30 Jul 2014

First Dota 2 model attempt.


Frist try hoping to be published in the workshop.
A kind of kunai for Rikimaru trying to refining the workflow and stick with the game style while understanding how the game shader behaves.
Model has 284 triangles I think that this shape didn't take benefits from more triangles at in game size where also the octagon ring seem to be a real circle.
Texture is 256x128, but has been edited at 1024x512.




23 Jul 2014

Lunch Break vol 5

Yesterday instead of a concept or a speed paint I did a speed sculpt in sculptris also due to the happyness for the intuos 3 working again.
I realized that I wasn't sculpting so much lately so I want to do some speed sculpting in lunch break.
Oncein a while I may also make some more serious piece that takes longer.
This was done from scratch with no base mesh with no real idea and no reference.

I don't really like its ears and sideburns even if it is a stylized char hope to do better next time.

While it's good to start from scratch sometime it's never good to start without references and I'm doing it too often.

18 Jul 2014

Lunch Break vol 3


Rushed this out in B&W it was a bit sad so I believed and had the time to make him deserve some colour.
Hate to colourize things in a second pass as it's hard for me to make digital line art that doesn't look as shit (hoping to switch to a wacom cintiq for inking), so normally I i found more productive to start loosely painting directly in color.

Lunch Break vol 2

Generally when I'm not too inspired I just end out drawing those kind of muscolar monsters.
Maybe one day I will find a use for them, but as now they just take space on my hdd.

Lunch Break vol1

Concept of dagger.
Possibly I want to simplify it a bit to be released as Dota 2 weapon.

3 Jul 2014

My old Project Anarchy renderer project ask revenge or at least to be started again soon or later.

After playing a bit more with pbr in Substance Painter I added Physical Based Shaders to my plan for the Project Anarchy Pc Renderer I was making.

I woud also like to have proper blending of parallax corrected and preconvoluted hdr probes and possibly screen space reflections for global(precomputed) and local (realtime) reflections too feed them to the shader to make it able to reflect something good.

I'm still waiting to see what will be included in Pc Exporter,this put this project in pause, even if many times was stated that pc exporter will have same exact feature set than mobile one.
I will feel a bit bad about reimplementing the same 4 things again and again, things that are just available in Vision and, and quite standard nowdays.

Things like SSAO and PC quality shadowmap techniques that are not present on mobile but feel quite obvious on a pc engine and I definitely want them.
To not talk about some kind of motion blur and depth of field but risking seriously to go feature creep if not just reached that stage just from the initial idea of starting a pc renderer , even a little one just for fun.

As for lighting I believe that forward with light indexing would be an interesting solution to try and to plug in at some time looking for max 4 realtime per pixel light that are more than many  real world scene requests if you also consider lightmaps and cubemaps and ssr to deliver most of the reflections missing from static lights.

As just Said Still no one applied to help me with this project, but I hope things will change when Pc Exporter will be released and I can devote some free time to it.
Sad as I also hoped to work on some scene to show these things out.

I will leave other consideration at later time when my mobile game projects will be in a more advanced state of development  to be alble to do a more focused and lucid thinking.
I'm still going slow on my things, but this time slowed down mostly on purpose to rise the quality, better than slowing down to make things the hard(and satisfing) way or to rush something out I don't really like and hope to monetize.

New version of the 44 Magnum Retextured in Subtance Painter

Stainless Steel and rubber grip for my old m29.

No m628 round bottom grip for it as I didn't wanted to model and bake it again.

I'm quite satisfied with the rendering apart from aliasing and the lack of  post processing in Substance Painter.

Allegorithmic wrote me on tweetter that an updated renderer is coming really soon.
I hope it will be on par of Substance Designer one.

About this last one I'm evaluating to take the indie version of it too as I'm a big fan of MaPZone,but it doesn't work seamlessly with Painter that makes you able to modify Substances in realtime.

My budged is however untouchable at moment(especially as indie version is very low price but too limited for commercial purposes) and Project Anarchy Pc exporter is not even out.

I need to start a dedicated piggy bank ,then one for summer holydays and who knows how many others.


2 Jul 2014

First Steps with Substance Painter.

Got this software yesterday and did some test just to learn it.

Substance Painter has an huge potential and could be a real game changer.

While pointing to the future it currently run quite fast and stable on my 5 years old pc.

I got just one freeze so far changing from 1024 to 2048 on a big project, but it did it right in other situations in half a day of use.I also have to say that it doesn't simply scale the pixel but recalculate almost everything in the new resolution, so this justify the time it takes.

It's easy to follow a  non destructive workflow and make fast variation even the most drastic ones so inspires you to try new things and be creative(something you definitely look for in an artistic software).

Brushs control is quite good and complete,but I would add Photoshop like opacity control other than the just implemented flow control as not everyone like it's analogic feeling.

Particle brushes are very fast and let you achieve results very hard to do in 2d texturing very easy to use and fairly controllable and customizable.They are less unpredictable than you can think but parameters are not so descriptive, possibly a tooltip popup or similar may fix this explaining every param a little bit better.

The painting is very focused torward roughtness , height and metallic features of the material supporting hi precision formats.It doesn't seem as complete on diffuse painting that at moment is not on par with scalar values painting.(es color swatches are still in development)

It lacks any kind of classic 2d drawing features like gradients, text and vector based geometric shapes reling on the inport from external sources.

It also lack the ability to make your own alphas/decals like in zbrush but rely completely on imported pictures/substances and a large number of procedural brushes available with a set of parameters to shape them at your will.

Overally it seems to be more videogame oriented and democratic than products like Mari and with few unique features and kind of workflow that distinguish it from general solutions like Zbrush and Mudbox with these ones with the hi def sculpting as a plus for a comparable final price,but Substance Painter with a good edge on flexibility as both zbrush and mudbox texturing workflow suffers too much linearity in certain spots.

Definitely good for hi frequency details in normalmap faw faster to do here in heightmap than scrulpting them with millions of poly.

License.
Not the clearest one.You can use indie steam version commercially in an unconstrained way just on steam workshop.
For every other kind of commercial work there is a cap of 10k$ yearly income (quite low in a western country for a freelance artist), but seems that this cap will just apply after the beta will end.
EDIT Full commercial version is available on Allegorithmic Site at 449$ or you may pay the difference if you just own the indie steam version.


Pros:
Ui is very user friendly just after you understand that many interfaces exist in basic and advanced (with more options) form so at beginning most options seem to be unavailable, but they are indeed just hidden making everything look cleaner.
Fast and Easy to achieve good results.
You can easely adapt a layerstack to a different model for an even faster and  project coherent result.
Very rich  roadmap.
Great substance integration as expected.


Cons:
Lack of more poly selection tools circle , poly , lasso etc.
It just switched from the great 50% discount to the quite good 33%, but still very low cost for what it offers.
Custom Presets are not widely supported in the software(they will be in future).
Shader/normalmap aliasing especially at glazing angles with white blinking pixels  in the renderer view.





Shots are made with internal renderer, far from products like Marmoset toolkit or even Substance Designer, especially for the lack of any kind of post processing and discrete lighting setups(Designer integrates Yebis 2 a well known post processing middleware).
Not a great issue in this kind of product, but as I just said, something more could be done from the aliasing side(I suggested the generation of Toksvig Maps for normal map antialiasing to modulate with glossiness/roughtness maps).