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Hydromecha

7 Art Reviews w/ Response

All 8 Reviews

Very cool! Are the mountains behind a transparent 2d sky backdrop there?

Kamikaye responds:

No, they are in a haze volume for a bit of depth. But sky plane would be cheaper to calculate though.

Nice! What sort of shader/compositing setup did you use to get this look?

Coolfan23 responds:

used blender to model a skeleton low poly, then made a forest and some other stuff like grass and such, then pixelized it by changing the render ratio to really low and making sure the render used on linear or cubic (cant quite remember this step been a few months), then went to gimp and mucked about with hue and value until I got some fun colors and then used some blend modes to finalize some of it

Really cool stuff! What did you do to smooth out/cover up the print lines on the helmet?

MindChamber responds:

you can smooth out the print lines just by printing in pieces and at certain angles, after that, prime and you're good

Really impressive paintjob, especially with those flame patterns and other little details! The shading is also very nicely done. Did you glaze any of it?

dogmuth-behedog responds:

Thanks, i use litle strokes for the lights in my amor i just add yellow to my green in 10%, 30% and 50
For the flames i first put a red flame base and i add yellow to make orange to go for warm yellow so i add white later.
For the shading i dip black paint mixed with liquid soap dish in the mini after the base color.

Really cool stuff! Was this based off of a mammoth skull at all? Kinda looks like it's got some similar features. It's wild that you're sculpting, UV unwrapping, hand painting, and even rigging all your stuff. I started messing with procedural textures to avoid unwrapping that but things just look way better when they're intentionally placed. When you do the high res sculpting is that actually modifying the mesh or is that more like painting on a normal map?

Seath-Lorkencrain responds:

The high res sculpting is done using the multiresolution modifier.

Very nice! The first one looks a little weird with how perfectly reflective Benson's head is. Maybe some roughness/opacity could fix it? Also, how much of this was sculpted vs polymodelling? I'm curious about the workflow.

Avovet responds:

Oh true that might've been a little bit better, I almost wanted to go with smudged or frosted glass but for some reason didn't. Also if you're interested its a little bit of both, everything other than the glass dome is polymodeled, as its way easier to just take a UV sphere, add a couple levels of multires, and then poke in the details. It's better not to stress out over modeling stuff thats just going to be a funny little gag

This is really impressive. Did you use any modifiers to place multiple buildings, etc. or was this all manually done?

Kamikaye responds:

THx :) I used particle emitting to place 6 buildings and 3 parks/tree-things all over the geometry. And 3 huge procedural clouds to make the haze/light shafts.

The Cambrian Explosion and its consequences have been a disaster for the human race.

Stainless Steel

Occupied

I have a funny piece of paper

Abyssal Plains

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