im back at it makin shitty character models again, view their glory

Discussion in 'TZT GameDev' started by Agrul, Sep 18, 2016.

  1. Agrul

    Agrul TZT Neckbeard Lord

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    that's legitimately kind of sad. every 6 months or so i liked to quickly scroll through this thread from page 1 on, really loses the impact without ol' arrow dick in the lineup
     
  2. Agrul

    Agrul TZT Neckbeard Lord

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    aw heck yeah. found where i'd stored them. not in my git repo, guess it's time to move them over

    but more importantly:

    upload_2019-11-30_14-34-57.png
     
  3. Synnovea

    Synnovea TZT Addict

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    So you're going for kind of old school Star Ocean/Suikoden models?
     
  4. Agrul

    Agrul TZT Neckbeard Lord

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    sorta. when i started this thread back in 2016 i didnt really have any idea what artistic style i wanted to go for --- and, more to the point, had so little experience as a 3d artist, or any kind of artist, that i was much too incompetent to even pretend to lay claim to a specific 'style'. i just kind of mashed my head against blender and out came unintentionally uncanny messes. i had messed around with Unity (free-ish game development engine) a bit, and was just beginning to get serious about Blender (free 3D art/design software), but was nowhere near where i wanted to be with the latter to try to define a style, whatever i aimed for

    more recently (last 2? pages, measured in Thread Time) i've begun to feel my art is of at least tolerable quality to me, and have started trying to carve out a specific style. i didn't really have any particular plan for doing so, but as i work through it i seem to be settling on a style that sort of draws inspiration equally from old-school JRPG models (like suikoden / star ocean / legend of heroes / FF) & anime, although with some notable intentional deviations

    recently, the major things i've been trying to aim for artistically so far are:

    - human proportions all have to be basically correct

    - except the head, which is disproportionately large in imitation of chibi characters, or (to a distant approximation) old JRPG sprites. example from legend of heroes, from the last page:

    [​IMG]


    - only a few tones per material. exactly 3 tones, in most cases: a bright base tone, and then two darker versions of it used for 'depths' of shadows. this is a specific imitation of the way in which anime is typically colored; if you pause most anime shows in a static shot, they almost always seem to use no more than 3-5 colors for e.g. a person's skin, or a cloak's main color and shadows

    - partially an engineering concern, but i want shadows driven in a way that's physically driven enough to look visually appealing without requiring excessive fine-tuning on each model. i finally have a grip on this in the 3-4-tone system in blender, i think

    - dark, heavy outlines both on all object boundaries, and on artistically selected 'inner' lines to emphasize contours of figure (boundaries i did in a manner that's pretty standard for non-photorealistic anime-like character art in 3D; inner lines i did in a way i came up with that I haven't seen anyone else advocate)

    - eyes reminiscent of anime (overly large relative to other facial features, especially on female characters, w/ exaggeratedly heavy 'eyelash' eye-outlines, ornateness varying by character gender)

    - stylized environmental/elemental effects (water distantly imitating a sort of mix of anime/SNES JRPG water, procedural hurricanes that clearly indicate what they are but are also obviously not in any sense a physical simulation, etc)

    - not a pixel-art style (although earlier in the thread i experimented with an interesting workflow for converting high-resolution art into pixel-art automatically)

    meanwhile, from an engineering perspective, i want:

    - a voxel world in which i can make magic and the like allow for free-form reshaping of terrain (i built the basics of a marching cubes implementation in Unity a number of years ago to support this, but then decided i needed to invest a lot of time leveling up my art). secondarily i would like this voxel system to be seamless (no discrete areas/'zones'), which i also have working, although only in a vacuum on its own right now. a tertiary.. goal? .. was for this to be Endless as well as Free-form/Interactive and Seamless, and i have that working, too, but the more I think about it the less I care about it (and the more I think it will come into conflict with some of my other design goals)

    - radical modularity: items / materials / character body shape / animations need to all be sufficiently modular to support rapid generation of highly varied content all of similar quality, without having to spend thousands of hours in cleanup

    - modularity workflow that can be extended readily to non-human character generation (may seem like a throw-away requirement, but this largely though not entirely disqualifies super-anatomically-accurate, free-and-written-by-other-people-already-for-me variety-generators like MakeHuman. I actually spent quite a bit of time with MakeHuman specifically before deciding it was better if i re-implemented similar functionality on my own, although unexpectedly I found that MakeHuman's topological limitations forced me to be a better or at least more principled 3d artist)

    - workflow for porting graphics into a game engine that avoids direct imports of 3D models (this is less an immediate end goal and more because Unity seems to exhibit noticeable FPS lag when importing new 3D models, but no real lag if i just "paint" character graphics onto 2D images, which in turn sit on top of super simple 3D object primitives like cubes or cylinders, for purposes of the physics needed from Unity. also, 2D images have the advantage that, for many effects which i know how to create in blender, it may take me a very long time, or i may fail entirely, to re-implement them directly in Unity -- using images as a storage-and-presentation format in-between lets me directly use most of my blender knowledge)

    after that i have some more things i intend specifically for the game itself, but i've spent so much time trying to move from the abominations of page 1 to something pleasing to look at that working out the details of the game itself took a backseat to just trying to become a competent enough 3D artist. although in that time a few details were worked out (i was not, for example, focused on JRPGs when this thread began)
     
    Last edited: Nov 30, 2019
    Vlaara likes this.
  5. Utumno

    Utumno Administrator Staff Member

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    Imgur would have been fine if you had used that. Instead you used tinypic. TINYPIC!

    /shakes head
     
  6. Agrul

    Agrul TZT Neckbeard Lord

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    i had a reason for doing so but have no idea what it was. i feel like tinypic was a few seconds lazier and less intrusive to use, for some reason

    anyway, i have begun the laborious task of going back and adding EDIT's w/ pics where it is clear from context at least which 3D project file i was referring to. this is of course a task my secretary utumno should be taking care of, but i am a merciful overseer
     
  7. Agrul

    Agrul TZT Neckbeard Lord

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  8. Vlaara

    Vlaara Maaruk the Mighty

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    a little on the bukkake side bud
     
  9. Agrul

    Agrul TZT Neckbeard Lord

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    dont kinkshame me pal

    for real though she's way sparklier than she looked in the viewport. i wonder if there's some kind of render-time-only post-processing effect on that i forgot about
     
  10. Agrul

    Agrul TZT Neckbeard Lord

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    oh found it. the bright/contrast shader node apparently freaks out in the main viewer and lies to you when you feed very large values into it, so much of the brightness...contrast.. it creates doesnt show up until the actual render. that's pretty annoying
     
  11. Agrul

    Agrul TZT Neckbeard Lord

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    this is more like what it looked like in the viewer

    winterWonderLand_antiBukkake.png
     
  12. Agrul

    Agrul TZT Neckbeard Lord

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    and this is with both snow and partial-rained-on shaders on. a little subtle but i think they work nicely together, at least on the cloak

    winterWonderLand_antiBukkake_rainy.png
     
  13. Agrul

    Agrul TZT Neckbeard Lord

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    not sure if i like the sparkly bits. if i drop the bright/contrast thing entirely then they go away
     
  14. Agrul

    Agrul TZT Neckbeard Lord

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    i've decided i like the sparkly bits

    i have conviction in this

    come at me you shitty boomers
     
  15. Agrul

    Agrul TZT Neckbeard Lord

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  16. Agrul

    Agrul TZT Neckbeard Lord

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  17. Vlaara

    Vlaara Maaruk the Mighty

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    I like that chain, would be a sweet graphic for some endgame shit, how does it look in other colors?
     
  18. Agrul

    Agrul TZT Neckbeard Lord

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    i think it looks pretty sweet w/ the snow on it. actually the snow shader generally seems to have worked really well

    i'll generate the hauberk (chest chain thing) in a bunch of other colors when i get off work tonight & post
     
  19. Vlaara

    Vlaara Maaruk the Mighty

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    any chance arrow dick himself could model it?
     
  20. Agrul

    Agrul TZT Neckbeard Lord

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    not right this second, arrowdick-sama has been too preoccupied to acquire any clothing just yet

    here's the hauberk in a bunch've colors:

    c2.png c3.png c4.png c5.png c6.png c7.png c8.png mizuIroh.png