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Sketchbook: BlueBlankey

polycounter lvl 3
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BlueBlankey polycounter lvl 3
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)-











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  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    Starting new mech model, this one will actually be completed rather than being suspended in limbo (hopefully)

    Old model just for kicks
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    4th mech progress, this one will be a 'plasma' skid siege dreadnought
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    More 4th mech progress, some work on the thorax
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    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
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    BlueBlankey polycounter lvl 3
    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
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    BlueBlankey polycounter lvl 3
    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.



  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    Just putzing around starting more than finishing.. I guess as long as the cogs are turning it doesn't matter what it is.



  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    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
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    BlueBlankey polycounter lvl 3
    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
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    BlueBlankey polycounter lvl 3
    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
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    BlueBlankey polycounter lvl 3
    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



  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    This one took longer than it should have, x2.
    Going from zero to 175,000 triangle, optimized game-ready, mechanically viable model without a prior concept in software meant for architecture is probably why. I really need a lifestyle mixup.



    Animating is going to be its own can of worms, it has some pretty odd joint setups and movement/attack modes. It'll be physically reactive in-game so it'll need a good rig too, not the barebones trash I'm used to making.. I sense frustration in the near future.



    Also stepped outside my comfort zone with some organic modeling.. with an initial concept of all things.
    Not poly-perfect but a lot better than I was imagining it would be.



  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    Messing around with edge styles in Sketchup on some old and new cyborg models




  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    Another entry in the series of unfortunate detours- challenged myself to model a sketch line-for-line


  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    The putzing around never ends


    Was thinking this whole "sketchbook" thing is kinda weird, everyone's on their own little pedestal looking at everyone else from a safe distance, with only frontpaged things getting tangible affirmation that anyone saw it, and only a few comments here and there.

    If you have doubts just keep flying your flag, I look through every sketchbook and you all are awesome artists :3
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    Just another random post-and-run of hobby trash, I have time now but the weather is too warm to focus on the big stuff. veeeery frustrating.






  • DavidCruz
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    DavidCruz interpolator
    Going from zero to 175,000 triangle, optimized game-ready, mechanically viable model without a prior concept in software meant for architecture is probably why
    Well seems you can do a lot with that application, whatever it is, congrats on getting so far.

    Maybe though look into blender and give that a go? seems to be the next big thing, a lot of people are moving to so get on it before it becomes the new hotness and it leaves everyone in the background.  It is usually what happens with trends and its free (for now.)
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    @DavidCruz Thanks, I've taken a few looks at blender and remain entirely unconvinced- it's nice but trendy things really aren't for everyone. I'm thinking Modo might be more my speed for finally switching to something besides Sketchup, and I'll probably stick with 3dsmax for animating. (Houdini looks awesome but maybe a little too complicated)
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    ~ made a spiderdog to prove to myself I can see things through from start to finish. Up next is an actual gameplay prototype before doubling down and finishing the other mechs.





  • carvuliero
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    carvuliero ngon master
    There are few good design but most are so busy leak and unappealing even not functional I suggest you spend a bit more time on thumbnails and design to ensure that all this hard work is not put to waste no amount of details will save weak design
    Maybe check thumbnails and concept art of John Park he has bunch of mech a machinery stuff still fictional with ton of details  but looking functional and appealing balanced and so on , learning few design principles will go a long way
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    @carvuliero Thank you for the critique, I probably would greatly benefit from pre-planning and concept thumbnails, a lot of time is wasted making a design while in the process of modeling. I'll probably try this in the future but I'd rather finish what I started before moving on.
    Looking through John Park's art I can see the difference, his is clean, balanced, and with a clear sense of space and fundamental shape grammar. Objectively his art is superior and mine looks unappealing in comparison due to this skill gap. He also uses real world mechanics for inspiration and creates a more believable design.

    I have to clarify that my designs are not meant to work in the real world, it's sci-fi fantasy- they only make sense in the context of their universe and each other. They will make much more sense (and be more appealing) when they interact with each other in a mechanically believable way, whether it's physically impossible or not. It's also my opinion that designs created in the same process will inherit similar traits to one another; many artists produce very similar art and can't be easily separated from one another. So ironically this lack of fundamental understanding has led to the creation of a unique aesthetic, and if refined would become subjectively superior.

    ~So I know that the workflow could be improved and a better understanding of fundamentals would improve the designs, but it's not a requisite of my current goals. It will be later on though so it's a good thing to keep in mind.
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    Finally got the living situation in a good place and regained my step, to prove it I went ahead and did some things for others rather than myself

    ^ Some things for https://www.reddit.com/user/d_marvin and his film project, was nice to branch out and do some new morphology

     A house for my friend's dungeons and dragons campaign

    Also did some experimenting in VR (gravity sketch), haven't got the hang of it yet but it could end up being really useful

    And in other news have started streaming the modeling process of "The Beast" to stay committed to it.


    I can say I'm actually improving finally =)
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    There's a thing called "March of robots" where you make a robot everyday for the month of march, I think I'm ready this time.
    I'm not as skilled as the vast majority of the people participating but that doesn't matter as long as I stick to it.



  • BlueBlankey
  • BlueBlankey
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    BlueBlankey polycounter lvl 3


    Reverted back to just making models, forcing myself to draw is starting to get pretty tedious
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    Continuing on, pretty stoked I'm actually able to focus enough to do a daily thing


    Went ahead and actually started following the official prompts, this one is "Wheel"




    "Bubble"


  • BlueBlankey
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    BlueBlankey polycounter lvl 3

    "Flower"



    "Staff"


    "Tool"


  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    "Home"


    "Sand"



    "Patch"


    Responsibilities are getting in the way so may just have to do every other one, don't want to give up the full renders since I'm learning a LOT about texturing.
    (also may go back and compress some images, this thread is getting stupid long)
  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    "Sound"


    "Box" (an older render I dug up that fit the prompt)


    "Extend"


  • BlueBlankey
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    BlueBlankey polycounter lvl 3
    March of robots was a great way to break out of the rut I was in, kind of fizzled out towards the end but 20/31 isn’t bad (13 renders 7 sketches, last attempt only made it to 3 renders)




    If anyone is ever curious on the workflow, I’ve been doing a modeling stream every Thursday- hope to put this momentum to good use


    (may post a separate breakdown thread that lists them in an easier to view format + things learned with each)
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