the loneliness of modern society does make people weird. It is a very common thing for people to develop paranormal relationships with the characters they see on TV and other entertainment like games, whether it's actually a real person (a human actor) or totally fictional (a cartoon character)
this isn't just creepy neckbeards in the basement, it's normal people you have normal conversations with and like.
using the AI to drive wedge between working class people because of their odd quirks isn't very useful IMO. The AI is used as a weapon to take leverage away from all working class people, that's really the only thing that matters. What sexy skin it arrives in or by what algorithm it calculates responses isn't really pertinent to working class persons ability to attain work and live with some dignity. Anything which suggest people compete more and cooperate less isn't working for the benefit of people who have to work for a living.
Got most of the sculpting done and wanted to move onto implenting textures. Tried to stick to a more stylized texturing style within Painter and keeping the roughness pretty high. Not too stoked on the wooden boxes (need to add more sculpt detail and silhouette changes) and maybe some more color variation on the cloth tarp. But I like where I ended up today The ground I'm keeping separate for now (wanna work with designer on that one)
some work on Persian forest level. just a few more little dioramas like this to do and everything will be blocked in for a teaser trailer
i have added lighting in as you can see but it's a type of cel shader that removes all of the diffusion. I might not be using correct terminology but you can see what I mean. It's like an unlit shader you just get perfectly sharp shadows. Because of this geometry is really easy, you can smash things together and transitions don't really show up. For example these trees don't even need to be 3d, just a slight profile and it seems 3d from any angle. The trick is given away if you see the end of the trunk but i'll have that covered up by ground clutter.
tree leaves are just spheres smushed in whatever shapes felt nice
some more work on this scene. I changed the way it is laid out a bit wanted to take a break from the complex palace for a moment, and focus on something more simple, landscape and rocks on this peninsula approach. I find it easy to build natural things all day long, but buildings really drain me.
trying to make a play space that is easy to navigate and understand, but if possible have it look "natural", but it does seem that I'll need a bit of standardization so that it is easier to understand what is traversable and what is not
gameplay considerations isn't big priority at the moment, just didn't want to go too crazy making an environment that might look very different from what the actual game requires
i tried slight color variation in the rocks but it felt a little weird. It seems that simpler is better. I will try a few other things like a bit more small debris, perhaps just some tiny little accents of green from some small shrubs that might grow in crevices.
Thanks for the great video. SmartExtrude came from Max, where it's been for a while now. Looking forward to more movement between Autodesk's tools. Like more of the sweet USD support from Maya coming over to Max.
Following, as I am also struggling with this at the moment.
Kinda seems like people who are accustomed to modeling in Maya is blissfully unaware of this issue as it does generate the best defaults out of the bunch... But, it doesn't quite get there 100%... What is missing is face size priority, which I've yet to find a way to manipulate the value for. (Assuming it is either not even part of the equation or hardcoded.)
One would think setting it to just Area in the mesh control options would be the solution, but nah.
If you're using the metalness workflow, make sure to select "Albedo [Metal]" from the maps list. Using the Albedo output will do some texture conversion from metalness to the specular workflow.