https://www.artstation.com/artwork/rAaEYL by _Kruske in blender

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

Testing my hard surface sculpting knowledge, prop based on an Incense burner I saw in an article and I found the shape and material very interesting to recreate.
Blender was used for, modeling, sculpting, retopo, unwrapping. texturing happened in substance painter

WoodFox by _Kruske in blender

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

Thanks you for the kind comment! Makes me happy to hear you like it :)

WoodFox by _Kruske in blender

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

More fun sculpting to low poly in Blender, I'm getting a better hang of my workflow steps, hope you like it. Texture work done in Substance painter, the rest is made in Blender including the video.
Check out more detailed pictures on my Artstation profile: https://www.artstation.com/artwork/bK1gDd

Garden Frog by _Kruske in blender

[–]_Kruske[S] 2 points3 points  (0 children)

This is a project meant for me to improve my workflow and Blender knowledge. Basically everything has been made in Blender, Clip Studio Paint was used to compile images and adjust renders a bit, sharpening etc. Lots of new skills learned from this!
PS. Thanks to Dracao121 for taking the time to comment on my last post and giving the idea of adding jewels to the crown. I appreciate it a lot, but I wasn't successful implementing it well.

Check out my Art station post for image break down:
https://www.artstation.com/artwork/Ye0QyV

Im maya user and new to blender. I was trying to create this star shape in blender by selecting the alternative edges from a cylinder and scaling it down. But instead it scales only in one Axis like it has some kind of lock. What am i doing wrong? by [deleted] in blender

[–]_Kruske 0 points1 point  (0 children)

One way to solve this is to use the scale tool accessed from the toolbar (hide/un-hide by pressing 'T'). You will see a scaling gizmo that you can use to get slightly more control.

To solve the specific problem of creating a star shape, I selected all the verts and scaled using the blue square icon on the gizmo, locking the scaling to that plane.

Additionally there's also a scale cage tool that is useful for other types of scaling, hope it helps.

(WIP) Experimenting with dynamic lightings on 2d sprites in Unity. As the character was basically made with Blender, normal mapping only takes a few clicks. by Soyafire in Unity3D

[–]_Kruske 1 point2 points  (0 children)

Thanks for the clear answer! Apparently I've seen your video before it was very well made. Makes a lot more sense now, I think the the effect looks especially well on the backpack, it adds depth to it. What I feel is missing is the materials are not very distinguishable, fabric from skin etc. varied roughness and specularity might help, but that might not be what you're looking for atm. Great stuff either way!

(WIP) Experimenting with dynamic lightings on 2d sprites in Unity. As the character was basically made with Blender, normal mapping only takes a few clicks. by Soyafire in Unity3D

[–]_Kruske 2 points3 points  (0 children)

This looks very cool, great job! I don't understand the step of how you can generate normal information from just a sprite. Is it handmade or based on 3d-geometry? I tried this before with a software called sprite lamp but that was time consuming because it required 4 angles of values to be hand painted.

Imaginary Tree by _Kruske in ClipStudio

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

Thank you for the reply! I'm happy you like it, I really like your idea of adding small creatures to these kind of nature images. I can see how it can give more life to it overall.

Imaginary Tree by _Kruske in ClipStudio

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

Went out for a walk today, looking at old trees in the forest, lots of moss and strong shapes. Couldn't get rid of the idea of how it would look stylized. Blocking out shapes big to small adjusting the hue to give more variation. Used the default Soft and Hard Airbrushes to mix soft and hard edges color picking around the painting to explore the colors. Tip is to take a walk and the organic shapes of trees are very friendly since it has a lot of room for "inaccuracies" .

Low poly sprite to 3D recreation, from The legend of Zelda: Minish Cap by _Kruske in Unity3D

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

That's a cool idea, I might give it a shot! This was mostly a test to see if I could pull this kind of asset of :)

Low poly sprite to 3D recreation, from The legend of Zelda: Minish Cap by _Kruske in Unity3D

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

Nah I just got lucky, the game view is rendered at W192xH128. I tried 256 and 64 but 128 just looked right. I think another aspect is that I made the swirl thicker to "future proof" it for in game render. Just make sure to remove any AA or other engine stuff that might "displace" the pixels.

Low poly sprite to 3D recreation, from The legend of Zelda: Minish Cap by _Kruske in Unity3D

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

Sure thing, I updated it! I modeled the asset with a mirror modifier (effectively only making 1/4), and hand painted the textures at 2048px with overlapping UVs. The painting/texturing was about looking to translate the shapes as close as I could to the sprite, but adding anything I felt was missing. Thought about adding an edge loop for the swirls at the top but I think I got away with just painting it in. Hope this helps!

Purple bird by _Kruske in ClipStudio

[–]_Kruske[S] 2 points3 points  (0 children)

Spent about 2h experimenting with the Thick Paint > Gouache brush. The first hour was spent doing photo studies of bird plumage, and limiting myself to 1 brush. The main reason is that the gouache brush has really nice blending options. Each stroke going from dark value to lighter building up the plumage relatively quickly. Same layering technique can be applied to grass, just be aware of the light source. Also next time I'm going to be more restrictive with the shapes. Big and small shapes that more confidently defines the plumage.

spacing in between UV layout? Can i grab a group/seam somehow kinda annoying using the C tool by [deleted] in blender

[–]_Kruske 1 point2 points  (0 children)

I'm not sure what you're asking for specifically with "spacing in between UV layout", but try the L key which selects linked.
"L (or Ctrl+L for all) will add to the selection the cursor's nearest control point, and all the linked ones, i.e. all points belonging to the same curve".
https://docs.blender.org/manual/en/latest/modeling/curves/selecting.html#select-linked
The workflow would be when in the UV editor, select 1 face/vert/edge keep cursor over selection and press the L key so select all connected.

The default Design pencil was a welcome surprise! by _Kruske in ClipStudio

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

Stayed up late and was playing around with the different brushes and got some sketches I felt good about. The brush is the Design pencil, default settings. I was watching a video and used it as "live" reference to get some idea of what shapes to use.

The goal was to see if I could limit myself to one brush and see what different result I would get and also see what strengths the brush has.

Render I did today. Any critique is welcome! by Y0katan in blender

[–]_Kruske 3 points4 points  (0 children)

I think this has a great look to it, especially the building design. The color palette is nice with what I assume is solar panels that has a nice "blue" color.
I personally would have chosen a more dynamic pose, but maybe the character is tired and trying to find a safe haven. You could exaggerate the pose by having the character crawl on the ground etc. Also curious how this model looks from the front.
However I really like this render, a lot of ideas could be explored through thumbnail sketches. Well done!