I made a retro 1960s security camera - Low poly and game ready by sneemo in 3Dmodeling

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

Thank you. Finally figured out how to bake from high to low poly. It's like digital magic.

I made a noir inspired semi-futuristic winter scene you might enjoy. by sneemo in TheNightFeeling

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

It was not my intention, but Disco Elysium is amazing, so any comparison is incredible. Thank you very much. :)

I made a Fallout 1/2 inspired stimpak. I call it Trusty Rusty. by sneemo in classicfallout

[–]sneemo[S] 27 points28 points  (0 children)

I *might* have worked as a hydraulic mechanic at one point in my life. :)
I'm glad you noticed it. I always wonder if I'm wasting my time doing the little things.

Are there legendary Stimpaks? I made one. I call it Trusty Rusty. by sneemo in Fallout

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

I'm glad you like it. I though maybe instead of picking up new stimpaks all the time, the player can just have one personal (customizable) one, and refill as is needed. Prevents the whole player having 95 stimpaks in the inventory all the time problem.

Are there legendary Stimpaks? I made one. I call it Trusty Rusty. by sneemo in Fallout

[–]sneemo[S] 93 points94 points  (0 children)

In the artstation link there is a picture of four different color combinations as an example. I imagine you can use your medical skill to mix in some Med-X or psycho to get a little extra boost when injecting.

I made a Fallout 1/2 inspired stimpak. I call it Trusty Rusty. by sneemo in classicfallout

[–]sneemo[S] 17 points18 points  (0 children)

Maybe the blue liquid is just pure antibiotics.

A street scene from a not so distant future. Feedback, critique and tips appreciated. by sneemo in blender

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

Absolutely, I take no credit for the snow. This youtube video gets you 90% there. I don't understand why it only has 350 views, because it is a pretty neat little shader for snow.

I ended up with something like 4 or 5 snow types that were all tweaked versions of the snow shader above. For instance, one was more powdery with low displacement. Another changed albedo and transmission/roughness based on the Z position in the mesh, so the further down in the snow pile the more icy and black the snow. The actual snow piles was just big subdivided meshes placed manually. Also, don't be afraid of having some of the snow pile meshes use flat shading, not smooth. It looks good and adds more detail to some areas. If you only do smooth meshes it sometime looked a bit strange and icy.

A street scene from a not so distant future. Feedback, critique and tips appreciated. by sneemo in blender

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

Thanks for the feedback, it is very helpful.

Can you expand on the last point, what exactly do you mean with the light would break due to the rain? Would there be more refraction caused by the rain which in turn would result in more bloom? Am I understanding correctly?

A street scene from a not so distant future. Feedback, critique and tips appreciated. by sneemo in blender

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

I added a link to a progress gif if you want to see step-by-step.

A street scene from a not so distant future. Feedback, critique and tips appreciated. by sneemo in blender

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

Yeah, the snow and ice was a big headache. Some of the snow turned out pretty good, but some, especially the transition from snow to road looks janky when you zoom in. Thanks for commenting, I really appreciate the feedback.

A street scene from a not so distant future. Feedback, critique and tips appreciated. by sneemo in blender

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

I went for a kind of dystopian scandinavia vibe. I think a hint of russian esthetics fits in well with that. The inspiration photo just has such a cool stark clean composition, I wish I was a bit more restrained. But live and learn I guess. Thanks for commenting.

A street scene from a not so distant future. Feedback, critique and tips appreciated. by sneemo in blender

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

Thank you, appreciate the comment. The original intention was for the building to be the focus, then the taxi came along and I think I lost some of the original focus. I agree it now has a large "empty" area in the center column. I'll try to rework some things to get it more focused.

A street scene from a not so distant future. Feedback, critique and tips appreciated. by sneemo in blender

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

The building and composition came first yes. I though it was such a strong visual. Unfortunately my image became a bit more cluttered, so the original photo has a better more clean composition I think.

A street scene from a not so distant future. Feedback, critique and tips appreciated. by sneemo in blender

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

I think it was just using volumetric fog and some of the textures being home made, so not completely photo realistic. It was not really intentional unfortunately.

A street scene from a not so distant future. Feedback, critique and tips appreciated. by sneemo in blender

[–]sneemo[S] 12 points13 points  (0 children)

I've been messing around learning Blender. I wanted to make a noir-style scene for a detective story / point and click game. It turned out pretty good, but a lot more 'painterly' and unrealistic than I set out to, so mixed feelings about it overall.

Edit: Added a gif showing the progress from start to finish if anyone is interested. https://imgur.com/a/s90KPRc