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Modeling/Art non-related to Amnesia / SOMA
failedALIAS Offline
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RE: Modeling/Art non-related to Amnesia

(02-21-2013, 03:50 AM)crisosphinx Wrote:
(02-21-2013, 03:36 AM)failedALIAS Wrote: But it looks so beautiful. . .

Yup... Sorry to ruin your hopes and dreams. It was going to be a mobile game, free, no ads or anything.

Spoiler below!

[Image: tumblr_lhi6qypXB21qa3mn6o1_500.jpg]
Fuuuuuuuuck

02-21-2013, 04:34 AM
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crisosphinx Offline
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RE: Modeling/Art non-related to Amnesia

(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. . .

Yup... Sorry to ruin your hopes and dreams. It was going to be a mobile game, free, no ads or anything.

Spoiler below!

[Image: tumblr_lhi6qypXB21qa3mn6o1_500.jpg]
Fuuuuuuuuck


That's how I feel.

Animation and Rig questions -> crisosphinx@yahoo.com

3D Generalist. Notable work on FG Forums - The Great Work, Five Magics and Cowards Debt.
02-21-2013, 05:20 AM
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Rapture Offline
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RE: Modeling/Art non-related to Amnesia

Here is a tip to any Blender folks...
Spoiler below!
[Image: blendersigh.png]

Don't "accidently" flip your normals on a mesh with a multi-resolution if you don't want to redo the sculpting. I somehow managed to flip the normals on my arm and leg also, what a pain. But amazingly the raptor leg was spared, which I didn't need.

While Blender was fucking with me, I made this poorly hand textured dagger.
Spoiler below!
[Image: daggerjc.png]
(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.

I could possibly sculpt it back, but then... it would like wet pasta noodles clumped together.
02-21-2013, 07:30 PM
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Danny Boy Offline
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RE: Modeling/Art non-related to Amnesia

My first flash animation
https://dl.dropbox.com/u/32524663/info.swf
work still in progress.

note: its in Portuguese... so sorry about that.
02-21-2013, 11:27 PM
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Nice Offline
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RE: Modeling/Art non-related to Amnesia

(02-21-2013, 11:27 PM)Danny Boy Wrote: My first flash animation
https://dl.dropbox.com/u/32524663/info.swf
work still in progress.

note: its in Portuguese... so sorry about that.

preety good, but thats some weird italian there :O


Sorry but we cannot change your avatar as the new avatar you specified is too big. The maximum dimensions are 80x80 (width x height)
02-21-2013, 11:30 PM
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Danny Boy Offline
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RE: Modeling/Art non-related to Amnesia

(02-21-2013, 11:30 PM)DogFood Wrote:
(02-21-2013, 11:27 PM)Danny Boy Wrote: My first flash animation
https://dl.dropbox.com/u/32524663/info.swf
work still in progress.

note: its in Portuguese... so sorry about that.

preety good, but thats some weird italian there :O

And thats some weird potato you got there as a avatar.
(This post was last modified: 02-21-2013, 11:44 PM by Danny Boy.)
02-21-2013, 11:44 PM
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xxxxxxxxxxxxxxxx Away
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RE: Modeling/Art non-related to Amnesia

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) Big Grin

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!
[Image: 2958htw.jpg]
Just remember to make a copy of your dagger before adding supporting edges, so you don't have to delete all those additional edges again when making the lowpoly version for the bake...

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! Wink
(This post was last modified: 02-22-2013, 11:31 AM by xxxxxxxxxxxxxxxx.)
02-22-2013, 11:28 AM
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The chaser Offline
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RE: Modeling/Art non-related to Amnesia

guys y u no bump

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
02-26-2013, 04:44 PM
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Danny Boy Offline
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RE: Modeling/Art non-related to Amnesia

Fine





[Image: wip.jpg]
Creature concept designs. Work in progress.
(This post was last modified: 02-26-2013, 09:11 PM by Danny Boy.)
02-26-2013, 09:11 PM
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Traggey Offline
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RE: Modeling/Art non-related to Amnesia

Looks like something that'd be featured in Sanctum, I like it!
02-26-2013, 09:46 PM
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