2013 guys y u no bump RE: Modeling/Art non-related to Amnesia - Danny Boy - 02-26-2013 Fine Creature concept designs. Work in progress. RE: Modeling/Art non-related to Amnesia - Traggey - 02-26-2013 Looks like something that'd be featured in Sanctum, I like it! |