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Osaka's doodling

09:35am <ShotJon> Also I think I fell in love with the Compressed Packet rifle, DocTomoe.
09:36am <DocTomoe> That's a little thing Osaka and I worked on together.

Since you love it, let's give it some much deserved love.



I've just knocked this up in about an hour and I'm going to take a crack at texturing it after I do some more research. Should be able to use vector displacement to add extra detailing that isn't present in the model itself.

I won't lie, I'm a little nervous. All the texturing I've done so far has been with cubes and really simple shapes. Texturing's supposed to be nightmarishly hard so... Well. Its best I just jump right into the deep-end, huh?

John, do you have any photographs of weapons you think 'resemble' the packet-rifle (inb4supersoakers)? I'd like to see what kind of visuals you might be expecting.






Edit

On an unrelated note...
 


I know it looks like a dumb cube but this is kind of a big deal -- Its the first texture I've made that isn't generated in some way. Spent a while painting it, getting it right. Wrapped it over a low poly cube. Went back in, spent a while fixing it.



I kind of like it. Note the second one gets blurry/ugly when you fade out of the texture on the alpha... Going to have to figure that out. Going to try doing a worn out cargo-container next to get to grips with texturing metal, then after that the packet rifle.

I need to find some better texturing tutorials... One's due soon to teach photo-realistic texture painting but its $30 and I'm broke. Yay.
 
Work in progress of the GENI civilian mining/construction unit we'll be selling once the company, centrifuge and fission/fusion cutter/sealer (I really do need to think of a better name for it -- suggestions welcome) is done.

I'm thinking the layout of the legs (Multi-staged scissored reverse-joint — with conventional thigh in place of stage-1 scissor thigh) mean it should be capable of some really wicked jumping or running speeds and it'd be really good for absorbing massive landing impacts.














I think its a nice low-poly model so far. Going to go over the topology, fix a few bits, make some final decisions about joint placement then I'm going to start texturing it. Its a lot of very simple boxy shapes so ironically, it'd be much easier to texture than the rifle, which I'll do afterwards.

View attachment ai.imgur.com_yd6hRl.png
Yes, a person fits into it.

Portable/attach mode (look familiar?)






Edit:















UI (work in progress)

Edit:




 

Remember me?
Re-modelled it after losing the geometry data when my previous drive died, based on memory, screenshots and perseverance.

From the ashes of Maecevallius, something I scrapped a while ago (revived since its a good low-poly starting point for texture practice)... (which is really what I need, since I'm also learning the basics of InverseKinematics at the moment too -- yay!)




Civilian version: Veritas S1

View attachment ai.imgur.com_WoL8fs.png
Click thumbnail for larger version





Military version: Vereticus S1

View attachment ai.imgur.com_fsYBLs.png
Click thumbnail for larger version


I need to get a new generator out to power this damn thing. Maybe we should step our game up with entry-level aetherics?
 


I've recently been told on good authority by someone who's work I've admired for many years now that the best way to force yourself into texturing (as reluctant as you might ever be because of contraints like RAM issues that force you to wait forever for basic actions to complete) is to get into character modelling and to begin by reverse engineering a model or character you really like to keep you motivated instead of finding easy distractions or throwing your arms up in the air.

Once you wrap your head around the key concepts this way and see that it can all actually work, it tends to be much easier to jump in and do original work after seeing someone elses, especially when you can tweak and mess with it to figure out shaders and things like that.

That and I'm really really sick of modelling machines and my phobia of character and texture work. Two birds with one stone damnit!



View attachment ai.imgur.com_d1mkHs.png Raw model: (obj converted from pmx)

View attachment ai.imgur.com_Rt2zks.png Raw texture: (original is tga)

I won't lie. I'm a huuuuge Vocaloid fan. And I've been wanting to learn how to make anime-style characters that don't look like complete shit for years, since I've been avoiding drawing characters like the plague because of my awful depth perception and sense of shade and contour in 2D work.

...So I'm going to start by working backwards from the model he made and texture files involved and re-building Miku here. I'm going to start out by re-doing the topology of this model because she's made of nasty nasty tri's instead of beautiful flowing quads (likely starting with her face and hair) and re-UV'ing her, then trying to lay the textures on and experimenting with shaders to get the anime-look while avoiding the freaky/creepy-anime look that's annoyingly easy to re-create when you start making mistakes that totally ruins the illusion of moe!

It can exist, damnit!


Once I figure that out, I'll be trying to make something from scratch. I'd really like to make Hanako since she's quite simple in terms of hair and other characteristics but can become more complex as you add detail. Plus she's kind of super-adorable (SQUEE <3). And if I can nail that SAoY uniform in 3D, that's be nice too =3=



Wish me luck.




Whoever modelled this is an idiot. But the texturing is godly.

The topology looks like it started life as a laser-scan of a figurine and consequently doesn't follow IIE3 topology standards (it blends tris and quads in the early topology and screws up the edge loops for a lot of major parts) for UV'ing and animation which is a bit of a headache. There's a lot of nasty topology around the joints, so I think the figurine was disassembled, scanned then the creator tried to fix the topology manually but didn't do a very good job. Goddamn lazy Japanese modellers (srsly, they're known for blending tris and quads and not caring whether or not you can re-work the geometry later, meaning on EEEEVERY project a lot of shit has to be re-modelled -- which is basically how they cover their asses and get easy work).



I've tried going in and tweaking the topology but... To tell the truth, I think I'll just re-do the topology from scratch. The hair though, seems to be especially easy, so I think the artist likely went in and fixed it themselves. For that, I am really thankful for. The hair would have been a huge bitch to retop.

View attachment ai.imgur.com_om0zGl.png
View attachment ai.imgur.com_jTonhl.png
View attachment ai.imgur.com_geE7Yl.png


Still kind of cute, even without the textures, isn't she? Though the gourand shading looks a little creepy. Cel shading and textures are likely going to be the big deal here, since the original was textured beautifully.

Can't wait to figure it all out and start doing original stuff.




Not enough memory


Aagh! My computer basically dies when I load the textures. I don't have enough RAM for what it is I'm trying to do, so it really chugs and locks up when I try to render. I could do it if I didn't multitask with IRC and listen to music (to a limited degree) but I think I seriously think a RAM upgrade is muchly needed. Sigh.

I could get 16GB for $120 or much less so I'll be saving for that. Going to march on through and keep working, though.


Have managed to secure a source of new RAM. I won't be able to texture until I manage to actually get it but until then, I'm re-doing the topology. Faces in particular, are known in the 3D world as being one of the hardest parts to actually model because of the way the polygon counts all need to line-up neatly.




I consider myself an experienced hard-body (machine) modeller and this is my fourth attempt at modelling the face (the power died on my 3rd attempt --- I love computers). The tools I've managed to find are brilliant for the task but yeah. This is pretty educational.


PHEW! Okay! Turns out there's a standard method for facial topology to follow, known as the Sampson Method, which is an established set of rings, which is apparently the 'optimal' method for faces with the maximum amount of detail for the minimum number of polygons that is immediately recognizable when UV'ing.



You're meant to start out with the outer-face and work your way in, using the outer face as a guide. Note the levels.



Here's a look at what I've managed to do (left: original. Right: new topology. Note the flow of the polygons and the simplicity and the fact I'm using tris which are better for animation and UV'ing for texturing).

View attachment ai.imgur.com_nZ8Dsl.png

Unfortunately I couldn't follow Sampson's Method for the mouth or it'd look different from that of the original model and I really liked the original. Still, I did what I could to tidy and neaten things up. There's a slight crook at the corner of the lips that needs adding in but otherwise, it looks good.

View attachment ai.imgur.com_fmptwl.png
 
Abwehran Commander said:
They look similar to Wanzers from Front Mission Games.

Yeah, that's what he was going for with his references. I don't like them myself. The idea is I do some low poly mockups, run them by him. If he likes them, we sketch over them in OpenCanvas to decide what the detailing should be together or what final changes need to be made, then I go off and produce the final piece.



Boyfriend seems to want to get me into music so he's installed all this weird new software for me he used to use at work and he's teaching me.




Weird but I'm having fun.



Sketched this on whim about an hour ago after seeing some Startrek thread.



Pondering retooling it into a Star Army of Yamatai ship and making better use of it (goodbye nacelles).

Any possible buyers? Wes?









http://i.imgur.com/Tb5Lv.png
http://i.imgur.com/m1kJg.png
http://i.imgur.com/VEm4c.png



In the unlikely event anyone remembers this...



Here's the latest version

In the final, each individual finger will be able to split in half and contain some sort tubing system. The idea is whatever is in the wrist can be sent down the tube to beneath the 'fingernails' of the final that'll be wrapped in structol. The tube will be magnetically confined, allowing for some quite interesting things to be sent. For example, plasma - either confined into a blade or as a short range weapon. I'm going for something like Idolo's finger-cannons meets Garazzo's GN Beam Claw meets a simplified version of the weird typing hands from ghost in the shell, though instead of forking so insanely, it'll just split down the middle, like the motif with the Rhys' limbs.

I'm still figuring out how to get the fingers to claw back on themselves so the rig needs some work. And yes, they do all wrap and store 'nicely' like the old one did. There's even a plug on the underside and the thing adheres to the real human skeletal pattern. Thus far, the motors all lock together to keep the fingertips together when needed and release when needed. The final aesthetic (the current one is really blocky) is going to be something like this and will ideally be used the same way for cybernetic skeletons, and on larger frames.

If I get it right, it should also be able to form a foot in the final, with the thumb acting as a makeshift heel. The skin for that will be really interesting to model -- a non-human foot.

With some tooling, it should also be able to mimic a conventional hand if its needed to. I'll be distributing one at human scale, one at frame scale. They're symmetrical so no need for opposing pairs. I'll also be producing two versions: an armoured version, like the early original with similar aesthetics and the one wrapped in structol 'skin'. The inner skeleton should also be quite smooth, meaning it could also be used as an alternative to a skeleton with a flesh exterior -- though new specially designed skin would have to be grown to accomodate the other half of the hand -- this would naturally negate the plasma effect, which is a bit disappointing, since it would boil the flesh on the hand.

Oh well :3



Oh my.
 
ty. I need to figure out how to tidy up lineart properly and sort the colouring out. So far though, its really fun. Gonna take a stab at doing Luca when this is done.
 
If that's Aiesu, it wasn't what I was expecting, but it suits the character more than my idea did.
 
Cute, but I also feel like I need to protect my liver.

Liver?

If that's Aiesu, it wasn't what I was expecting, but it suits the character more than my idea did.

Tell me more about what you expected. I can play with the formula a bit.
 
Okay, my system's playing well so I can start modelling again. Lovely.

At the moment, I'm experimenting with a new piece of young software by the name of MeshFusion. Basically, it makes booleans not suck, does them in realtime and with proper subdivisional behaviour (which is godly).


This...

Produced this:



No hours of laying every polygon in the seams, spending ages mucking about with topology, dirty mistakes and fixing it. Bam. Bam. Boom. Done!
 
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