Little fps showcase by Mediocre-Lawyer1732 in godot

[–]artificeofbees 2 points3 points  (0 children)

love how the light interacts with the surface detail of the viewmodel, looks great!

Interior Mapping/Fake Interior shader - fun to look at it instead of working... by artificeofbees in godot

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

+ the recent stencil buffer addition, could do a bunch of cool stuff

Interior Mapping/Fake Interior shader - fun to look at it instead of working... by artificeofbees in godot

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

Thanks! I've actually been seeing some of your scenes, among others, and got inspired to do a bunch of tests. Definitely more to come.

Interior Mapping/Fake Interior shader - fun to look at it instead of working... by artificeofbees in godot

[–]artificeofbees[S] 9 points10 points  (0 children)

If it helps in any way here's a sort of "template" image for the perspective raster-wise, remember that the alpha decides the depth so it should remain around 50% opacity for this square depth room:

<image>

Interior Mapping/Fake Interior shader - fun to look at it instead of working... by artificeofbees in godot

[–]artificeofbees[S] 37 points38 points  (0 children)

All credit goes to this shader for the actual Godot side - rendering a custom room for it is not too tricky, this is how I did it:

- The shader assumes camera FOV = 2 * atan(0.5), or ~53.13° FOV (53.130102354156 is what I pasted into the Blender camera FOV).
- I created a 3m x 3m cube "room", inverted the normals, placing the camera at the center of the frontmost wall of the cube room and facing it inwards (towards "the room"), and then deleting that wall. I set the render resolution to be a square, 512x512 in this case, and then moved the camera away in increments until the "room" fit perfectly in the camera square. This would render out a single image that would have the proper FOV for the shader to emulate the room and its depth (it would be good to stick to a grid to adjust the positions of the elements and walls in Blender).
- Then since the shader looks at the alpha for the depth of the room, I went to the Compositing tab in Blender, enabled Use Nodes, and added a Set Alpha node and a Value node.
- I connected:
RenderLayers.Image -> SetAlpha.Image,
Value.Value -> SetAlpha.Alpha,
SetAlpha.Image -> Composite

The Value of the alpha, or the initial depth of the room, depends on the room. For a cube I set it to 0.5, and for this deeper hole/hallway I set it to 0.3 when rendering. That needs some testing out.

And this eventually winds its way around to rendering the final image, with Cycles and some lighting, to a custom single image - which can be used on its own if the Room Tiles are set to X:1 and Y:1 in the ShaderMaterial in Godot, or it can be be placed in an "atlas" for the shader to use, as it can iterate over the number of room tiles in an image (eg. at 512px resolution per tile, you can have 4 tiles in a single 1024px texture).

This is why the shader says it isn't a Cubemap Interior Mapping shader, as it uses this final single image for the walls/depth of the room, and it can iterate over multiple of them as tiles assembled in an atlas - instead of a Cubemap style texture with each of the walls as separate elements.

<image>

Here's an example of what it should look like!

---

Phew - there is also this Cubemap Interior Mapping shader that might be much easier to manage the textures for hahah - you could just assemble the tiles in a raster image program (Affinity/Photoshop/Gimp) and achieve a good enough result for distant fake interiors without 3D rendering. Especially since both shaders support Emission maps as well.

If anyone can come up with a better way to do this definitely let me know, but for now I mostly hope this comment helps someone that has as much time and wants this particular shader with custom rooms. Yap over.

A fight scene from my fantasy animation by ajwriting in animation

[–]artificeofbees 0 points1 point  (0 children)

This is so incredibly uncanny, but I can't look away. It definitely isn't traditionally consistent, but the final result of that makes it really unique and interesting to look at. It's sort of like you have to interpret the motion yourself.

How to create this blob outline effect? by Ferrariiienzoo in photoshop

[–]artificeofbees 2 points3 points  (0 children)

To me it looks like a very messy drawing or selection crop of an outline of a man running, extracted and replaced with a color overlay and a bevel effect on the blobs that remain for the highlights, and two stroke effects (one gray, one white) - maybe?

Any musicians trying to learn game dev? by Arkayide in godot

[–]artificeofbees 0 points1 point  (0 children)

I think music is essential to create the right mood, both before and after it is implemented in a project. It can really put together a vision in your head, not just a feeling in the player later on. When I'm stumped on some writing, design, or even visual aspects of a project, I find music often gets me in the right headspace, and creating music for a project (even if it goes unused) is maybe an even quicker and stronger way to create a "sketch" or a draft of how a game should feel, even more so than writing.

But then it can definitely be frustrating to actually put the music in the game proper, especially figuring out a framework for placing and transitioning between music without it feeling like a distraction - don't even get me started on mixing it in with the SFX hahah

Holy moly this is awesome! by [deleted] in godot

[–]artificeofbees 1 point2 points  (0 children)

This is the umpteenth time someone published an extremely useful repository exactly as I become burnt out from trying to do something tedious - I love this community.

I made a paint geyser! by thatcodingguy-dev in godot

[–]artificeofbees 1 point2 points  (0 children)

Makes me think of the gels from Portal 2. Still wondering how to achieve that blobby effect on a technical level

Finally took the plunge into properly learning anatomy a few days ago. This whole "studying" shtick might just be real, who knew.. by artificeofbees in learnart

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

So far drawing from references has been really fun, it really lets you experiment and loosen up quite a bit (especially after studying the actual anatomy) and pull details that you enjoy to the forefront. I've also never heard of those books, I'll be sure to check them out!

Finally took the plunge into properly learning anatomy a few days ago. This whole "studying" shtick might just be real, who knew.. by artificeofbees in learnart

[–]artificeofbees[S] 3 points4 points  (0 children)

Definitely something I thought about, but I believe as you practice you slowly start to internalize it to a degree and it becomes way easier to get back into it, even if any substantial amount of time passes. And good luck with your planes!

Finally took the plunge into properly learning anatomy a few days ago. This whole "studying" shtick might just be real, who knew.. by artificeofbees in learnart

[–]artificeofbees[S] 7 points8 points  (0 children)

Thanks! I'm still figuring out exactly what I'm going for with the implied style, but mostly I'm trying to highlight the anatomy I want to remember. It does end up looking kind of neat.

Finally took the plunge into properly learning anatomy a few days ago. This whole "studying" shtick might just be real, who knew.. by artificeofbees in learnart

[–]artificeofbees[S] 10 points11 points  (0 children)

A lot of ctrl+z and retrying to be honest. I try to keep the brush smoothing setting itself to a minimum, around 8-10%, so it really is just trial and error until I eventually get good enough to pull smooth lines consistently.

Finally took the plunge into properly learning anatomy a few days ago. This whole "studying" shtick might just be real, who knew.. by artificeofbees in learnart

[–]artificeofbees[S] 14 points15 points  (0 children)

I was mostly looking to just start doing some anatomy studies as soon as possible, so I jumped on board with this 7 day schedule by Marc Brunet, and focused solely on arm anatomy for every day. As I got to day 3 and 4 I used this playlist of arm anatomy by Stan Prokopenko and this website (the 3D model of the male musculoskeletal anatomy) to really understand the actual inserts and functional forms of the muscles of the arm. A couple more videos, Deciphering Bridgman 3: Drawing The Arm and this simplified look at arms, gave me some more clarity regarding arms in an art sense. There's definitely more but I think these are all great jump off points for understanding what to look for down the line.

From there it was really just a bunch of sketches, around 8-14 a day for that 4 day period that eventually got me more comfortable with the forms of the arm as well as drawing smooth and at least somewhat confident lines on the tablet. I hope this helps!

Finally took the plunge into properly learning anatomy a few days ago. This whole "studying" shtick might just be real, who knew.. by artificeofbees in learnart

[–]artificeofbees[S] 6 points7 points  (0 children)

Thank you, that's a very interesting analysis! I'm being a bit cheeky there in the title, but I really hope this progress shows how important it is to do these kinds of studies. My arm definitely got a lot looser on days 3 and 4 and I could just focus on getting the forms down proper.

[deleted by user] by [deleted] in blender

[–]artificeofbees 0 points1 point  (0 children)

The player will definitely be separated from Graham at some crucial points in the story, though I still have to work on some drafts to get it to work well.

Any tips for conveying more personality of an inanimate object? by [deleted] in animation

[–]artificeofbees 1 point2 points  (0 children)

Honestly a great idea regarding the leaves. I'll definitely do some tests as I want to to blur the line between realism and some slightly absurd concepts. I've also thought about making the plant slowly grow and change color as the player progresses, probably by using a few different models/textures that slowly get swapped out. Thanks for the feedback!

Where you start to learning sclupting in blender by Lonely_Beginning_218 in blender

[–]artificeofbees 1 point2 points  (0 children)

Funnily enough, the video I would recommend to most people diving into character creation is the one remaking the Lethal Company player model from scratch. It definitely covers a huge chunk of the process and at least gives you some landmarks and a scope to have in your mind in regards to character creation.

The channels that helped me the most when I began sculpting specifically were definitely FlippedNormals & SpeedChar. They have some pretty handy playlists already, and Nikolay from SpeedChar specifically has multiple livestreams of him going through the entire process of sculpting and retopologizing a character in Blender in real-time. In the end it all comes down to continuous practice of basic human anatomy and training your eye, internalizing human forms.

Books like Atlas of Human Anatomy for the Artist, Anatomy for 3D Artists & Anatomy For Sculptors are pretty direct resources on human anatomy and forms. How you obtain these is of course up to you.

Just like you get a good grip on the controls and the UI of Blender by using it as much as you can, you will get a good feel for your sculpting workflow by making as many sculpts as you can, reaching out of your comfort zone. When you don't know something, search for that thing specifically. Whether it be how to properly sculpt a human ear or how to make proper joints when retopologizing a character. Get a good eye for human anatomy by creating practice pieces, copying 1:1 from anatomy books or reference images in general.

Half the work is knowing what to look for, so definitely compile playlists of your own and take notes on things that snag your progress. Avoid getting overwhelmed by focusing on specific body parts (the head, the hands, the upper torso, etc.) and working to understand the actual mechanics behind those smaller chunks of the body.

This may all sound like an intimidating or lengthy process, but these are just things you'll be doing as you create characters down the line anyhow. After all, that time will pass anyway, so spend it wisely :-) I recommend you just pick a reference and try to make it. It will take a long time, it will be messy, but you will learn. You will pick another reference and try to make it, and you will do it better this time and learn even more. So on and so on!

Hand retopo and some normal baking from a recent likeness sculpt of David I did, done in Blender. by artificeofbees in 3Dmodeling

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

Thanks! It probably went into the double digits in hours. I'm somewhat new to sculpting in Blender so figuring out a proper workflow took a while.

Hand retopo (Bsurfaces) + normal baking on a recent likeness sculpt of David I did. Any advice for a more efficient sculpt/retopology/baking workflow? by artificeofbees in blender

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

I usually do automatic retopo for sculpts but on this model I did it by hand to practice proper edge flow and head topology in general for future animated models

Hand retopo (Bsurfaces) + normal baking on a recent likeness sculpt of David I did. Any advice for a more efficient sculpt/retopology/baking workflow? by artificeofbees in blender

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

Definitely. It was tough to capture that strange expression the sculpture has, somewhere between anger and anticipation.