06-24-2019, 08:41 AM | #11 |
Join Date: Sep 2004
Location: Canada
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Re: Crushroom (illustration or mini)
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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06-24-2019, 09:44 AM | #12 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Crushroom (illustration or mini)
Quote:
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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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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06-25-2019, 09:45 AM | #13 | |
Join Date: Sep 2004
Location: Canada
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Re: Crushroom (illustration or mini)
Quote:
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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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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06-25-2019, 11:30 AM | #14 |
Join Date: May 2010
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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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06-26-2019, 05:54 AM | #15 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Crushroom (illustration or mini)
Quote:
On the other hand, little fungoid eyestalks kind of suit this particular critter, so I think they'd be fun.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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07-02-2019, 01:06 PM | #16 |
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(If you have to ask . . .) Join Date: Feb 2005
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Re: Crushroom (illustration or mini)
Bruno, can those be exported as .OBJ or .STL (or some other 3d file)?
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07-02-2019, 06:12 PM | #17 | |
Join Date: Sep 2004
Location: Canada
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Re: Crushroom (illustration or mini)
Quote:
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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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 07-02-2019 at 06:16 PM. |
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07-02-2019, 11:35 PM | #18 | |
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Re: Crushroom (illustration or mini)
Quote:
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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07-03-2019, 06:17 AM | #19 |
Join Date: Sep 2004
Location: Canada
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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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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
07-03-2019, 12:36 PM | #20 |
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(If you have to ask . . .) Join Date: Feb 2005
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Re: Crushroom (illustration or mini)
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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