Home Digital Sketchbooks

Sketchbook: BlueBlankey

polycounter lvl 2
Offline / Send Message
BlueBlankey polycounter lvl 2
Thought this would be a good place to document model progress, if a literal snail in a marathon counts as "progress".

I don't really have plans for working in the industry, but I do have some animations floating around in the head, and will do what it takes to get them.

[all models are made exclusively with Sketchup, since apparently I have the patience to work with low-level geometry but none for software with learning curves]
Things I've been working on for quite awhile (but not quite finished)-











Replies

  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    Starting new mech model, this one will actually be completed rather than being suspended in limbo (hopefully)

    Old model just for kicks
  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    4th mech progress, this one will be a 'plasma' skid siege dreadnought
  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    More 4th mech progress, some work on the thorax
  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    in other news, making a consorted effort to get ue4 game happening, first one will be vehicular combat with entirely procedural elements (tanks, cities/buildings, roads, landscape, crewmen with procedural animations, etc.)



    This one makes a turret of a tank based on parameters like tapers/curves/geometric iterations/ smoothing type and things, idea is just enough options to replicate real world tanks, then let the player loose to make anything in between (which means wacky shapes for the wacky inclined)
    Players will be able to place cannons/crew/ammo at any arbitrary location as long as it's able to function. Procedural movement of the crew to other positions in the tank would be nice, but may not be worth the effort, we'll see


    render target based decal system- in real life you're usually not aiming for previous bullet holes, but for gameplay's sake armor deterioration will be a 'thing' (so low pen guns at least have a chance if they keep hitting the same spot)


    parallax offsetting to fake armor thickness- still looking for a geometric alternative, but that may be beyond my skill level (looking at you r6siege..)


  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    Lost in the sauce of the flying spaghetti monster


    (roughly 1/8th of noodle mess, but spam isn't a good side dish with spaget)
    This one is the 3rd version of the turret generator with actual UV coordinate calculation. There are some seam problems between sections and isn't optimized to my liking, so I guess 4th time is the charm.


    ^ Delicious tracks. 'Twas the first time actually using function libraries to stay modular with the algorithms, and also writing out pseudo code beforehand; so I'm making the wild assumption that that's the way I should approach everything else.


    ^ Random variations, in-game they'll be based on chassis configuration and desired movement characteristics rather than random nonsense. They generate fast and update their suspension with little performance impact, so this one has a green light.

    And also apparently the number 1111 is a magic number; to get framerate independent UV panning I had to multiply the track rotation speed by 0.001111, and also-


    To calculate the external tangent between two circles, 1111 is involved. I figured this out by trial and error (because the internet wouldn't give a straight answer), so if anyone that actually knows what they're doing could explain why, I'd be all ears.
    [EDIT] there are some magic numbers here and there but 1111 wasn't one of them. coding is hard.

    Also gratuitous mech progress


    Faceplate, jaws with fang/incisor/molar cannons, banana human for scale
  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    I'll probably put the super destroyer in its own thread since it'd be a crime against humanity to not finish it, and littering its updates amongst other nonsense is just inconvenient.

    - about the tanks: it was supposed to be a small coding practice for an artist to break into programming, it's safe to say it's beyond its original scope, but unlike the mech models it's for the worse, not the better.


    [gif changed to something only slightly less annoying]

    Generator iteration #1 download: https://drive.google.com/file/d/157QTLBAwqcmPdbFlXD_UjFiykFWsJW1J/view (136 MB, definitely tough on both GPU and CPU)
    UE4 blueprint mess just for the tracks (so far): https://imgur.com/gallery/jJJzdz6
    [Is now officially on the backburner.. it's accomplished what it was made for and just isn't worth finishing]

    - In other news, when October started I saw a lot of inktober stuff flying around and thought why not, 1 model + render per day would be cool. NOPE, even if responsibilities didn't get in the way the thumb/ trigger finger weren't having it.


    ^ Twinmotion makes nice fast/ cheap renders. I should be happy it only took 3 days to make all three, but it really just bums me out knowing how much I could be doing.

    - the good news is I'm getting a much clearer picture of the game I want: an RPG, not a sandbox, and definitely not just tanks. The idea being that I won't have any trouble figuring out my next move when the setting is a universe I know inside and out.


    misc concepts. ^

    - and some past models just for luls. Untextured white is fun but also getting kind of old.



     
    ... because there aren't enough tanks in the world
  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    Just putzing around starting more than finishing.. I guess as long as the cogs are turning it doesn't matter what it is.




  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    Don't even know anymore... life is too dependent on the expectations of others to go "all in" and make a serious effort on anything. What I need is a few months alone to tie up all these loose ends.

    +more unpolished nonsense that don't require braincells



  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    Hate to say it but the procedural tanks are on the backburner.. it just isn't worth putting maximum effort into finishing something that no one cares about, especially when it doesn't even meet my own expectations. No regrets- have to remember that I knew nothing when I started.

    but I still can't stop making tanks :#


    It's time for an actual attempt at making a game- vehicular combat, but without all the procedural hype. Knowing my track record that's also probably too much but we'll see.
  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    Extremely slow progress is very discouraging, looking around at so many great things people make and wondering if I should have gone to college..



  • BlueBlankey
    Offline / Send Message
    BlueBlankey polycounter lvl 2
    This took longer than it should have.. UV will be a nightmare :#


    Also unearthed this cute screenshot from back when I was goofing around in Ue3



Sign In or Register to comment.