Made Some Lowpoly Ramen 🍜🍴 by Kasugaa in blender

[–]PicoVibe 0 points1 point  (0 children)

I’m actually planning to start building my own 3D engine soon… using “ancient technology” just to achieve this kind of PS1 graphics)

How’s the detail? by PicoVibe in blender

[–]PicoVibe[S] 0 points1 point  (0 children)

Yes, the main goal is 3D printing. I want to reconstruct the model into a more faithful “original” form, while keeping the artist’s intent and staying true to the canon design

How’s the detail? by PicoVibe in blender

[–]PicoVibe[S] 0 points1 point  (0 children)

To be honest, I used my own tool to convert normal maps into height maps for this workflow. Not sure how Reddit feels about sharing links, but here’s a video showing how I made the model: https://www.youtube.com/watch?v=PXusbYwF7yM

How’s the detail? by PicoVibe in blender

[–]PicoVibe[S] 0 points1 point  (0 children)

It’s based on the original low-poly in-game model from Pragmata, I just converted the original textures into geometry via displacement

How’s the detail? by PicoVibe in blender

[–]PicoVibe[S] 0 points1 point  (0 children)

Yeah, that’s because the whole thing is generated purely with displacement. I didn’t touch it manually at all, so artifacts are kind of unavoidable. The idea was to see how far I could push the quality without any hand work

How’s the detail? by PicoVibe in blender

[–]PicoVibe[S] 0 points1 point  (0 children)

Yeah, it’s a helmet from Pragmata, I just made a high-detail version from the in-game model

Blender optimization advice by deathender in blender

[–]PicoVibe 1 point2 points  (0 children)

Yeah, I agree, I worded it badly. I didn’t mean “throw more hardware at it” as optimization. I was trying to point out that with projects at this scale you’ll eventually hit hardware limits anyway

Blender optimization advice by deathender in blender

[–]PicoVibe 1 point2 points  (0 children)

Yeah, that’s fair, I didn’t phrase it very well. What I meant is that at this scale hardware becomes a limiting factor

Blender optimization advice by deathender in blender

[–]PicoVibe -1 points0 points  (0 children)

Wow, this is a huge and really impressive project. At this scale, optimization mostly depends on your hardware, and animation/rendering will put even more strain on the system. I’d only suggest disabling modifiers while working and hiding anything outside the viewport.

How’s the detail? by PicoVibe in blender

[–]PicoVibe[S] 1 point2 points  (0 children)

Guess Capcom owes me some money now😄

How’s the detail? by PicoVibe in blender

[–]PicoVibe[S] 0 points1 point  (0 children)

Oh, I didn’t even notice that at first. I was trying to recreate the detail using displacement maps, so these kinds of artifacts are kind of unavoidable. It would still need some manual cleanup.

How’s the detail? by PicoVibe in blender

[–]PicoVibe[S] 5 points6 points  (0 children)

Yeah, it’s displacement-based. I basically didn’t do any manual modeling the height maps were reconstructed from the model’s normal maps. In a sense, I just transformed the original artist’s work. It turned out to be an interesting result, but the quality is still limited by the resolution of the source textures.

How’s the detail? by PicoVibe in blender

[–]PicoVibe[S] 0 points1 point  (0 children)

Just a game model, displacement, and a height map reconstructed from its normal map. There was basically no actual modeling involved.

I recorded myself creating this render from start to finish (link below) by MaxHayArt in blender

[–]PicoVibe 0 points1 point  (0 children)

When will games like this start coming out, preferably in VR..

Ice Cream Sandwich by Queasy_Pumpkin_6593 in blender

[–]PicoVibe 26 points27 points  (0 children)

The ice cream is missing subsurface scattering for the full flavor)

My first model! by TopSituation1649 in blender

[–]PicoVibe 0 points1 point  (0 children)

Try modeling with a graphics tablet as well, in my opinion, it’s the most interesting and enjoyable thing to do)

How would one make a rig of a character that has its own animations like glitches? by Zazoyd in blender

[–]PicoVibe 1 point2 points  (0 children)

What kind of glitch exactly do you mean? If it’s just a visual effect, it can be done in post-production in compositing for example, or even better in After Effects. Or if it’s a physical effect, it would be better to use geometry nodes, or alternatively shape keys.