SakeTami
chambersu
chambersu

patreon


June 2022

I tried to find a full-time job to make a living and become a junior 3d modeling artist for a company this month. ~
I am not a hard-working guy who can force myself to practice basic skills, like sculpture and textures painting, or polish models reaching to a real product level consciously. Now, the designer, my lead, the director, the supervisor and so on will push me to try and grow. ~

On the other hand, I painted and reflected on my artwork during these days. I had more knowledges and experience than before but still cannot post any much more exciting things. Maybe I should pay more attention about design and some easy-to-impress-someone effects/techniques, in the meanwhile, I prefer create things easily and fast (which means happier when creating as an author) and don't want to give up about it. Here are some ideas covering my thoughts and experiment projects (seems they become one thing finally which may be a good vibe), which I codename it Project Blue, its prototype character may be named Tima for my friend:

indie-artist/developer-friendly tech/pipeline/workflow

·Tech-request

·Pipeline- order/input/output

·Workflow-quest/standard for general case, rule for exception

dev happily easily and iterate fast with outstanding result


tech/pipeline/workflow-based art style

·Realism machine interior structure covering with Art Deco fairing

·3/4/5-head unrealistic scale

·Sketch without heavily designing

·Rigid low- poly robot with FACS sys (from muscle to moving parts) and modular formulation as prefabs, without sculpting heavily and mouth-nose structure 

·Base mesh/Tech mesh, scanned model, and meta-ball as sketch then retopology

·Non-destructive editing for fixing/tweaking easily

(·physical simulation for complex meshes like fabric/liquid)

·metal/dielectric PBR material using base color, metal, spec, rough, pump, emit, (transmission?) with procedural texture/ vertex color, without Heavily texture painting 

·Bone constrainer/auto weight without heavily weight painting

(·how about ani/env/FX? learn and find the right way please)

·real-time render for fast iteration


art- style-based setting and story

·Steel street Sega (without any organic thing using SSS which is heavy and hard to perform good when real-time rendering)

·Character lives on the stage then story/accident flow as shots


how about gameplay and sound?


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