Всем привет! Решил сделать ленивый Hand-Paint: просто взял чужой рисунок, создал 3д модели под него и перенес рисунок на модели постоянно исправляя артефакты (:
- Hi all! I decided to make a lazy Hand-Paint: I simply took someone else’s drawing, created 3D models for it and transferred the drawing to the model, constantly correcting artifacts (:
A solar storm would wipe out the net connection, wouldn't it? Rendering all subscription software useless as well as tools that mandate license checkups like Toolbag. Consider me a prepper then:
Backpack created for inktober. At first I attempted some procedural shading. This quickly felt too technical and non-committal, so I decided to jump and just paint the damn texture
Gate-Scene iteration
Did some further iterations on this Unity scene created for a past bi-monthly environment challenge. and applied my newly acquired cinemachine learnings to create shots and sequences. I think overall asset quality can be improved significantly, currently feels very much blockout/ non-committal when looking closer.
Because in actual day to day practice there are many models that are just an order of magnitude faster and more efficient to build in subdiv rather than in CAD, especially if the provided concept isn't a fully locked technical drawing and if the design will be subject to tweaks along the way. Here's an example from a 2010 3december presentation (art credit Martin Punchev) :
A skilled hardsurface modeller could knock this out in a matter of hours/days, without the need of a supertight 2D concept and with everything being very easy to tweak and stretch at any time. Whereas despite how powerful CAD can be, a MOI/Fusion/Plasticity kiddie would be unable to match this turnover rate and flexibility. Sure enough a CAD model may allow for some repositionning of booleans and editing of fillets, but it absolutely woudn't allow for more organic changes like correcting the rythm of a silhouette or inflating/deflating things here and there. Such tweaks essential for on-the-fly art direction are just not possible with a CAD model *at all*. And 14 years of time hasn't changed that
The same applies to the more recent "straight to final midpoly" workflow too. Cleaning up a CAD model (even coming from a software with a good mesher like MOI) would be a waste of time compared to building things in polies right from the start. If I am not mistaken this seems to be the approach used on the DeadLock characters in their current state.