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#2d goes 3d
hidden-in-3d · 3 months
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Robbie panicking 🤖
I turned my 2d drawing into a 3d scene! I've been meaning to try it for a while and finally, finally I felt like I can do it 😭 I've ran into some technical difficulties working on this, but overall, I'm pretty happy with how this looks!
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p5x-theories · 3 months
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I mean, how many characters have models that you haven’t posted yet? Bc I would like to see all of the models but if there’s a ton then I wouldn’t ask that of you
To be clear, literally every character in the game has one or more 3D models. Every single NPC, those faceless people that you walk by/through while walking through the city, every playable character (and every outfit they have; every single one of Wonder's outfit options), every shadow, every Persona, etc. The game's all 3D models (with 2D images over them making up the UI and portraits), and the files are where those 3D models and 2D images are stored, so quite literally, anything you see in the game is somewhere in the files, and something I could theoretically extract for you.
There's also a ton of stuff in the files that doesn't show up in the game (yet?), like 3D models and portraits for a bunch of the Confidants and Palace rulers in P5. Even stuff you only see for a few seconds, like the table and tea set that appears for Noir during her AOA finisher in the split second before it swaps to the 2D image people usually think of for her AOA, have their own 3D models.
So I appreciate that you're not asking me for all of them, haha!
I just focus on posting the interesting things and the new stuff; new portraits for main characters, 3D models for civilian outfits of the Phantom Idols that we haven't really gotten to see, characters indicated as future Phantom Thieves/Idols, stuff like that. And then if anyone asks me for specific stuff outside of that, I don't mind going back for it, because I noted down where everything is in the (massively disorganized) files, so it theoretically shouldn't take me too long to hunt down the pieces for any given character and put them together to post.
All that to say, I try to post the things that I know myself and others are probably most interested in seeing. You're not really missing much in the rest of the files, unless, for instance, there's a sidequest NPC or something you have a particular interest in and want to see the full portraits/model for.
#anonymous#I think the only models I grabbed just because *I* thought they were fun and wasn't going to bother posting#are the nameless kokatsu students that play instruments in the background with wonder during the music minigame#they are quite literally nameless. their files don't even have a name or nickname for them they're just student_drum and etc#posting the portraits and models is also kind of tedious though not difficult#because the portraits are broken up into a head base + a bunch of eyes + a bunch of mouths + a mask where applicable#so I have to put those files back together and layer them correctly to give you a complete portrait#and 3d models need 2d textures to show up as anything but featureless grey#so for those I have to hunt down all the 3d model pieces (hair face eyes body. usually) and then match up all their textures to them#it's a lot of work haha!#but I don't mind it too much because I know most people don't really know how to get into the files and do it themselves#in fact I learned *for* the sake of datamining p5x!#I basically haven't done anything but sort through files. watch gameplay. and put things together to post. since the beta started haha#my life sort of goes on hold (as much as possible) each beta until I'm done with the files so I can get them posted asap!#but this is partially because *I* want to see them as bad as you guys do haha#so uh. yeah! that's probably way more of an answer than you wanted but that's the true reality of the work going into this behind the scene
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phoenixiancrystallist · 8 months
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Never thought I'd get weepy over a software presentation keynote and yet, here we are
So for those of you who don't know, I use ProCreate. It's the only art program I've touched in at least five years, and aside from brief stints in my sketchbook, I've done everything in it. The animations I've done last year and this year were all done in ProCreate, which is strictly a drawing and photo editing software and animation was kind of built in as an afterthought. As such, the animation capabilities of ProCreate are kind of... nonexistent. Clunky at best, and I had no way to add sound. And because of how ProCreate's animation worked, I couldn't do long or particularly complex animation. Which is fine, like, I'm still learning how to animate in the first place. But we really are limited by the capabilities of our tools, and as much as I love ProCreate for static art, it left a ton to be desired in the animation department.
But the team that made ProCreate just announced they've made animation software. Not "are making," have made. And it's robust. It covers everything a full animation studio would do with multiple different softwares, all in one app. I can't even begin to say how excited I am for this. And it's only $20, where equally powerful—or hell, even less powerful—desktop animation software would easily cost $500 or more.
I'm so excited! I'll finally be able to follow along in a ton of the animation lessons I own! I couldn't do that before, because of ProCreate's limitations. Mostly the lack of animation timeline and I couldn't add sound—you know, the two most vital aspects of animation. But now I'll be able to! I just have to be patient until the end of November and fork over $20. And then? Then I'll be unstoppable.
I'm gonna conquer the fucking world, y'all.
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emdotcom · 8 months
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All due respect for the modeler,, this is a bad model.
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tophthedaydreamer · 8 months
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heyo so i wanna make an amv of various awesome animated works as a tribute sorta thing, so i need some suggestions. i've already written down a big list of animated works to include, but i'd love to hear from you people of tumblr. in the comments below, please submit your favorite animated pieces (movies, tv series, animes, youtube animations, you name it!) and specific scenes you'd want included in the amv. just remember to keep things sfw.
due to my fickle brain, there's no strong guarantee i'd finish it but i'd really like to try my hand at doing some video editing.
ps: the song i'm using for the amv is an epic remix of "what's up danger?" which you can find here.
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arielluva · 4 months
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evil voice in my head that tells me to buy another 3ds (i dont need one)
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onewingedsparrow · 1 year
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Drawing Transformers is literally just tricking my right brain into doing math Before you ask: Yes I brought this upon myself by drawing TFP but I LOVE THE TFP DESIGNS AND NOTHING NOT EVEN MATH IS GOING TO STOP ME FROM DRAWING THEM
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riddled-fingers · 2 years
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more development stuff
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mostvaluablelesbian · 2 years
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Just binged Love Death and Robots season 3, not my fav season, but FUCK Jibaro was a fucking masterpiece of artwork.
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slugandthorn · 1 month
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pain and agony of having so much to learn to make more things but I need a job/further schooling to learn but I have to have made the things first
#.txt#Painful cycle unable to find value in my art but I already gave up and I'm already trying again some one needs to make this easier#And I think my life would be simpler if I just focused on drawing over 3D and tech anim but the time it would take#To function at a professional level as some sort of concept artist.#Also fine artist and concept artist community is well. Unfortunately unbearable.#Lacking so much animation experience in 2D and 3D I'm having trouble focusing on it to move forward.#The most experience I have is in 3D character art at this point probably but inability to finish things which also plagues#Every other concentration. As well.#I am sitting alone in the room trying to find something of value to express and it will never reach anyone. Existential dread like.#I think it's the searching for storytelling skills limiting me because I do not have the competitive nature#To be that into raw technical skills. Which is killing my ability to make a portfolio.#If I had more time to just keep on keeping on at my part time job I think I would just make the graphic novel I want to make.#To have something expressed and in the world. And then I could actually focus on technical things.#But this thinking has just become a roadblock it is not feasible but I do have several paths planned I just have to.#Recognize what is useful to me. But not just giving up anytime I have a new idea.#My interest goes between implementing animation within a greater scene and also the technical minutia I think is whats killing me.#Making multiple portfolios at once. Which isn't so bad bc ideally I'd be doing generalist work. But generalist means more time limitations.#My brain is convinced it can just work past time as a factor. Which is how we reach the problem I am having now (need money).#I think something I need to recognize is I've always thought my perspective and understanding of stories held some value.#But that only stands from my own perspective and it does not have value outside of that.#Even if it does reach other people it does not retain interest. And while it benefits me internally. I'm not making a career of it.#Which is fine.#I think the things I valued from story can still be found in technical skills. And anyone can develop a technical skill with some time.#If I keep my focus.#I think that's something close to a resolution I've been looking for. Been needing some profound change in my life and I think the desire#And constant failure of communication has been what's preventing me from moving forward.#I want to go out and do things. That is possible. Focus on skill and ability. Maybe the other stuff will come later.#Digesting this and hopefully not spending my days sleeping anymore.
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Idc what anyone says 2d animation will always look more beautiful and intriguing than 3d animation
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ajdrawshq · 1 year
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bored. might travel some octopaths or whatever
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lackadaisycats · 3 months
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Hey Tracy! Have you heard about the new Ai called Sora? Apparently it can now create 2D and 3D animations as well as hyper realistic videos. I’ve been getting into animation and trying to improve my art for years since I was 7, but now seeing that anyone can create animation/works in just a mare seconds by typing in a couple words, it’s such a huge slap in the face to people who actually put the time and effort into their works and it’s so discouraging! And it has me worried about what’s going to happen next for artists and many others, as-well. There’s already generated voices, generated works stolen from actual artists, generated music, and now this! It’s just so scary that it’s coming this far. 
Yeah, I've seen it. And yeah, it feels like the universe has taken on a 'fuck you in particular' attitude toward artists the past few years. A lot of damage has already been done, and there are plenty of reasons for concern, but bear in mind that we don't know how this will play out yet. Be astute, be justifiably angry, but don't let despair take over. --------
One would expect that the promo clips that have been dropping lately represent some of the best of the best-looking stuff they've been able to produce. And it's only good-looking on an extremely superficial level. It's still riddled with problems if you spend even a moment observing. And I rather suspect, prior to a whole lot of frustrated iteration, most prompts are still going to get you camera-sickness inducing, wibbly-wobbly nonsense with a side of body horror.
Will the tech ultimately get 'smarter' than that and address the array of typical AI giveaways? Maybe. Probably, even. Does that mean it'll be viable in quite the way it's being marketed, more or less as a human-replacer? Well…
A lot of this is hype, and hype is meant to drive up the perceived value of the tech. Executives will rush to be early adopters without a lot of due diligence or forethought because grabbing it first like a dazzled chimp and holding up like a prize ape-rock makes them look like bleeding-edge tech geniuses in their particular ecosystem. They do this because, in turn, that perceived value may make their company profile and valuations go up too, which makes shareholders short-term happy (the only kind of happy they know). The problem is how much actual functional value will it have? And how long does it last? Much of it is the same routine we were seeing with blockchain a few years ago: number go up. Number go up always! Unrealistic, unsustainable forever-growth must be guaranteed in this economic clime. If you can lay off all of your people and replace them with AI, number goes up big and never stops, right?
I have some doubts. ----------------------
The chips also haven't landed yet with regards to the legality of all of this. Will these adopters ultimately be able to copyright any of this output trained on datasets comprised of stolen work? Can computer-made art even be copyrighted at all? How much of a human touch will be required to make something copyright-able? I don't know yet. Neither do the hype team or the early adopters.
Does that mean the tech will be used but will have to be retrained on the adopter's proprietary data? Yeah, maybe. That'd be a somewhat better outcome, at least. It still means human artists make specific things for the machine to learn from. (Watch out for businesses that use 'ethical' as a buzzword to gloss over how many people they've let go from their jobs, though.)
Will it become industry standard practice to do things this way? Maybe. Will it still require an artist's sensbilities and oversignt to plan and curate and fix the results so that it doesn't come across like pure AI trash? Yeah, I think that's pretty likely.
If it becomes standard practice, will it become samey, and self-referential and ultimately an emblem of doing things the cookie-cutter way instead of enlisting real, human artists? Quite possibly.
If it becomes standard industry practice, will there still be an audience or a demand or a desire for art made by human artists? Yes, almost certainly. With every leap of technology, that has remained the case. ------------------ TL;DR Version:
I'm not saying with any certainty that this AI blitz is a passing fad. I think we're likely to experience a torrential amount of generative art, video, voice, music, programming, and text in the coming years, in fact, and it will probably irrevocably change the layout of the career terrain. But I wouldn't be surprised if it was being overhyped as a business strategy right now. And I don't think the immensity of its volume will ever overcome its inherent emptiness.
What I am certain of is that it will not eliminate the innate human impulse to create. Nor the desire to experience art made by a fellow soul. Keep doing your thing, Anon. It's precious. It's authentic. It will be all the more special because it will have come from you, a human.
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not-quite-normal · 11 months
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Congrats on launching one of my favorite movies ever made! On my third rewatch, I paid really close attention to eye shapes and noticed Miguel’s eyes are ridiculously expressive considering how different his mask is from the traditional spider mask, essentially missing one whole side of the lens and having a lot more geometry to move around. How difficult/easy was it to get his eyes to emote as much as the other spidey’s masks? Or was it relatively simple and just looks complicated on the outside?
well observed! his mask eyes did have to have a different rig from the other spidey's eyes but was actually relatively simple to control. the hard part was designing the shapes!
the default spiderman eyes on peter and miles have an extra outline around the white eye shields, which requires more attention to make sure the lines look nicely weighted
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for eyes like miles, we have separate controls around the white and red bits to adjust the lines/shapes of them individually so that the red line goes from thin near the middle of the face, to thick, and then ends in a point at the top (the blue line in the middle just stays in the middle wherever it is).
but miguel only had one piece of geo to worry about! we had small "per edge" controls to adjust the shape vertex by vertex lol, and then larger controls to adjust the movement/expressions
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we had to be very designy with how the eyes emoted because of how complex the overall eye shape is, we couldn't simply scale them down for a squint. it required a lot of thought behind how the shapes should change based on what we needed the expression to be, while still keeping him on model
huge shoutout to our senior animation supervisor humberto rosa, who was instrumental in the animation design on this movie and hammering these rules into the whole animation crew to make sure all the characters stayed on model. i learned so much from him on how to make 3D characters look like 2D drawings
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irradiatedsnakes · 1 year
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i am once again advocating that everyone hack your 3DS. it's easy and free and safe if you follow instructions. it allows for so much functionality and when the 3ds eshop goes down next month it'll be the ONLY way to obtain a plethora of titles found only on the eshop.
i'm no expert, but i've messed with it enough i'm happy to answer questions about installing games or using pokemon save editors or things like that.
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punkitt-is-here · 10 months
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im a huge sucker for Real Time Combat but I will never get behind thinking its the natural evolution of Turn Based Combat. What!! these are different styles!!! i genuinely think the turn based influence is explicitly what MAKES FF7s real time combat INCREDIBLE for me. without it, it would be just a kind-of mid action game.
FF16 just has me thinking about that and it kind of reminds me of how we had a 2D platformer drought for a while because of 3D being seen as inherently better but we've ALREADY gone through the whole loop of realizing these are two different styles with pros and cons to those. The thought that goes into designing both styles vary greatly and they both accomplish different things.
like, being able to just mash X and kill a guy in real time is not inherently better than carefully strategizing and experimenting to kill a guy in a couple turns!! these are two unique stances in gameplay with strengths and weaknesses and its weird to see one treated as better. and i admit, im a fucking sucker for real time, i like at least some real time elements in most game's combat, but i think FF7R's combat is incredible BECAUSE it's not just purely real-time. You can swap around, go through menus, plan stuff!! its such a cool synthesis!! Real Time Combat can offer the thrill of really BEING in combat, dodging and weaving, getting gritty with your foe, but Turn Based allows you to strategize and plan and have MUCH easier access to a potentially HUGE arsenal of moves without having to fiddle with menus while you're scrambling to avoid getting hit. These styles are different and can bring a lot to the other, but acting like one is somehow better beyond just preference is very silly to me.
When you play a game with turn-based combat that sucks, know that it's probably because the balancing/design itself is not fun, not the actual genre. Super Lesbian Animal RPG has no real-time elements at all in combat, but it's some of the most engaging and fun and well-balanced turn-based combat I've had the pleasure of experiencing. And it has a deep focus on teamwork and friendship, and I think that's genuinely very hard to instill in Real-Time games because the player is forced to control only one character at a time in linear, progressively flowing time. I love KHII, but it rarely feels like you're working together because aside from your Limit attacks, you can't really collaborate with your party members or strategize. It's still a FANTASTIC game that I love playing, but the element of teamwork is lacking in comparison to a turn-based game, like, say, Bug Fables, which has you control all three members of Team Snakemouth. It allows you to have a myriad of attacks and moves that all influence each other, and because you can control all members, it feels really good and rewarding! And you all feel like friends, not just in cutscenes, but explicitly in gameplay because teamwork is highly incentivized to make things work!
i guess if ur a dev or just someone who appreciates games remember that there's no objectively better style for gameplay; it's all about context!! what is the GOAL of combat? What choices does it have the player make? Would one style work over the other for achieving this goals? That's how you pick what style you want to use! That's how you can analyze why or why not a game's style is working for you! rghaGHHHH GAME DEVELOPMENT IS COOL ARRHGHGHGHHGFJG
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