First draft of Command Center
And some WIP for it:
Draft at a test scene to demonstrate the new skins as they are being built
Depending on your gamma/monitor setup it may look a bit dark/black, It's meant to be night but not actually solid black
:-)
No team colors hence why It's all a bit grey.
First draft of Hydralisk
Add lights around underside of cliff faces
Can floor tile in an arranged way so that all hexagons line up and could fade from one color to another?
Make some floor decal doodads for printing on
Make more patterns and weaves for flooring
Widen up the pits, they should have massive overhangs, scale is rubbish here, no idea how powerful boolean/cropping terrain is in order to even do this?
do same thing again with concentric circles rotated off each other and inset into ground, mockup with tron hard edge into space
Add some hexagons protruding from ground like pillars
need some lights
rock clusters?
hexagonal piles and clusters say around ramps or jutting out the sides of cliffs
tilted ground hole with hex coming out
Giant electric tree with lava crack like veins at base
what about water, make it look like those glowing outdoor pools
bridges
I've made some serious progress towards my goal of creating sculpted art/math art style pieces
I have found 2 amazing programs: 3D-Coat and Substance
3DCoat:
Link: www.3d-coat.com
Substance
Link: www.neuro-systems.net --- substance_features
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Here is what I have created in my limited time with 3D-Coat + C4D + Mograph:
Head was created by someone else, I just used Mograph to instantiate a ton of cubes over each vertex, then brought it into 3D-Coat where I converted it to voxels and then applied some smoothing to round off certain areas making it more globular/fluid like.
Before smoothing:
Before import into 3D-Coat:
I modeled a Torus(Donut) and made a disc for it to stand on, then importing it into 3D-Coat results in the two objects blending as if one surface, giving the joins a nice rounded edge.
Then using the topology tools you can create a nice low res counterpart:
And it can create a displacement map/normal map to the low res model to make it look identical to the high res model.. important as the high res model is in the millions of polygons.
3D-Coat handles millions of polygons fine in the viewport, however C4D just bursts into tears at the very sight of it. Possibly because MAXON CANNOT CODE opengl at all.
And my first play tests below ;-P
All shown in the 3D-Coat viewport
It's a bit like Zbrush or Mudbox or something... but It's quite different when you understand how it works... honestly It's very different internally, in a very useful and important way!
Zbrush tends to be restricted to modeling organic forms, pushing and pulling an existing surface. At best you can create the base form out of zspheres or bring in a basic shape you made elsewhere to work as a foundation which you then push and pull... but if you try and make new areas or push and pull it too much it just distorts and rips apart the existing model.
What happens in a typical surface sculptor like Zbrush if you keep pulling the same area (it goes all low polygon and rubbish)
3D-Coat is vastly different in that you shape and cut thru a volume like a real piece of clay, you can create and destroy areas of clay at will with no repercussions as the polygons are created after the fact at whatever resolution you want.
All things combined it makes 3D-Coat vastly better suited for hard surface modeling and creating more mechanical shapes that have nice blends/welds/fillets where pieces join.
It also has some great topology tools if you want to control how the polygons are created from the sculpt, as the polygon density can easily go thru the roof.
The price you pay is It's very very CPU intensive, but it makes brilliant use of multiple cores and even uses Cuda/GPU acceleration for the modeling operations if you have a really beefy GPU.
The following are not by me:
It can take a while to fully grasp and understand what is going on and what makes it different and good... but trust me It's reeeealy worth checking out.
I imagine Zbrush and Mudbox will get the same functionality eeeeventually, but right now this is the only thing that's anything like it, and the app is really surprisingly full featured considering I had never heard of it.
And theres no reason you can't use it in conduction with other modeling programs, as Zbrush is still very much the king of billion polygon super high detailing. The two programs can compliment each other very nicely in there unique strengths.
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Secondly I found an amazing specialized procedural math art modeling doodad called Substance:
Link: www.neuro-systems.net --- substance_features
Some examples of Substance from:
Link: substance3d.deviantart.com --- gallery