Yes....,Blender 2.80 and Eevee...when I look back at Blender 2.49 and today...that's awesome. About Eevee....I do not know exactly how it is but it's not entirely a game engine, I think.
My first tries with Godot and Blender
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@TwistedTwigleg said: ... but sometimes it makes doing the UV maps difficult, and now I know I don't need to worry as much
Well all I can say is that I won’t be disapointed too much if some day, we can get rid of UV Maps ;) (see what I mean?)
Concerning polygons and thei limits, I suppose it depends of the computer generations, when I say my models reach around 40k polygons, it was one the highest amount for games in 2007 ! (from what I’ve read), so, I could be wrong , but I think my current work is in the average today. Anyway, a good work method remains to clean up a model as much as possible to avoid further problems.
@Schuster said: About Eevee....I do not know exactly how it is but it's not entirely a game engine, I think.
No, it is not. Eevee is a real time rendering engine, See the article here : https://en.wikipedia.org/wiki/Real-time_computer_graphics
Just an example: When you workd with shaders, no delay (Shift+ Z). Let's dream and imagine the same things for compositing works....(And If I understood correctly Eevee would be 50% less hungry htan Cycles). In short, any calculation work for renderings made with Eevee will be much faster
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Yep,...Blender and Eevee + Godot and Vulkan®....well, it looks like a great adventure....for Blender this is a new era.
Well all I can say is that I won’t be disapointed too much if some day, we can get rid of UV Maps ;) (see what I mean?) with addons is Unwraping much faster and easier...UVTools ,MagicUV ,Triplanar addon, Blender TexTools 1.2.0....these are great addons but maybe in the future unwraping workflows they will be different.
@Schuster said:
......soon comes a time when only a screenshot from the Blender will be enough for an excellent static images....no rendering times :)
Amen to that!!! ,brother. :D
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@keltwookie said: Still a few tweaks to do (animations) but here is the final version;
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good job! looks great.
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@aztecsensei said:
@Schuster said:
......soon comes a time when only a screenshot from the Blender will be enough for an excellent static images....no rendering times :)
Amen to that!!! ,brother. :D
.......that was fast :) :D ...and real-time animated movies...this is all about it :p http://cgcookie.com/articles/get-ready-for-eevee-blender-s-new-real-time-rendering-engine
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Looks great @keltwookie!
I really like the detail work in both the spaceship and the pilot suit. The amount of details in both are impressive!
Out of curiosity, is the pilot suit just a series of textures? Having done some humanoid stuff, mainly prototypes, I'm really impressed with how well the suit blends with the character. I've found it is a lot of work to get something plausible on a humanoid character, let alone something that blends nicely and looks good. Regardless of how it is made, I can say it is really impressive work :smile:
Hi @TwistedTwigleg Many thanks for your comments, they goes straight to the heart.
...Out of curiosity, is the pilot suit just a series of textures?...
No, all the details you see are modelized, and I used a single modified PBR material (principled shader). And I confirm, it is a long and hard work (about 120 hours). Short explantions about the method I used : Note : to obtain such result you must have a good looking character, of course, I used Manuel Bastioni Labs (Blender addon) - I built firstly a « skinsuit » by duplicate a part of a character (except head, hands and feet) - This made, I had to adjust all vertices one by one . Indeed, at my first try i resized the new mesh to fit with the body but the result was too inaccurate. - Then I had to « draw » a draft of the main lines by once again, adjust all vertices.
Once this made, it is only a matter of extrusions of the lines and shapes previously made
Long and tedious, but yes, it worth it.
... And If someone has another method, please, share :D
@keltwookie said: Hi @TwistedTwigleg Many thanks for your comments, they goes straight to the heart.
...Out of curiosity, is the pilot suit just a series of textures?...
No, all the details you see are modelized, and I used a single modified PBR material (principled shader). And I confirm, it is a long and hard work (about 120 hours). Short explantions about the method I used : Note : to obtain such result you must have a good looking character, of course, I used Manuel Bastioni Labs (Blender addon) - I built firstly a « skinsuit » by duplicate a part of a character (except head, hands and feet) - This made, I had to adjust all vertices one by one . Indeed, at my first try i resized the new mesh to fit with the body but the result was too inaccurate. - Then I had to « draw » a draft of the main lines by once again, adjust all vertices.
Once this made, it is only a matter of extrusions of the lines and shapes previously made
Long and tedious, but yes, it worth it.
... And If someone has another method, please, share :D
Wow, I'm impressed! That sounds difficult and time consuming to do, but the results look great! I don't think I'd have the patience to work on the same model for that long, but seeing your results I'm tempted to give it a try :lol:
Thanks for explaining the method, I'll have to remember this for later in case I need it for a future project :smile:
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To be honnest, and considering some topics I have read about cg artists, a detailed model is time consuming for sure (100 hours of work is often seen as a minimum). And seeing what the video game industry produces nowadays, I fear that complex 3D models are already a standard. Yes, a lot of time but keep in mind that once you got 2 skinsuits (male + female) you can use them as templates to make any suit/outfit/cloth you want … as long the mensurations are the same for all your characters of course… so, and finally, between 40 and 60 hours to build this kind of outfit. Furthermore, don’t forget this mesh has been made by a beginner and a more experienced modeler can surely make this in less time. Any way, and just in my opinion, I think it remains an excellent exercise to enhance his skill with Blender. Important Note : Manuel Bastioni seems have stopped the development of his addon but a fork has been released for Blender 2.8, see here :https://blenderartists.org/t/mb-lab-1-7-3-release-for-blender-2-80/1138777
Yes, back in around 2005 it was standard for a low poly "non-hero" NPC asset to take on average 2 weeks for an artist to complete, including getting it curated by the lead artist. It's likely closer to a month nowadays.
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I just finished this one for a particular character. Much more work (174 hours) because fewer edges (and therefore more rounded edges), but also because modelling around/on a woman's bust is a real nightmare! A little more polishing yet to do but this seems to be the final version of this suit (but maybe not for the character):
Definitely time consuming, but the results really look really great @keltwookie!
Thanks again @TwistedTwigleg
@Megalomaniak said: Yes, back in around 2005 it was standard for a low poly "non-hero" NPC asset to take on average 2 weeks for an artist to complete, including getting it curated by the lead artist. It's likely closer to a month nowadays.
Very good to know many thanks
I finished the combat pilot helmet:
Some other works I did few months ago I never posted:
A worker drone:
An interceptor drone:
The Beya station
The "Head" of a cargo ship I'm working on:
do you get art commissions here by posting your artworks?