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grand-tactician-vek said: Hi my new gw2 friend :3

hello!

if you’re interested in more gw2 content, you visit my personal blog, daisura. It’s not a dedicated blog, but I do repost a lot of related content. I attempt to tag gw2 posts but rarely do so if I’m browsing from the phone.

also this might be a good time to start begging for donations on my newly started quest to build the legendary rifle, heh. I can be found as Dai on NA servers!

on-topic, I got home late last night and wasn’t feeling energetic enough to work on the sculpt. I’ll have more time today and may stream, though if my streaming program gives me trouble again I’m not going to fight it.

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tsunderelintz:

daisura:

tsunderelintz:

daimensional:

WIP zbrush doodling from tonight, Guild Wars 2’s Scarlet, based on her concept art

her in-game model has bothered me since forever, she looks like a muppet and/or the original cheezburger cat

eyyyyy

eyyyyyyy

on the agenda tonight- continue fleshing out features on face, delete high-detail subdivision (only upres’d to dink about with the cheeks for now), then re-flesh out features without worrying too much about finite shapes. Nose bridge is too shallow/rounded, upper lip is too sharp, etc etc. I want to take a flattening brush to some areas to make features more crisp/leafy instead of soft and fleshy

I’ll probably do the hair from scratch outside of zbrush. I really want to rethink how the in-game one was, the bangs being chunky stalks was an awful design choice but the idea of them being trimmed in a straight line is kind of hilarious

i actually wonder how hair is modelled. because y’know, it’s a fucking pain if you were to model all of it. at the same time, if you just apply a texture to flat polygons you get 2001 era hair.

how do

FUNNY YOU SHOULD ASK

Here’s Kristen Perry, the designer behind the Sylvari as we know them, going through her zbrush process on one of the newer additions to the selection of hairstyles, along with design workflow, retopology, texturing, and animation- [LINK]

Reblogged from That one guy Lintz
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WIP zbrush doodling from tonight, Guild Wars 2’s Scarlet, based on her concept art

her in-game model has bothered me since forever, she looks like a muppet and/or the original cheezburger cat

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"DPI" and digital files: a reminder

I got a proposal this morning explaining a potential project, and part of the description regarding what they wanted for renders was written as such:

The visuals will be provided to [client] as high quality TIFF files (600dpi) and low resolution JPEG files (150dpi) via the FTP site.

I’ll give you a moment to assess what information is missing. What weighs more, a pound of feathers or a pound of lead? we’ve been told we want a densely printed render, and a less dense copy of the same render, but in digital format. What are they printing these on? How big will it be displayed? is this explicitly for digital viewing?

Everything is the same DPI (PPI) on your monitor, so unless we have a measurement for print or a hard number for resolution, there’s no actual size conveyed here

I had a teacher back in college who always requested we submit our renders via email, in 300dpi, but no indicated resolutions. After a half hour argument in front of the class about the lack of context to the requirement, I ended up sending him my homework formatted at 300dpi, but only 0.5x0.5”, or 150x150 pixels. I’m not sure he appreciated the point

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latingeek reblogged your post and added:

“(that whole ‘500,000 polygon frisbee golf goal’ thing)”

Pleeease tell me the story behind this thing.

my dad and I were working on a huge landscape render for a new sports park facility (which is now connected to my old high school). unfortunately I wasn’t aware of the scope of the renders, so when I was asked to “make a nice frisbee golf goal”, amongst other things like a baseball field and other general facility pieces, I made a nice frisbee golf goal.

here’s how big it was, 1:1 scale, in the one render sent to clients that it appeared in

image

oh

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doggysdoings:

daisura:

doggysdoings:

daimensional:

daimensional:

UE4 texture coding is a bugger, but I got a little multi layer thing to work finally

image

and by ‘little’ I mean

image

I realized a dumb little thing and combined the three separate graphics I made for the composition into a single graphic, split into the red/green/blue…

up the roughness to 1 instead of editing the specular like that. that’s not how a matte screen’s specular would work (it’s matte because it’s rough, not because it doesnt reflect light). also just do add instead of using a blend mode, it’s cheaper. if you dont want specular reflections at all and it’s glowing anyways then you should just set the lighting model to unlit, making it massively cheaper.

thanks dog, I’m mostly just fumbling forward through all this junk, and like I mentioned in the thread I’m not exactly careful when it comes to optimization (that whole ‘500,000 polygon frisbee golf goal’ thing).

For sake of condensing the thing into one big learning experience I’m not worried at all about the costliness of the only thing in an empty scene, but it’s good to keep in mind how much it’ll build up. I’m already really wary of metal materials as it is due to how badly they bog things down right off the bat

if you’ve got tutorials and resources for a lot of the more niche mat editor bits it’d be much appreciated, a lot of the documentation I’ve found thus far seems outdated or throws technobabble about with no clear direction

Unfortunately there’s not that great of stuff outside the official documentation and support (just because its so new), but feel free to message me anytime with questions you have!

As for metallic surfaces, the important thing is that it really does work like real life. Something is either metal or not metal. How this works in the engine is that it uses the Specular input if it’s non-metal (where the defualt is 0.5, which is actually an ior of 1.5) and metals just use the Base Color input as specular and remove all diffuse. They have a nice list of measured values for metals on this page:

https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html

Spend some time reviewing that and using the roughness to get nice looking metal surfaces, it’s pretty simple once you get used to the workflow! And make sure any greyscale textures or rgb masks you use are set to “Mask” in the texture settings so no sRGB correction is applied, otherwise you’ll get really weird results.

Reblogged from Holla Pdog
A TEXT POST

daimensional:

UE4 texture coding is a bugger, but I got a little multi layer thing to work finally

image

and by ‘little’ I mean

image

I realized a dumb little thing and combined the three separate graphics I made for the composition into a single graphic, split into the red/green/blue channels because I can output each of those individually as a 0-255 grayscale. Also gave the surface the kind of gloss you’d expect from a matte plastic laptop screen, though you can’t see it all that well in the screencap

I think I’m going to work a bit tonight on modeling up a basic test scene, could even stream

subject, the Tactics Command Room from Evangelion, with a bit more flavor added with inspiration from a bunch of the original concept art I have

Reblogged from DAI//ROC
A TEXT POST

UE4 texture coding is a bugger, but I got a little multi layer thing to work finally

image

and by ‘little’ I mean

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part of me wants to buy watchdogs just so I can rip chicago style assets out because this is all going to be unnoticed background noise

I only have a week to finish this AND get it in VR because somebody managed to schedule about half the project during my wedding and honeymoon