1. #256
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    2018 A.D. Critter Type F Version 6




  2. #257
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    Default J-Tec Dog Cooling System Mk I

    J-Tec Dog Cooling System Mk I

    The J-Tec Dog Cooling System Mk I was designed to eliminate the troublesome, and often lethal side effects of summer on your dog.
    Order today and get a free noodle strainer to protect your dog’s free will.




    p.s.
    forgot if its ok to post this, delete if not:
    artstation link https://www.artstation.com/orphitecktion

  3. #258
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    Down in the Labs work continues, still no oversight or regulations, we use the time.
    Janet didn't complain now for some time and we would like to share our success.
    The A.I. controlled citizen project shall continue.



  4. #259
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    Janet 2.3
    the aerial unit





  5. #260
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    toyed around with cartoon shaders on my last janet model, added a simple "bunch o blocks" backdrop city too




  6. #261
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    Video

    mashup reel in cartoon shader style...
    models, animation, visuals by jk.ot (dats me)
    music by st.ot


  7. #262
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    decided cool monsters shouldnt hang out between primitive blocks but need actual environments...
    ended up toying around with arrays methods...
    IMM curves offer a bit more flexibility than straight up Array Meshes but are 3-4times as much work to set up

    _______________________________

    methods explored:

    IMM curves:

    pros/cons:
    +can have really weird shapes
    +once set up, quickly draw different height buildings/objects
    -annoying to set up

    workflow:
    -make 3x3 box
    -use ZModeller to crease one of its edges (in the middle somewhere)
    -build top, mid and bottom section of house (3 polygroups, one subtool)
    -create IMM and activate curve mode
    -activate weld in brush after activating curve
    -go to your subtool with the box with the creased edge
    -click Frame "creased edges"
    -gently, click, dont drag, ffs dont drag!, the created curve once, depending on brush size you get a different amount of storeys/arrays
    (the whole crease edges, gentle click thing is just to get a straight 90°/tangential curve along which to create the building... didnt find a way to draw out correct world angles, straight line is ok but it might be the tower of pisa)

    Array Mesh:

    pros/cons:+fast to set up and modify on the fly
    +sliders to change parameters, no gentle clicking needed
    -needs post work to add roof and basement

    workflow:
    -build storey (top and bottom should be of the same polygroup)
    -activate and set up array mesh (repetitions would be the same value as y offset in the case of a skyscraper)
    -in my case, deactivate extrude
    -click make mesh
    -geometry-> modify geometry ->weld points (range 1)
    -add roof and basement


  8. #263
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    aha ahaaa! i finally found a limitation in ZB... !!! :O
    i found a bug here and there over the years, maybe a few weird things, but i think thats the first real technical limit...
    doesnt depend on performance either

    when you work on really large (as in size, not points) objects, in my case a city with a looong strip of road, you eventually get to a point where ZB simply ignores half of it.
    you can mask the whole strip (only 100k points or so), but only half of it will actually be affected by whatever you do.
    this is not dependend on screen zoom, whats on screen however defines the center of this circle of reach, as i would call it, in which you can affect geometry, but the reach range stays the same,
    if you want to work on the unaffected bits you have to move the screen there.
    i assume its related to the 1000x1000 units max size for stuff in dynamesh.

  9. #264
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    urban pattern exploration: Kowloon


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    very cool. thank you for sharing.

  12. #267
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    thanks gabo1991


    redone the last idea,
    more array meshing, cartooneering, post processing and urban pattern exploration

    its more like what i was going for, still a bit too bright imo, somehow ended up going for a nice sunny vibe... might redo that again to get the darkness i want.



  13. #268
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    Kowloon - An Alley



    breakup
    full on low poly zmodeller, post layer vodoo


    method to create "clean" text objects, or any alpha stencil really

  14. #269
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    The default cube primitive has two poles which are hard to Zmodel (poly model).
    Therefore i buildt this fine and elegant cube with only 6 faces.

    (to get a cylinder: polygroup two opposing polygons, crease polygroups, subdivide)

    Cube Primitive - 6 Quads
    *.OBJ file 1kb in the *.zip


    0JBasicCubeOBJ.zip

    maybe some of you will find this sophisticated geometrical shape useful aswell.

  15. #270
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    Post Workflow: Architectural Environment Models

    Workflow:
    Architectural Environment Models from a grayscale map in ~30minutes


    more sophisticated and cleaner than just extruding an alpha image, yet still rather simple and fast












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