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# Kryzon

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## About Kryzon

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3D Animator
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1. ## Sharp / cusp knot cubic Bézier fitting

@cowcow Thanks for the post and code. I also found this answer which suggests making all data points as knots in the curve, and then iteratively removing the knots that don't contribute too much to the curve: https://stackoverflow.com/a/39781094
2. ## Sharp / cusp knot cubic Bézier fitting

A lot of the examples of cubic bezier fitting code that I can find online are based on that "Algorithm for Automatically Fitting Digitized Curves" Graphics Gems article by Philip J. Schneider. The problem is that the algorithm only fits "aligned" knots, knots where the tangents have geometric continuity. This has three input points, the blue curve was fit to them (it's from this demo by the way). Is there an algorithm that can fit a piecewise cubic bezier curve that can have sharp ("cusp") type knots? On some cases (like those 3 input points) it would make the curve fit the polyline formed by the 3 points perfectly. Something like this (a mockup):
3. ## UV Maps with Linear Filtering Problem

@LorenzoGatti I get your point: if you know what's the lowest level you'll ever go to, you only need to dilate the UV islands with 1 padding pixel at that level, and then higher levels can use a padding that's 2^n pixels thick, with the lowest level having n = 0. But why is 8x8 the coarsest level in your scenario? How can you guarantee that it'll never use lower levels, like 4x4 or 2x2? In most games with a dynamic free-flying camera for example, the farthest regions of the environment are gonna display / sample from very low mip levels.
4. ## UV Maps with Linear Filtering Problem

The traditional solution for bleeding problems caused by mipmapping is to add a certain amount of padding on your textures. http://wiki.polycount.com/wiki/Edge_padding
5. ## How can anyone draw with an Graphics Tablet ?

I'm so sorry... glad it's settled. Back on topic. What I've noticed that makes me draw better with a tablet: - If you're new to the hardware, don't try to draw anything objective with it yet. You need to do exercises to get used to it. Draw the three types of strokes you're ever going to use: serpentine, loops and cusp type strokes. Practice changing pen pressure along them as well. Draw the three types of edges you're ever going to use: hard edges, soft edges, and hard-to-soft edges. Use a round brush with pressure linked to opacity to do them, and try once using the smudge tool to make the soft edge, and try another time using brush opacity to do it, just so you're aware that there's these two ways to make soft edges. Anything you're going to come across is a variation of those. - Warm up before any serious drawing, no matter how experient you are. This can be with sketching those stroke types as well as sketching a bunch of solids (cubes, circles, cones etc.), until you feel you've warmed up enough. - If you're not using a screen-tablet (Cintiq etc.), and you need to make line art, try to use software that has "stroke stabilization". It filters your pen movements to produce clean lines. There's Krita, Photoshop (the latest CC version), and other programs that offer this. But the coolest software for line art are either Clip Studio Paint or Paint Tool SAI: they have what's called "vector lines", which are varying-thickness paths that you can draw with the pen and later adjust the knots on the curves (as well as the pressure on each point of the curve) so they have the perfect shape you want: - Use navigation in your favor: pan, flip and rotate the canvas to your heart's content if it makes it easier to draw a specific part. If you're doing this with navigation tools (and not manipulating the image pixels) then it won't affect the quality of your image. If you memorize the hotkeys for it, you'll do it automatically. All of the above is about using the hardware and not about artistic training, which you should also pursue.
6. ## How can anyone draw with an Graphics Tablet ?

@Tom Sloper now that @JoeJ has posted, it seems that it was him using an alias account? I'm confused. But this topic seems legit now. I was wrong after all, yey.
7. ## How can anyone draw with an Graphics Tablet ?

hahaha I think this is a sophisticated form of spam. You have a single post. You joined the same day you created this thread. It links to a product. You mention that others have done "incredible work" using tablets, but you make sure to say that they did it with this same hardware. I hope I'm wrong. I know you have no way to prove it, though, so I'll let it go.
8. ## Struggling to fill 3D city themed game

Hi. You should use whatever you're more comfortable and will make your work faster. Try searching for "modular environment" resources. - https://api.unrealengine.com/udk/Three/ModularEnvironmentCreation.html - https://www.gamasutra.com/view/feature/130885/creating_modular_game_art_for_fast_.php - https://80.lv/articles/city-environment-building-tips-and-tricks/ - http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Good luck.
9. ## Struggling to fill 3D city themed game

+1 for using templates, some kind of generic base building that you can make variations from from more quickly. Blender is extremely scriptable, you use Python. You can procedurally generate geometry, materials etc.
10. ## Help for UX / UI design

@1024 That's so simple and effective, very cool. And it gives me another idea: the OP could also separate those cards in three groups. The group on the left is for "before the turn", the group on the center is for "during the turn" and the group on the right is for "after". No icons needed then.
11. ## Help for UX / UI design

How about using something like this for "before the turn": https://material.io/tools/icons/static/icons/baseline-reply-24px.svg (https://material.io/tools/icons/?icon=reply&style=baseline) Using a horizontally mirrored version of that for the "after turn". Using a vertically mirrored version of this one for the "on this turn": https://material.io/tools/icons/static/icons/baseline-publish-24px.svg (https://material.io/tools/icons/?icon=publish&style=baseline)
12. ## animation from XCOM2

That article you linked to clearly mentions using 3ds max for modeling and animations. Edit: and it also says Firaxis (I'm assuming it's the makers of XCOM2) probably used Maya. 3ds, Maya, Blender, these are all great packages and you'd be good picking any of them.
13. ## From paper to a fully functional 3D characters / models in Unity? But How? Maya, Zbrush, Autodesk 3ds, Photoshop, Blender (How much software do you actually NEED - I need an answer before the 1st of october)

@bilbo92 try googling for "game character pipeline", it's a nice umbrella term. I think @Scouting Ninja has some experience in this area, maybe they can help. As I understand it, there's two reasons why people like to sculpt a high-poly: 1) To clearly separate the 'form' step from the 'topology' step when making the mesh*. 2) To have a hi-def version of your model to bake a normal map (and other maps) from. It's a special effect. Normal mapping allows you to give the illusion of high detail without the geometry cost. *So while sculpting you only worry about form and following the concept art of your character. When retopologizing you only worry about topology, making sure that it's optimal and that it satisfies the specs of the mesh (density, animation-friendly etc.).
14. ## 2D Tile Art, Looking for suggestions

Hi. I like what you've done. If I were asked to work on this, I'd try making the lighting more obvious with a clear light source direction and optional shadows to give more depth. I'd also make sure that the walls are consistent in height. If a wall has a certain height and then travels up or down, any other walls that it connects to should have the same height.
15. ## how does one typically model an anime character?

Making 3D anime models brings problems similar to that of anime figurine sculptors: how to turn something from 2D, full of cheats, to 3D. So anime figurines would be the first place where I'd look, see how they solved the 3D problem. Example: https://www.bigbadtoystore.com/Product/VariationDetails/79764 You can also find plenty of other reference on the web. Translate "3D anime wireframe topology" to Japanese and google that phrase to find great stuff, like "concave vs convex eyes" studies etc: There's some stuff in SketchFab too, which is special because you can go in and watch it live, spin the model around and inspect the wireframes: So that's tons of reference. You can make up your own mind on what you think looks better or more faithful to the source material.
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