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Sketchbook: Fabi_G

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  • Fabi_G
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    Fabi_G veteran polycounter
    A loop based on the Inktober prompts "Road" and "Drive"


    The initial sketch (+ some ideas for a Scarecrow character)


  • poopipe
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    poopipe grand marshal polycounter
    have you tried an ordered dither rather than the noise ?  

    if it's Unreal I have an implementation I can dig out for you
  • Fabi_G
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    Fabi_G veteran polycounter
    have you tried an ordered dither rather than the noise ?  
    if it's Unreal I have an implementation I can dig out for you
    @poopipe Thanks for this suggestion, haven't tried ordered dither yet. I came across this effect before, but didn't know what it was called. I'm currently rendering the loops with Blender (Eevee), but I assume the approach is similar. I shall try it :+1:


    Edit: Here some results, following this Pixel Perfect Dithering Shader in Blender tutorial by Kenny Pang




    The patterns currently don't fit the pixel grid.
  • Fabi_G
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    Fabi_G veteran polycounter
    "Rhinoceros"



    Created a node group of the dithering portion so it's easy to reuse in other files.
    Gaming-wise, I have been playing way too much Hades :-B Edit: Wow, just did my first escape :D
  • poopipe
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    poopipe grand marshal polycounter
    nice :D
    it works better on the turntable i think - now i'm wondering if there's a way to lock the dither to the object.    the question is - do i do my actual job this afternoon or slack off and try to implement it? 
  • Fabi_G
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    Fabi_G veteran polycounter
    "Scarecrow"



    now i'm wondering if there's a way to lock the dither to the object.    the question is - do i do my actual job this afternoon or slack off and try to implement it? 
    Wait, you don't have an AI doing all the work for you? :P

    On the gaming-side, I completed a second run of Hades - I got to stop playing this sometime :D

  • Fabi_G
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    Fabi_G veteran polycounter
    Potential future loops

    BikeRider


    PipeRider


    Gurgoyles

  • Fabi_G
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    Fabi_G veteran polycounter
    Happy December!

    Oof, time is flying by. Currently don't much time/energy for side quests.
    Hopefully around around Christmas it will be a bit more quiet.
    Managed to do something small today.

    loop


    edit01: loop_02


    rough ideas

    edit02: found some time for another small loop:



    Still playing Hades and finally finished Half-Life Alyx. Really want to create some VR environments now :D Found that here in the city, there are some nice looking older buildings that would make great kits.

  • Fabi_G
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    Fabi_G veteran polycounter
    Small things:


    King is dead :/


    Towing truck, based on ZC WANGs cool concept, subject of the current Bi-Monthly challenge.
    Like the concept, but don't have the time to make a proper challenge entry.
  • Fabi_G
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    Fabi_G veteran polycounter


    A race track, suggested by my friends' son, in action :skull:
  • sacboi
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    sacboi veteran polycounter
    I reckon one of the Wiggles is behind the wheel...
  • Fabi_G
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    Fabi_G veteran polycounter
    2 small things



    ^ clearly inspired by rexo12's serpent vase thread :P

    Setup of snake in Blender. Array mesh fitting curve using start and end caps. Thickness controlled by curve points.


    snake on Sketchfab



  • Fabi_G
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    Fabi_G veteran polycounter
  • iam717
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    iam717 interpolator
    ha my fav as a child and now fav as an aged the equivalent of this. ^ :)
  • Fabi_G
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    Fabi_G veteran polycounter
    Hey Sketchbook!

    Currently between contracts. Did learn a few new things on the last one: Created stereoscopic 360 videos with Unreal and did materials/ tech art in Unreal and Unity. Sometimes Imposter-Syndrom kicked in, but in the end everything worked out. Have to create some dioramas applying those learnings :-B

    Decided to pick up the Abandoned Place by Erin Lin, featured in the current Bi-Monthly. I kept most models very simple, no unique maps, let lightmaps smooth over hard edges. To limit the amount of lightmaps, I lit certain elements, like plants, with light probes. Setup a couple of virtual cameras and enabled switching between them using number keys. Created a web build hosted on itch. Here are screenshots from the build.



    Started playing Dragons Dogma 2 and I like it a lot. One of my favorite aspects is the traversal and exploration, that it's possible to climb up any step that has some space to stand on. Reminded me of the climbing in the original Gothic games. It seems in modern times climbing hotspots have become the norm, which I see as a bit of a regression. I can see the benefits in regards to player direction and making it easier to make player movement look consistently good, perhaps less headache to implement on the technical side, personally prefer janky but free.

    Watched an old werewolf movie with some pretty cool practical effects and transition named "The Howling". Made me want to do a creature :D

    On the 14th it's the anniversary of the first game I contributed to, DYO, which released in 2018, it's free on Steam and Itch. Perhaps I can do something small for the anniversary. A loop perhaps!

    Another challenge I'm eying is Clinton Jones "Chasm's Call". So many potential projects, so little time :P
  • Fabi_G
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    Fabi_G veteran polycounter
    I was thinking to combine the "Chasm's Call" challenge with DYO/ Greek mythology. The rough idea is some titans climbing out of Tartarus. Used the Unreal template. Here is a gif of the current state:


  • Fabi_G
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    Fabi_G veteran polycounter
    Oof, long time no see :astonished:

    Unfortunately not much spare time, but managed to do something small for LD57 "Depths" Compo.
    Used Unity, no real game & easy to break :P


    The initial idea was to control an anchor/weight to which a figure is tied. The anchor goes down a tunnel with obstacles. When it lands, it's game over, the depth reached counts as the score.

    If I was to continue, I would add a more obstacle modules and a clear end. Then it would be crucial to get the physics under control.
  • Fabi_G
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    Fabi_G veteran polycounter
    Implemented two end screens into the LD prototype.

    A ) Player reaches a depth of -1000m they are having a lovely wedding


    B ) Player manages to break the physics and fly into the sky:


    And some random shizzle:

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