PERIHELION'S PROFILE

Writer, programmer, and artist with Project BC.

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Peri's assorted art

Well, I said easy, but it's relative. 3D art is way harder than programming, but I guess I'm a professional software engineer, so maybe my opinion is skewed. 3D art is really hard, though. I decided I want FF13-quality graphics, and it turns out this is very nontrivial. I think designing excellent mechanics can be hard, and tbh the actual gameplay design is probably the part I'm least interested in, but I'm planning to team up with a designer.

Peri's assorted art

Possibly. I still need to finish the character model (hair is annoying and I got sidetracked), but I'm hoping to start prototyping environments soon. I should probably, uh, do gameplay too at some point. But that's the easy part! Graphics are a lot harder.

Peri's assorted art

Thanks! :)

There are six of them now:


And here's something unrelated:

Peri's assorted art

Thanks, guys! I'm glad you like them. :) Here's another one:

Peri's assorted art

I'm taking a break from modeling at the moment to work on some dungeon concepts for my game. These are pretty quick and sloppy, but I'm trying to focus more on light/space/mood than details.



Peri's assorted art

Doing hair now. Started with some FiberMesh hair in ZBrush, which is high-poly, but I think I can create a low-poly mesh from it with shenanigans.



This is just a default material in ZBrush. I'm gonna make one that will hopefully be better.

Peri's assorted art

Thanks! I might try blue at some point, I dunno. I think I'm not gonna mess with it anymore until the rest of the model is done.

Anyway, I've been working on skin and eye materials:

Sooz Arts aww yiss

I really like your art! Your character designs and line art are great. I especially like the patchwork-looking lady with the two different hair textures.

Peri's assorted art

Thanks, guys! Here's an update:


I think the bag or skirt needs to be a different color, but I'm not sure what I'm doing with it yet. I might look at it again after I texture her skin and hair. The shirt material also still looks pretty bad, so I need to mess with it some more. I also wanna do some texturing on the metal's roughness map to make it look more beat up and smudged.

I spent a long time on the wool material, but I think something about it is still off. I'm not sure what to do to push it to the next level, though. :[ Using a microfiber diffusion shader to add fresnel (the light around the edges of the sweater) helped a lot, but something is still missing.

Note my clever use of UV distortion to get the argyle pattern and tights to follow the form of her body correctly! I constructed the clothes so the UVs would be rectangular. This is what the albedo map for the clothes looks like:

Peri's assorted art

Thanks! I'll get around to working on it again at some point. I appreciate your feedback. :)

I'm currently working on this character model again. I finished the boots, but I'm kinda ambivalent about them:

I might make the zippers a darker metal. I put them on the back because I was trying to add visual interest, but now I dunno how I feel about it.