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Old 06-24-2019, 09:41 AM   #11
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Default Re: Crushroom (illustration or mini)

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Originally Posted by evileeyore View Post
Oh yeah, didn't know you were doing portraits. Those would work fine.
I wasn't on earlier minis, but I started adding them per a request. I think the original requestor just wanted a portrait to go with the token, or to make pog-style tokens, but it's multi-purpose :)
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Old 06-24-2019, 10:44 AM   #12
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Default Re: Crushroom (illustration or mini)

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Here's an example of where I'm headed right now, I'm interested in feedback.

Here's a view from behind for the crushroom as well.
That's looking pretty cool! Two notes to take or leave, as you see fit:

When I invented the monster, I visualized a mouth without teeth. Its bite is crushing, and I can't imagine ST 40 + teeth not being cutting. My mental picture was of a ring of muscle, perhaps with barbs but not true teeth – a bit like a starfish's mouth.

When I said "dozens" of tentacle-like feet, I really imagined dozens. In fact, my inspiration was a bush robot.
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Old 06-25-2019, 10:45 AM   #13
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Default Re: Crushroom (illustration or mini)

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When I invented the monster, I visualized a mouth without teeth. Its bite is crushing, and I can't imagine ST 40 + teeth not being cutting. My mental picture was of a ring of muscle, perhaps with barbs but not true teeth – a bit like a starfish's mouth.
Aha! I think I can help you here :) Let me see what I can bash together.

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When I said "dozens" of tentacle-like feet, I really imagined dozens. In fact, my inspiration was a bush robot.
There's some technical limitations here (ie, technically I'll probably get bored before I get that many tentacles) but I'll add a few more every now and then and see how many that adds up to :D
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Old 06-25-2019, 12:30 PM   #14
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Default Re: Crushroom (illustration or mini)

Shouldn't it have eyes as well? I don't see No Eyes in the write-up.
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Old 06-26-2019, 06:54 AM   #15
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Default Re: Crushroom (illustration or mini)

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Shouldn't it have eyes as well? I don't see No Eyes in the write-up.
It probably ought to have No Eyes like all the other fungus and slime and stuff. I've been known to forget about that for Homogeneous critters and those with No Brain or No Head. It's the rare delver who bothers to target the eyes if they aren't going to get quadruple injury and a knockdown roll at -10 out of it. But I suppose it could happen.

On the other hand, little fungoid eyestalks kind of suit this particular critter, so I think they'd be fun.
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Old 07-02-2019, 02:06 PM   #16
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Default Re: Crushroom (illustration or mini)

Bruno, can those be exported as .OBJ or .STL (or some other 3d file)?
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Old 07-02-2019, 07:12 PM   #17
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Bruno, can those be exported as .OBJ or .STL (or some other 3d file)?
Yes, and I don't have any licensing/distribution problems. I use OBJ as transport between my various apps, so I could do that easily.

I'm in a PBR-based pipeline (metalicity-albedo-roughness-emission-opacity-subsurface) - what kind of image maps do you need? Should I just bake all the lighting into the texture map for you?
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Old 07-03-2019, 12:35 AM   #18
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Default Re: Crushroom (illustration or mini)

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Yes, and I don't have any licensing/distribution problems. I use OBJ as transport between my various apps, so I could do that easily.

I'm in a PBR-based pipeline (metalicity-albedo-roughness-emission-opacity-subsurface) - what kind of image maps do you need? Should I just bake all the lighting into the texture map for you?
I think, in general, the baked texture map is probably ideal.

What sort of polygon count are these?

I'll be loading them into Tabletop Simulator, so I'll either be loading them native or through Unity. I'll also have to see about exporting as an STL and 3d printing them (when I get my DLP printer working again).
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Old 07-03-2019, 07:17 AM   #19
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Default Re: Crushroom (illustration or mini)

The ones I'm sculpting are very high resolution (~1.3 million tris) but I'm baking down to a lower resolution (197,621 tris) on principle. If that's still too high (I've lost sight of what's normal in game engines these days) I can try decimating that.

Last time I actually looked at in-game models it was Quake 2, and a couple thousand tris was brutal.
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Old 07-03-2019, 01:36 PM   #20
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Well, TableTop Simulator flakes out between 35k & 50k for an OBJ. But, you can also import it into Unity, then export it as an asset package and TTS stops caring about polycount and loads it differently (hence how we can get some really high-rez shapes in the game). It's, basically, the best way to import DAZ character assets in, assuming you want a decent level of detail (so, actual character models, but mooks are fine being low-poly OBJs).

It'll also do animation and other cool effects, but my level of Unity understanding is too low to do that stuff yet.
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