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3/14/2013 4:39:50   
Jecht Dracopyre
Original Hybrid




Environment Sculpting, rock practice took about 11-15mins went from organic to hard surface will upload the history state timelapse soon
AQ DF MQ AQW Epic  Post #: 26
5/9/2013 0:19:11   
Jecht Dracopyre
Original Hybrid





Click Image to view Video

First terrain in Unity built in max and world machine with splat maps driving the location of the textures, the textures themselves are standard unity and will soon be replaced it's a massive terrain need to adjust scale that's why trees are super small...i think :p (the things on the ground i'm looking at)next version my own textures and assets rocks, columns, buildings stay tuned :)
AQ DF MQ AQW Epic  Post #: 27
5/9/2013 23:37:03   
Jecht Dracopyre
Original Hybrid





Click Image to view video


So rock formation time lapse....the cool thing about this is the ability to quickly build up form knock it back build it up so you end up with a more natural result that would take weeks to model in (blender,3ds max, maya, c4d) then once I liked it turned into an insert mesh brush. It was 100k poly asset at that point then i just draw the rock on it's own surface move scale rotate for variation and sorta smash and mash it into place like they'd look in nature being carefree all the while.
AQ DF MQ AQW Epic  Post #: 28
5/10/2013 17:31:58   
Jecht Dracopyre
Original Hybrid




Unity free version water is terrible lol working on textures and assets changed the sky.
AQ DF MQ AQW Epic  Post #: 29
5/10/2013 17:34:13   
Jecht Dracopyre
Original Hybrid


AQ DF MQ AQW Epic  Post #: 30
5/10/2013 17:39:11   
Jecht Dracopyre
Original Hybrid




35min sculpt
AQ DF MQ AQW Epic  Post #: 31
6/5/2013 17:40:36   
Jecht Dracopyre
Original Hybrid




So with art for games especially 3d an important factor is rapid iteration so in this image what you see is a mountain like sculpt the original is the top right image rendered out and just snapshot with the snip-it tool brought into PS and then I spent 8 mins doing a terrible paint over (2 mins were used to find the lantern stock) to try and give a direction going forward see my lil guy to represent scale it's off but this was a fun exercise. This is def something i'm adding to the workflow this lets you remain creative while being quick and getting multiple iterations into the hands of who makes the approvals.
AQ DF MQ AQW Epic  Post #: 32
6/9/2013 23:37:12   
Jecht Dracopyre
Original Hybrid




Info after a quick nap ;p
AQ DF MQ AQW Epic  Post #: 33
7/16/2013 13:30:53   
Jecht Dracopyre
Original Hybrid


AQ DF MQ AQW Epic  Post #: 34
8/9/2013 14:14:30   
Jecht Dracopyre
Original Hybrid




Thought I'd give a aqw weapon a shot as a test at this stage about 30 mins in preparing for zbrush sculpting of this basemesh I modeled in pieces (sword, handle ect.) not worried about topo at all dynamesh will fix that to sculpt on each piece (except skull, created using line traced around reference then garment maker to tessellate then a shell and a quadrify) started from a 1x1 plane using edge modeling next image after sculpt.
AQ DF MQ AQW Epic  Post #: 35
8/31/2013 23:45:23   
Jecht Dracopyre
Original Hybrid


Keeping up with game development hers some environment art going for a game cinematic type feel far from done first image is blockout trying to get composition ok second image is further asset development and tweaking there be tree trunks plants grass sky lighting ect. 3ds max zbrush xnormal and photoshop more in depth info coming as soon as I remake front page and commentary.



AQ DF MQ AQW Epic  Post #: 36
9/6/2013 17:41:52   
Jecht Dracopyre
Original Hybrid


Environment lighting and mood test...I like the 3rd


AQ DF MQ AQW Epic  Post #: 37
9/6/2013 17:45:18   
Jecht Dracopyre
Original Hybrid


tried organic hard surface again this came out much better than than the first try (first image first page)
AQ DF MQ AQW Epic  Post #: 38
9/6/2013 17:50:13   
Jecht Dracopyre
Original Hybrid


More in-depth rock breakdown(just about game ready)

AQ DF MQ AQW Epic  Post #: 39
9/13/2013 18:24:29   
Jecht Dracopyre
Original Hybrid



Click Image for Animation
Rusty with animation opened c4d and was like a fish out of water trying to use max shortcuts..it was a mess, fortunately the big stuff translates through the different packages. The ruff part was getting the logo to stay in place as the cloth sim moves at first you could see the other tiles as it moved... link the animation up


< Message edited by Jecht Dracopyre -- 9/13/2013 18:43:41 >
AQ DF MQ AQW Epic  Post #: 40
9/24/2013 21:11:36   
Jecht Dracopyre
Original Hybrid


AQ DF MQ AQW Epic  Post #: 41
10/16/2013 13:05:30   
Jecht Dracopyre
Original Hybrid



Click Image for Animation
test of the BattleCon Logo 5sec animation by the end of this week as well as two more

Sneaky Preview


3D balloon, 5 spline and AQW what could this be find out friday :D
AQ DF MQ AQW Epic  Post #: 42
10/16/2013 20:45:50   
Jecht Dracopyre
Original Hybrid


Update to above here is progress on balloon b-day animation can you guess where it's going?

Starting and finishing 3 different animations by Friday is proving to be quite challenging and fun
AQ DF MQ AQW Epic  Post #: 43
10/22/2013 20:31:55   
Jecht Dracopyre
Original Hybrid



Click for Animation
AQ DF MQ AQW Epic  Post #: 44
6/12/2014 22:43:48   
hemptonic
Member
 

Once again i see your work in any manner and i feel inspired.
DF  Post #: 45
7/2/2015 23:25:22   
Jecht Dracopyre
Original Hybrid


Finally, AE is looking for 3D guys/gals been a long time coming so this will be a major update of stuff I've been working on since that post(as well as some important info on delay of things)...as usual info about the art to be added as I go then I'll throw my hat in the ring.





Playing around with VFX sims I want to learn to not only create effects but spells and such


Click Image for Animation

First attempt Substance Designer I've heard so much about it and procedural texturing in gerenral I have to say even though this didn't turn out too well (following a tutorial) I'm in love. I can make slight adjustments to any values and get a more varied texture on the fly for example there are controls they change how many main grass and small grass objects there are the size, position, rotation of grass even have a mask that eats away at the grass that I can turn off. What I'm super excited about is the fact that it does wonders with height and normal maps imagine making a 3d tiling brick set with different brick heights slight rotation variations and damage, typically you'd texture it once then make another by adjusting (pattern, heights, rotations, ect.) so it won't look like you used the same asset (which means baking new height, normal maps ect.) but why not take that beautiful height info and layer procedural noise on top...procedural moss/snow..damage cracks/breaks you'd have one asset with multiple outcomes (that doesn't show glaring repetition) and since substances have very small file sizes they make your game engine happy.



< Message edited by Jecht Dracopyre -- 7/10/2015 19:40:02 >
AQ DF MQ AQW Epic  Post #: 46
7/3/2015 14:02:45   
Smalls
Member

aaaahhh jecht how are you so pro???? that tree looks rly great, I'm impressed as always by your skill w 3d ;u;
DF  Post #: 47
7/8/2015 22:08:35   
Jecht Dracopyre
Original Hybrid


Thanks, far from pro but I think I get better everyday because I'm still obsessed with this stuff as the day I first started.

This was fun huge Supernatural fan so when I started working on this I kept the season finale in mind it's so lame but as I was testing and playing the sim I kept yelling "Dean" everything is me landscape the "darkness" fluid sim.


Click Image For Animation


World Machine landscape concepts compare to the ones above I'd say I've learned a little about the crazy awesome shapes nature makes (terracing, erosion, fluvial, shifts and breaks ect.) these look a bit more realistic again have use for both film and game also I've discovered how to use this stuff for texture and as sculpting alphas as well. Height info goes right into most game engines can also export geo to push further ton of versatility.



After watching Dage live in his forge art stream, I tried my hand at weapon forging using techniques that I picked up from the stream heavily relying on shape and silhouette. All Zbrush gave myself a 45min time limit had some symmetry issues for a bit. If I had more time I would have used more clip and trim brushes to clean up the jagged shapes add things like chains ect. to the handle but all in all great concepting process it was literally like watching the simple weapon lvl up over time.


Still updating....

< Message edited by Jecht Dracopyre -- 7/16/2015 4:30:28 >
AQ DF MQ AQW Epic  Post #: 48
7/14/2015 4:47:46   
Jecht Dracopyre
Original Hybrid


Sry for the double but, still at it didn't want to place all these images in one post (although...it's all on the same page so it doesn't make a difference.....but I'm already typing lol)

Still playing with fire and boy did I get burned the sim is so low res but took sooo long this stuff is taxing on your comp but fun to play with *makes signs* Katon! rofl (Bringing together Naruto and Final Fantasy)

Click Image For Animation


This is something from a lil while back I forgot to post...in engine image for the training I'm working on for everyone I was able to get this kinda look/style in Unreal, Cryengine, (I think that's where this image is from) with night/day cycles ect. and although they have made great strides the material system in Unity still leans towards programmers being able to get the best out of it IMO. There is great paid options but I'm working on methods to work around that without a price-tag and NO CODING ROFL.


Starting at costume design obviously I'm a huge Final Fantasy fan so the crazy kinda uni-sex design the sewing of the garments is frustrating you have to line up the seams just right but I'm having fun coming up sleeves maybe a hood..tiny bit of armor when I get it to zbrush. Update for it, again...just concepting and costume stuff now on to the next.




< Message edited by Jecht Dracopyre -- 7/16/2015 14:06:18 >
AQ DF MQ AQW Epic  Post #: 49
8/3/2015 10:58:09   
Jecht Dracopyre
Original Hybrid



So, after taking some much appreciated advice I've been working on optimization for games, texture work (which this is a fruit of my labor) and I also decide to spend a little time of the presentation of things. So with this texture I'm trying to get that hand-painted style procedurally the coloring set-up works well but I want to revisit the wood pattern make it more broad shaped cartoony style as with all substances I can change anything and the entire texture updates on the fly...the pattern, how many planks ect. working on adding nails as well. Substance makes texture work fun
AQ DF MQ AQW Epic  Post #: 50
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