//=time() ?>
@Drowned0ct0pus Heh, thanks! It's just layers of randomly splattered pentagons in substance designer, plus a grain texture to make the detail texture, than it gets blended over some basic colors with soft-light in a custom shader. Rest is my stylized lighting system and color grading. =3
I also made a bunch of quickly modeled goofy stuff, most of it i won't show because it's filler stuff but it was fun to work on nonetheless. Anton always has... Interesting briefs. I do remember the immortal phrase, "the more like a penis this looks the better". X3
I have a deep fondness for using ZBrush's BPR renders as my WIP shots. It's complete overkill, but looks rad X3
Anton had two 3D artists get hospitalized in the span of two days, hence why i got moved to this, so i count myself lucky to have completed it without falling victim to whatever curse he has. X3
@HotHorseHand Random art dump time! Here's some of the stuff I made for the Halloween update a couple months ago
@AlanZucconi @JohnSelstad @unity3d Also a bonus for anybody who wants more magic: Go check out Inigo Quilez's website: https://t.co/sggaj7TzkW , it's full of amazing maths! SDFs, Interesectors, densities, etc.. I end up going to his page every couple days on average X3
Made a goblin lady, i'm still not at all proficient with feminine characters =/
@mirokroslin Okay, so i use an image for a color palette and when i uv i scale each patch down to 0 to make it a single color. An effect I've been playing with is using a second uv for a gradient and blending the uvs. That's basically it.
@david_danger Thanks! I use a gradient texture and 2 uv maps. the first uv is just flat colors, uvs scaled to 0. The second is just a top down gradient, made using uv project usually. I then blend the two uvs in shader before sampling the texture. Hope that helps!
Made a turkish riding bow, learned a lot from trying to push realism and accuracy, but i think it's time to stylize and streamline the style a bit more. =3