@Kruskebunken Very nice work, I especially dig the texturing on the wood finish. If you ever revisit the project, I think a subtle gradient at the edge of the seat where it meets the wood could help it pop a bit as well as a slight desaturation on the green colour overall. Great job and I appreciate the write-up as I've struggled with modeling and baking out complex shapes like that.
@Pep_mepla Good progress so far. One suggestion I have is do some quick idea sketches/blockout for the front where the 4 cylinders connect to the box shape. Right now they're just sitting on a flat surface as if they don't connect to anything. It might be one of those things where the player never sees it, but I believe it helps to figure out how everything connects together for these situations where the concept might not cover these areas.
WIP Update
I've been working on high-res modeling/sculpting. Still have a long way to go but I wanted to push through to the baking process for the roof as I was concerned about how well things would bake out. I'm happy to say it wasn't as bad as I thought it would be, some tweaks and I'm happy with the result. My main concern now with this specific piece is the polycount, sitting at around 7600 tris, and there's still the rest of the tower and other pieces to do. It's using about half the space of 2k texture right now (my plan is have the whole tower on one texture map if possible).
@AD_3D Nice work! I don't have anything to add on the Time Bomb piece as I hadn't delved into that model but generally it looks really awesome! Superb hard surface modelling skills :)
Very nice work on the roof of the tower! That cornice with the spiral looks great. It took me 4 tries and almost two days to figure out how to arrange the topo for the low poly and the high poly too. When switching to ZBrush, my initial tries failed on the subdivision stage.
You have concerns about the polycount - judging only from the wireframe you supplied, I believe the edges marked red can be removed. It'll save you some tris. The challenge does not specify a budget, so I guess there are no wrong answers in that regard. It all depends on how close the camera can get to your object, when is your object going to be used (gameplay, cinematic), end platform, etc.
Keep it up, and I'd love to see what you come up with!
YairMorr
Hey everyone, I just finished working on the tower and the wall. It was extensive work and I had so much fun! To showcase the models, I created an environment using UE5 and Quixel. I tried to make the environment fit the concept, make it as simple as possible and also let it blend with the models.
The tower is 1 model, the tall wall is actually a bit modular and comprised of 2 pieces that can be placed on the ends and between wall pieces. This enables me to extend the wall for as long as I want. If I flip the sides I can add some variation, but it's not a very robust solution.
The tower is 10,718 tris, the tall wall is 18,440 and the sandbag wall is 24,616. I tried optimizing as much as I could, and I bet these models can be optimized even further.
The tower uses 1 material (mostly), the walls use another material as well. I added a shared material for some of the beams, the barb wire and the sand bags.
I hope this post was useful to anyone :) Thanks for reading!
YairMorr
Hello guys!
This is my WIP on the "Time Bomb". I am a 3ds max/Cinema 4D user but started playing with blender now which is fun. I will update you with the textured final one.
Tiles, you are repeatedly mixing up law (what gets written in the law books, and determines practices that are illegal), and court decisions. A new law doesn't require a previous court decision to go one way or another - it's the other way around. And cases in which a court decision then becomes the norm because the law is ambiguous is called a "precedent".
As a matter of fact, this is precisely why some defense lawyers are still interested in cases where they get to defend something immoral - because this can then outline a loophole in dire need of being patched later by a new law. If a murderer gets away freely thanks to a technicality, it becomes an incentive for new laws to be drafted, proposed and voted in.
The example of the French law about touched up models didn't require any court case either.
pior
Something is getting lost in translation here. No one is talking about "forbidding learning". The idea is simply to not use anthropological terms like "learning" and reframing it as "using" in order to get a clearer view on what's going on.
On law : law is not something that is divinely dictated and get set it in stone forever, otherwise all humanity would be stuck in dark ages doctrines.
Current laws may not be fitting to legislate on whether or not the data collection required for the existence of these datasets is an infringement of intellectual property or not. Since all law is subject to interpretation, in some case it may actually be. But the point to understand is that current law was drafted in a context when AI images generators didn't exist. It actually doesn't matter at all if the process is similar, exactly the same, or different from what humans do, this is completely irrelevant. What is relevant is that if enough people agree that such use of image data should be outlawed, then it could eventually become so. And new law on copyright protection isn't required to be triggered by a copyright infringement case settled on way or another.
For instance, tomorrow a given country could legislate that AI image generators need to come with a human-readable version of the dataset being used, and said dataset could be, for instance, subject to government approval before being released to the market, just like it is the case for food and drugs. I am not saying that this is the way it should be done of course - just giving one very simple example/scenario that only takes a minute to think about.
This is all very similar to human cloning : "Human cloning does nothing else than humans does. Just a bit more efficient and faster". Yet once it became a reality, laws evolved accordingly to express the will of the people on the matter of human dignity. Similarly to how in some countries it is allowed to have one's child gestated by someone else, yet in some other countries it isn't.
So when people present to you their reasoning as to whether or not this kind of art theft is/should be illegal, they are expressing their conviction and the direction they want the "artistic social contract" to go towards - one in which the unauthorized use of imagery in a data set used for image generation would be illegal. The fact that it currently is or isn't isn't the end goal of the conversation, it is the starting point.
pior
some volumetric ambient shading
the more adjacent "points" there are the darker the shading. It uses the boost rtree and then creates some spherical segments (basically and 18pt octahedron) to query the tree from each point summing and negating depending on the results you can vary the effect volume of each point and the segment range to vary the effect. I'm just randomly changing the points in the above example
Klunk
I remember those days. Polycount used to be a lot more freewheeling like that.
Sure it used to be "easier", at least for some people. But there's this thing called systemic bias.
Once you step outside the old way of doing things, and actually see all the embedded misogyny, homophobia, and racism, well you just can't unsee it anymore.
Personally I'd rather be a bit inconvenienced than to continue to reject & harm all the people who never fit into the old way, and just had to put up with all the bullshit all the time.
Fuck going back to that. DEI is a good thing, and it's been way too long time coming.
Eric Chadwick
It's not though is it.
DayZ - half the art is recycled from 2006 arma and it's buggy as shit . 7/8 years since standalone released and it's still growing new players
Minecraft - looks ropey as fuck, sounds awful . 11 years in and still growing.
Battlefield 5 - looked great, sounded great, failed because they forgot to put a game in behind the item shop
I'm pretty sure an expert could write a whole book about why those two examples still work after all this time.
I'm not an expert but I'll go out on a limb and suggest that their longevity and success is due to very solid and well thought out base gameplay loop and mechanics that have them been sensitively built upon with the aim of expanding the game for the player's benefit.
As opposed to the EA/Ubisoft approach of boring the player into buying stuff.
@Alex_J you kinda underestimate how small this industry at least on a very high level is. You don't have to know everyone, but knowing someone who knows someone is not unlikely. In the western market, at my age group i would say in 3d most people have gone through the "polycount school" chances are high that this alone forms a little trust between people.
This doesn't mean we know everyone in our agegroup world wide, but in the western market it's not like there are tens of thousands of people in leading positions. Its a few hundred.
If you check where someone worked, you will likely find someone you know who worked with that person before.