Currently working on Kaido Dreamers, an anime racing game with RPG elements. Here's Dock stage wich is a location for drift racing and gymkhana
We added some rain, and introduce some splash particles instead dust.
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Much love
KaidoDreamers
rollin
Without HDR, and no material, but you can certainly add those if you like.
Eric Chadwick
@Deqa The edges on the model look a bit too sharp when compared to what's shown in the reference images. Though the fender is mostly flat surfaces, there are a number of angled transitions that are missing. Some of which are difficult to see. Gathering some higher quality references, with better lighting and more contrast, would make it easier to see exactly what's going on with the shapes.
As far as the topology goes, though it possible to add all of the smaller scale support loops in a single operation, it will be much easier to do so once all of the larger shapes are fully blocked out. It's also completely acceptable to use support loops on just one side of a soft shape transition or to slide some of the double loops further apart to ease over the rounded edges. Just be sure to constrain any movement to the underlying surface. That way everything stays co-planar.
Looking at some additional reference photos: the fenders and trim line do appear to be single piece molded fiberglass. Something that should probably be added to the block out. Especially before generating the smaller scale support loops. Getting all of the shapes into the block out and figuring out the basic loop flow will make it a lot easier to decide which edges need support loops on one side and which edges need support loops on both sides.
Here's a quick example of what the rough block out could look like. Larger curves, like around the corners of the wheel well, can usually be added with single support loops. After all of the major shapes are present then the rest of the smaller support loops can be added with a bevel / chamfer operation.
Though there's a number of different ways to setup variable width loop generation, sometimes it's just easier to apply the modifier and slide the support loops away from the edges that need to be softened. Really just depends on what makes the most sense for that specific part of the model.
Soldeus Are there any specific areas that seem like they could be improved or concerns about the results? A bit more context on the intended use case would also make it easier to give actionable feedback.
Hope you all had a productive and exciting year. We here at Polycount are wishing you all the best in the coming year!
Eric Chadwick
Here is one character model for 3d Printing that I have created recently while working as freelancer.
loshmiii
cars are really hard to get right, but I figured I would learn the techniques re weighted normals etc and I think its improving. currrentyl around 120,000 tris, but totally unoptimised so far. each panel has 1 subdivision + a bevel modifier/crease values and weighted normals
Ruz
Reliving the "good ol'days", with this one.
Made up a small challenge for myself (in my sketchbook thread turntable there for more) to attempt to make a complicated model, using the restraints of say: Q3A (1999 pc game) I plan to attempt the style they had also, anyone can join in also, pick any design that seems complicated and do your best with 1000 triangles, if it has accessories(weapon) create them within reason, 1-2 hundred triangles(not polys) this can be an infinite challenge or limited till next year, April so those that want to mess around as well can, i will post final in the lowpoly thread.
Did this for fun since i do not see many games reclaiming these limits, perhaps the "phone" ? i do not play the game anymore since I'd have to trust servers people are making but other than that, if i could reload/relaunch the old days i'd put this guy in the game and might, with the "new", refurbished HD texture pack and see what can be done with that old engine as far as designs go. (didn't want to clutter the thread (lowpoly) with w.i.p.s. and i haven't seen anyone posting lowpoly things in w.a.y.w.o. threads)
Working on the critics on the other w.i.p. V.B. Might do a 180 and do something alternatively to make it easier on me for V.B. which might end up also being creative & could start a trend which is the idea (an obvious thing that seemingly might not be so obvious).
Hopefully i get to be able to do that. Anyway nice work all.
iam717
I don't speak for all of Polycount's management, so don't take my replies as 'gospel'.
However I do think it's important to take a measured approach with large issues like this.
There are definitely a lot of emotions running high in the community around this. The artist side of me wants to fucking destroy all the AI bros masquerading themselves as true artists, I mean seriously those people can fuck off with their job-destroying bullshittery.
But the moderator side of me wants to tread carefully and evenly, and not make fast decisions.
GAN-generated content has not taken over our community at this point. In fact I'm hard-pressed to even find anything here, at least outside of these discussion threads. If or when we start to see these kinds of pieces posted, then we'll want to deal with it, in context. The Polycount community has always been great at rooting out plagiarism and art theft when we see it. I don't currently see any way to automate this.
At its heart, Polycount has always and will continue to be firmly on the side of content creators. And as a community we rely on each other to identify issues as they arise, and work on them together.
Eric Chadwick
Should we prohibit all AI art, period? Only allow when clearly attributed? Allow unless demonstrably infringing on a specific pre-existing piece?
Going to chime in with my $0.02. I feel a kinship with Polycount, and I would like to share my thoughts with that feeling in mind.
I have always been drawn to Polycount more than many other communities - even as a 2D artist, because polycount has always respected the craft, and it has always respected honesty. You didn't come here for asspats and likes, you came here if you wanted the truth. And as a secondary benefit, you got a lot of great examples of how to conduct oneself in the industry, among peers. I think a lot of people feel this.
As a result, I don't think there's much to worry about regarding an influx of AI art to deal with here - at least not in the immediate future. "Illustration generators" remain the most easy-to-access and most successful sort of AI work at the moment, and not only is Polycount's 2D section light on activity at a base level - the AI artists seeking their instant gratification and "oohs" and "aahs" from strangers will not find it here. For a time, at least, a case-by-case approach is probably practical enough.
That being said, my hope is that Polycount will continue to respect the craft, and respect honesty. At a minimum, any AI generated content should be declared such (honesty) - and if you're going to call it yours to the point of posting it here - there should be some substantial human involvement/alteration/etc (craft). I wouldn't mind a rule that declared simply, "We prefer works crafted by people. If you're posting AI-generated content, the expectation is that you declare as much and that you show some of your involvement in the process." I would also hope that site administrators eventually - if possible, will be looking into the tech-side of things to eventually protect anything uploaded to polycount from getting scraped. I don't expect Polycount to be at the forefront of this movement, but staying educated can only benefit us.
My preference would just be to not allow AI-generated content. If it's more prompt than paint, if it's more generation than sculpt, I don't care to sift through it. Go post it on your instagram. But I'm not sure such blanket-style bans are polycount's style, and I also don't know that they would be needed - so perhaps that's a bridge we cross when we come to it.
Two Listen