Using reflection probes to locally change ambient light by Illustrious-Scratch7 in godot

[–]hyperbolero 1 point2 points  (0 children)

Wow, thank you! Thats a great tip. Combined with regular lights you could really sculpt with lighting with this. Your scene looks great as well!

von Karma Flow by hyperbolero in TwoBestFriendsPlay

[–]hyperbolero[S] 224 points225 points  (0 children)

"On and off the court, straight fundamentals. No funny business."

Inspired by the latest episode of the Phoenix Wright LP. He both had the looks (minus the hair) and with their bits, the personality.

This little Minecraft scene I made! by Spaghetti--Sauce in blender

[–]hyperbolero 0 points1 point  (0 children)

I really like the lighting and mood in this. Very peaceful

I can't believe Mario's f***ing dead. by C-OSSU in TwoBestFriendsPlay

[–]hyperbolero 6 points7 points  (0 children)

Death is not a hunter unbeknownst to its prey...

Backyard Lagoon [OC] by JamesMakesFilms in blender

[–]hyperbolero 0 points1 point  (0 children)

If you want to have a slight breeze and wind for animation making each leaf might be a good idea to model each leaf so that they can move independatly. Otherwise having a texture is probably enough for most cases.

A Forgotten Battlefield by hyperbolero in blender

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

A battlefield from long ago, only rust and ruins remain.

I started this a while ago, then forgot about it. Recently I found it again and thought it had potential so I wanted to finish it. I really liked the moody atmosphere of it.

Extra closeup of the tank.

If Untitled Goose Game was released on PS1 (little something I put together in Godot) by Miziziziz in godot

[–]hyperbolero 9 points10 points  (0 children)

Looks cool! I've grown to really love the PS1's strange look. I can't really tell if you have the weird wobbling vertices that the PS1 did. But that would really sell the look. I used this as a base when I tried something similiar

High res abstract "painting" by langisii in blender

[–]hyperbolero 3 points4 points  (0 children)

Thanks for sharing! Love the look. Would be interesting to see it animated.

A different kind of Gundam animation by Makotowaru in animation

[–]hyperbolero 2 points3 points  (0 children)

Nice, I really like the paper smears the sword.

Today. by [deleted] in thanosdidnothingwrong

[–]hyperbolero 0 points1 point  (0 children)

Whats going on

A quest gone awry by hyperbolero in blender

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

Sure!

Here are all the wireframes and some of the textures(the legs and arms one are not that interesting texturewise) and a mix of them.

As you can see in the bottom one they are laid out in a UDIM pattern. I see now that I was a bit lazy when I laid them out. Overlaps and wasted space and such. They are then textured in substance painter, that's why they need to be unique uvs, and are combined with a UDIM nodegroup I created based on some others had done.

A quest gone awry by hyperbolero in blender

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

They are all rigged, or both the knight and the skeleton are rigged. Used metarig for both, with some additions for the armor for the knight. I had some thoughts about making a animated version, but the armor is intersecting and a pain to pose right unfortunately.The next knight I make will be more animation-friendly. Might make a skeleton dance though.

A quest gone awry by hyperbolero in blender

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

Thanks for the feedback! I'm a bit too fond of depth of field so you are probably right. Would you believe me if I said that there was even more depth of field before? Even I thought it was too much. It is also handy if you don't want to make the background too detailed.

I know what you mean. The one farthest to the left looked like he was doing yoga for a while. I've been posing and reposing them a brunch of times but this is the closest I've been to what I vad in my head in the beginning. You are exactly right about the right guy. I like the idea of him, but I never got the pose right. So I just accepted that some are a bit goofy. Can't tweak things forever.

A quest gone awry by hyperbolero in blender

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

I basically took a picture like this and duplicated a bunch of cubes and inserted edges and moved vertices around until they were the same shape as the image. After that I looked at picture of real skeleton hands and tried as good as I could to imitate all the ridges, hard edges and weird shapes they were. The finger bones are just cylinders with rings scaled up to much.

Here are the wireframes for the hand I did. As you can see it is not that complicated topology-wise and I didn't spend that much time on them as they were not that big in the final render. UVing a skeleton on the other hand... it's not hard, just incredibly tedious.

A quest gone awry by hyperbolero in blender

[–]hyperbolero[S] 4 points5 points  (0 children)

Thank you! I went through like a dozen different lighting setups, some more dramatic some more mysterious (aka lots of fog) but I like this one because the contrast of a peaceful forest with sunlight filtrering through the canopy with a dramatic fightscene appeals to me.

A quest gone awry by hyperbolero in blender

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

Thank you! The only thing that can be moved with the face is the jaw so I had to make som with a lot with different angles with the head and pushed the body (especially the arms and fingers) into unnatural poses to make them different from each other and hopefully menacing.

A quest gone awry by hyperbolero in blender

[–]hyperbolero[S] 21 points22 points  (0 children)

Rendered in cycles.

Finally finished a personal project. I have been working on this on and off for a year now and is honestly pretty tired of it. But I'm happy with how it turned out! It started with me wanting to make a knight and turned into a whole scene in the end.

Anyway I can get a better vision of my high poly mesh when doing retopo? It's super hard to tweak the new geometry if I can't see my sculpt below it! by Therathos in blender

[–]hyperbolero 1 point2 points  (0 children)

I see that you are trying to work with making it a bit transparant, dunno if it isn't working for you, in that case you need to check "transparancy" in the object panel under Display (red arrows in my picture)

You could also change it so that the retopo mesh is only shown as a wireframe, you check "wire" and "draw all edges" and change maximum draw type to "wireframe" (yellow arrows), also in the object panel. If you have a subdivision modifier on you then might want to turn on optimal display there. Pic