#3D modeling assignment help
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pharmasrightarm · 6 months ago
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separate ways
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allendoartnstuff · 2 years ago
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Oh, the misery~
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EVERYBODY WANTS TO BE MY ENEMYYYY
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arielluva · 2 years ago
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drawing my time traveler character bc she was the only good thing to come out of my concept art/3d modeling class (i learned nothing about character design or 3d modeling and this character was the only assignment actually about character design that we did (i did my senior project on character design and learned way more about it than a whole semester long class that was supposed to teach me it))
im also going insane trying to track down the shoes i used for inspiration for hers but alas i cant find them
#my art#original character#oc#uh she still doesn't have a name but eh#also i really wish i couldve kept the original photoshop file of her but when i tried to move it into my google drive it wouldnt let me :(#mustve been something with the school network or something but still#god even though ive graduated already and dont have to deal with that class anymore i still wish i never took it#the teacher did not teach very well and that class was soul sucking to be in (it also didnt help that we had block schedule so it was a#2 hour class)#giving us old pdfs on learning maya from 2011.... making us copy some other guys drawing but not really in a way to learn from him or his#character design...#dumping her family issues on literally everyone who came into the class (i had to listen to this all the time bc i sat at the front)#i mean at least the teacher liked me i guess but that didnt help the class like. at all.#digital drawing for concept art / 3d modeling my beloathed#anyways for this assignment specifically (the time traveler)#she gave us a book to look at with. character design stuff? i think? and the page we were looking at had some time travel agent woman#concept art on it#that design was really dumb looking imo but it was also probably pretty early concept art for a game so i dont blame it much#it was some generic hot woman with long platinum blonde hair (described as strange despite it not being strange at all)#and wearing a suit that conveniently showed cleavage and had a thigh slit on her skirt#she was holding some old ass briefcase and one of those plastic umbrellas with polka dots on it (the umbrella was her time travel device or#whatever)#the teacher told us we had to make a time traveler so i set out to yassify and transify this design a bit#i think the only sort of character design tip we learned during this whole like. month we worked on this for was to make a moodboard of#our ideas#but eh i still really like the design i made and i was able to get nice and creative with ut#just wish i was able to save it on my own computer and not the school computer :(#2023#oc tag
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moonxq · 6 months ago
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okay well some good news is that last week when my class ended and i messaged my professor in apology for missing a big project and explained some stuff and that even though im not signing up for more classes next semester i appreciated his class and guidance he responded and said i should do whatever i need to do but to definitely continue my studies in the future because i showed "serious ability" in the field,, oughhhh
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oblique-lane · 5 months ago
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References for Anomaly Diversion!!!
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Official!! finally!!
I wanted to make their design stand out, so I created them from scratch; they're not loadouts you can find in-game. Plus a little bit of character description because I'm dying to talk about them and their roles in the story (*wearing a shirt that says "please talk to me about my fic"*).
Now I can finally draw them often!!
Somewhat goofy clothing sheets under the cut↓↓↓
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I tried to design them the way their silhouettes and colors stay recognisable, as if they were meant to be used in-game later, to not to break the gameplay rules. I also wanted them to look as tf2-like as possible, I studied the hell out of the 3d models and on the last three I guess it started to turn out decent. Drawing Spy is still pain though.
Or maybe it's just that I'm not attracted to the majority of the mercs visually?? That's why they don't look satisfying?? Lmao. Need to adjust them to my tastes later.
I'm not sure I can exactly explain my design choices with these... How exactly they correlate to their characters. There is something, but I went for it fully intuitively.
//
For BLU scout I went for the softer, rounder oversized clothing to accent his insecurity and the need to shield himself for comfort. It still needed to shape his torso (game rules) but his hood and sleeves do the deed. There is also a strict rule in how to draw his freckles: they look more like moles and there's 7 or 8 of them. You won't believe me if I say this is lore relevant.
For RED Scout, I went with the more aggressive military style. I think I literally took this jacket design from a real military one. There should be an accent on his heavy relations with the army. His clothes are tight because he still likes himself.
RED Sniper is giving hunter vibes, forest type. BLU Sniper looks more like a fisher or a winter hunter. Not sure what deeper meaning I could assign to this except that BLU Sniper was heavily referenced on Ogata Hyakunosuke.
BLU Spy should radiate tiredness. His look is quite unkept for his standards but at this point it doesn't matter anymore. The turtleneck and the boots are special requests from @/gentlesurgeryenjoyer (xoxo)
BLU Medic just looks so freaking cool in a black shirt. It was a vision. I'm not sure if black and white accents mean anything in terms of which side those characters are on. I also wanted to separate him from another famous horror witnessing Medic.
And Miss Pauling was the most satisfying to draw, it was a gift to draw her last... I gave her pants because it's getting cold outside at the time when the story takes place. I also find it very impractical to go killing job in a pencil skirt, I'm sorry. She probably also wears snickers underneath.
And also thanks to @nightly-headache for helping out and assistance!
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richrdjones · 1 year ago
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Mastering Complex 3D Modeling Techniques: Expert Solutions to Challenging Assignments
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Welcome to SolidWorks Assignment Help, your go-to source for expert assistance with 3D modeling assignments. Whether you're a student struggling with a tough project or just looking to improve your skills, our team of seasoned professionals is here to provide the support you need. Today, we'll dive into two advanced 3D modeling questions and their comprehensive solutions, showcasing the depth of our expertise.
Question 1: Creating a Parametric Gear in SolidWorks
Problem Statement: Design a parametric spur gear in SolidWorks with the following specifications:
Number of teeth: 30
Module: 2 mm
Pressure angle: 20 degrees
Face width: 10 mm
Material: Steel
Solution: To create a parametric gear, we need to follow a systematic approach that leverages the power of SolidWorks' parametric modeling capabilities.
Step-by-Step Solution:
Initialize a New Part: Open SolidWorks and create a new part. Set the units to millimeters.
Define Gear Parameters: In the design tree, right-click on "Annotations" and select "Add Equation." Define the following equations:
Number_of_Teeth = 30
Module = 2
Pressure_Angle = 20 (degrees)
Face_Width = 10
Pitch_Diameter = Number_of_Teeth * Module
Base_Diameter = Pitch_Diameter * cos(Pressure_Angle)
Addendum = Module
Dedendum = 1.25 * Module
Outer_Diameter = Pitch_Diameter + 2 * Addendum
Root_Diameter = Pitch_Diameter - 2 * Dedendum
Create the Gear Profile:
Start a new sketch on the front plane.
Draw a circle with a diameter equal to the Pitch_Diameter.
Draw another circle with a diameter equal to the Outer_Diameter.
Involute Curve Creation:
The involute curve is essential for gear teeth profile. Create a construction circle with a diameter equal to the Base_Diameter.
Use the equation-driven curve tool to draw the involute profile. The equation for the involute can be derived using parametric equations based on the base circle.
Generate Gear Teeth:
Create one tooth profile using the involute curve.
Use the circular pattern feature to replicate the tooth around the gear. Set the number of instances to the Number_of_Teeth.
Extrude the Gear:
Extrude the gear profile to the Face_Width dimension.
Apply Material:
Select the gear body and apply the material "Steel" from the material library.
Add Fillets:
Add fillets to the root of the teeth to mimic the realistic gear teeth shape and reduce stress concentrations.
Finalize and Save:
Review the model for any discrepancies. Make sure all dimensions are correct and consistent with the defined parameters. Save the model.
By following these steps, you have created a fully parametric gear in SolidWorks. This gear model can be easily modified by changing the initial parameters, automatically updating the entire design.
Question 2: Designing a Complex Assembly with Moving Parts
Problem Statement: Design an assembly in SolidWorks that includes a piston mechanism with the following components:
A piston
A connecting rod
A crankshaft
The piston should move linearly while the crankshaft rotates. The assembly must demonstrate the correct motion.
Solution: Creating an assembly with moving parts requires a good understanding of mates and motion studies in SolidWorks.
Step-by-Step Solution:
Model the Components:Piston:
Create a new part for the piston.
Sketch a simple cylindrical shape with a diameter of 50 mm and a height of 60 mm.
Extrude the sketch and save the part as "Piston.sldprt."
Connecting Rod:
Create a new part for the connecting rod.
Sketch a rectangular profile with appropriate dimensions (e.g., length of 120 mm, width of 20 mm).
Add holes at both ends for the crankshaft and piston pin.
Extrude the profile and save the part as "Connecting_Rod.sldprt."
Crankshaft:
Create a new part for the crankshaft.
Sketch the crankshaft's profile with the necessary offsets and features.
Extrude the sketch and add the necessary features for the crank journals and counterweights.
Save the part as "Crankshaft.sldprt."
Assemble the Components:
Open a new assembly file.
Insert the "Piston," "Connecting_Rod," and "Crankshaft" parts into the assembly.
Use the "Mate" feature to constrain the components appropriately:
Mate the piston pin hole to the connecting rod's upper hole using a concentric mate.
Mate the crankshaft journal to the connecting rod's lower hole using a concentric mate.
Fix the crankshaft to the assembly origin to keep it stationary.
Define Motion:
Add a rotary motor to the crankshaft.
Set the motor to rotate at a constant speed (e.g., 100 RPM).
Ensure that the connecting rod and piston are free to move within their respective constraints.
Perform Motion Study:
Switch to the Motion Study tab.
Set up a motion analysis by adding a rotary motor to the crankshaft.
Define the simulation time and calculate the results to observe the motion of the assembly.
Verify and Fine-Tune:
Run the motion study and observe the piston movement. It should move linearly while the crankshaft rotates.
Check for any interference or unexpected behavior. Adjust mates or dimensions if necessary.
Render and Document:
Create exploded views, detailed drawings, and renderings of the assembly.
Document the entire design process, including sketches, mates, and motion study setup.
By completing these steps, you've created a functional piston mechanism assembly in SolidWorks. This assembly demonstrates the motion of a piston driven by a rotating crankshaft, which is a fundamental mechanism in many mechanical systems.
Conclusion
At SolidWorks Assignment Help, we understand the challenges students face when tackling complex 3D modeling assignments. Our experts are proficient in addressing a wide range of problems, from parametric design to dynamic assemblies. We are committed to providing top-notch 3D modeling assignment help, ensuring you not only complete your assignments on time but also gain a deeper understanding of the concepts involved.
Whether you're dealing with gears, mechanisms, or any other advanced 3D modeling challenge, our team is ready to assist you. With our guidance, you can enhance your skills and achieve academic success in your engineering courses. Stay tuned for more expert tips and solutions to elevate your 3D modeling proficiency!
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callester · 3 months ago
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Damian and Anya's aligned imaginary creativity in Mission 113.
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The first joint project came from the random assignment in the arts and crafts class that grouped Damian and Anya together. While Anya's intention to help Damian with his model Griffin went astray, her contributed piece had led to a moving interpretation that earned the project the first prize.
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Damian's cardboard manifestation of the Paradise Fist seemed to serve as a reminder to the 3D model project that involved similar arts and crafts materials. And while those who caught sight of it had criticised and scrutinised upon the crafted fist, Anya had been the only one who shared the same epic sentiment behind it through plain excitement.
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Note: Where most would view Anya's excitement on Damian's manifested Paradise Fist as purely out of its "strangeness", this alone served as another connection to their similar line of imaginations. But alas, most had failed to catch on to such depth of their dynamic despite being hinted on.
Quoting Sherlock Holmes; You see, but you do not observe.
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azzie-tangerine · 10 months ago
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Being hosted by that random person who wrote Kirfluff fanfics a couple times, the first ever Kirfluff week is here! Or, it will be here in a little over a month. I've decided to share it early to give people (me) time to prepare!
More information including rules and details on the prompts below!
General Rules!
This is a week themed around the popular ship Kirfluff. As such, Kirfluff should be the focus! However, other characters and ships may be included.
Any type of art counts for the prompts! Traditional art, digital art, 3d modeling, even fanfics if you so desire! No limitations.
The dates aren't as important as it seems. You can work on/post these prompts early or late! This is not a school assignment, after all. The dates are more of a goal instead of a deadline. Do not feel discouraged if you want to participate, but feel like you cannot post it on the day of the prompt.
More of a recommendation than a rule, but using the tag #kirfluffweek and tagging me would be great! I would like to see if anyone participates!
Most importantly, please do not harass anyone over ships or this event. This is both ways. I do not want to see people hating on kirfluff in comments of prompts or kirfluff shippers taking the opportunity to bash other ships. I've already seen it when I brought up this idea. Let's be civil here, okay?
And of course, remember this is all for fun!
For those interested in participating (even if only for a single day), I've included a more detailed explanation for each prompt! While the prompts are simple, these detailed explanations are here to help inspire people who may not have any ideas based on the limited word prompt alone.
Day 1: Pining! Pining is defined as "a state of deep longing". It's a very popular topic when this ship is brought up in fandom! This can be focused on Prince Fluff's pining (which is usually the one more focused on), Kirby's, or even both of them!
Day 2: Headcanons! Focus on any Kirfluff-related headcanons you may have, like how their relationship looks or things they do together! If you yourself don't have any, you can gift this to another creator's headcanon instead! With proper credit.
Day 3: Cake! Inspired by the cake duel from Kirby's Epic Yarn, include the desert in some form! Maybe the two are baking together. Perhaps they're eating cake as a date! Or maybe instead, the cake is kirfluff themed!
Day 4: Alternate Universe, or Au! This one is like the Headcanon prompt, draw an au with Kirfluff that you may have! If you do not have any aus, you may draw and credit another creator's au! Gijinkas and the Mirror World/Clash/Parallel dimensions can be counted under this prompt if so desired.
Day 5: Surprise! Inspired by the Epic Yarn scene where Fluff spooks Kirby out of a tree. Any form of surprise counts! A gift, a sudden appearance, maybe someone else entirely surprised the two!
Day 6: Crown! Inspired by the fact Prince Fluff is royalty. Have a prompt focused on crowns! This can be Fluff's crown, a hypothetical Kirby crown, or maybe a crown not even for royalty, like flower crowns!
Day 7: Epic Yarn! This one is a free space basically. If you have any other ideas for Kirfluff content, it can go here! It can also be focused on the game Kirby's Epic Yarn! Or maybe you can draw another prompt again. Anything really! Have fun on this one.
And that's... about all I can think of right now! If you have any questions, do not be afraid to shoot me an ask or event comment below! I will try my best to answer them all.
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angel-in-shadow · 4 months ago
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Soooooo I might have some remastered Kuris mesh rambling below the cut:
File format didn't change, so the old methods to extract models still works >:D I'm having issues with textures but I can brute force that another day. Until then, have some real quick Kurtis mesh comparisons.
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First up, his head. It's literally a work of art. His fucking NOSE??? I really love the new definition on his cheekbones, his jaw, the tendons in his neck and his adam's apple. But the overall shape is incredibly faithful to the original while massively increasing the poly count to something more modern (not fully modern standards mind you, for example Johnny from Cyberpunk 2077 has about double the polygons in his head than Kurtis does, so they're still aiming for the style over realism).
His hair looks fantastic, I really love how the hair looks in this remaster. Strangely enough, they opted to follow the original model's example and not have the back of his scalp actually modelled at all - his hairline literally meets the jagged end of his forehead, rather than opting to have a full scalp like most modern games.
Another neat little feature is that his scar is physically embedded into the topology which is... honestly kinda wild. Scars are usually all texture work, as doing it in polygons is more expensive on render times, but it's so tiny and the polycount is already low enough that they could spare some here for his scar, and I LOVE it. By having physical depth in the mesh where his scar sits, it looks more believable than simply using a normal map and creating fake depth. Also! Eyelashes!
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Some other neat bits, starting with hands:
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Really good topology for... what essentially hardly ever bends, which is massive overkill, but also very impressive. There's so many polys on each of those joints, my head spins just trying to think about the process of building this mesh. I noticed the nails on Lara while playing, but I love the actually defined nails. I also really love how his fingers are chunky, but are sorta knobbly and really have nice detail (those thumbs are great). Also, his accessories are now proper models all their own with 3D depth and detail - love to see it!
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His guns, harness and clothes in general look SO good, I think clothes might be one of the nicest parts of this remaster. Also CHECK OUT THEM PECS. The definition on his chest is really nice, it looks tight around his chest but loose and comfy at his belt which is a nice touch, definitely helps exaggerate the folds the original texture tried to imply. Each of the little fastenings on his harness too are meshes all on their own. His double belt situation might still be in effect? I won't be able to tell until I see the model with textures, but for now it looks as though they redesigned the belt situation to let his discus be held on by a separate belt that clasps onto the main belt? I'll report back on the infamous double belting when I nab the new textures.
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(The original double belt for context.)
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I also just thought his new boots were cool as hell, and the remastered discus looks clean. As someone currently deep in retopology hell for an assignment, I love admiring how nicely done all of this is.
Original model: 4,798 polygons
Remastered model: 53,366 polygons
*chefs kiss*
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sumahless · 3 months ago
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Some Tips for new DBH modders
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This will have 2 sections :
1 . QUANTIC dream textures - getting them stable throughout the game
2. Handy tool I found for normal maps.
QD TEXTURES - MY TOOL KEEPS BREAKING?
this is for the 2 ppl that actually mod Detroit and want to make their mods public and usable the entire game. and don't know abt this.
As you probably know, models ( containers ) share textures. So when you update a quantic dream texture for 1 model you need to update every single container/model that shares that texture or else it'll look black and crash your game. Why? because your game is expecting the file in qd format for that container when it's a dds file now.
But I'm sure youve noticed after the 3rd or so containers texture being 'refreshed' ( inserting the texture for each use of it in the tool) it just breaks. The only way around this is to tell the game it should expect a dds format manually.
Ok enough yapping. Here’s the tutorial :
Add your texture like you normally would in the editor. Do this for only one model, u can do it for more just before it crashes if u want too it shouldn’t affect it, I haven’t tested it tho.
Enable editing for all the containers/models that use that texture. So it clones it.
Now,, Repeat these steps for every texture that needs to be made into dds format other than the ones you changed in the editor:
1.Using Rk900 (INTO_3) as an example, I swapped the connor into_2 model face texture so now we need to tell the game to expect a dds for nines face. Get the offset of nines’ face  texture. It’s SUPER important that the INTO_3 container is cloned as the offset will be different.
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2.go to ( ctrl + g ) to the offset in d26 file. (so 80F5B90F)
3.change the following : we start at ‘0E’ for this example.
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Change the 14th and 19th bytes (02) to 01 . it should look like this now
The hex code will change for each texture, but it will always be the 14th and 19th bytes.
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4.Repeat for all textures and models that use them :)
Your tool will now load the containers correctly ( they will appear black still, but it will work ingame.)
USEFUL TOOL FOR CREATING NORMAL MAPS:
Normal maps are what gives flat surfaces fake 3d-ness without actually being there ! An example of this is the pores of dbh characters. Normal maps basically allow us to use less polygons which is good for efficiency:))
How do normal maps work ? Well all digital images contain 3 color channels : Red, Green and Blue (RGB) , what normal maps do is assign x,y,z values to these channels. So red would be the x value, green is the y value , blue is the z value . These give us the fake 3d values for each pixel that alter how our game calculates the light ( surface normals ) .
I use this website to generate my normal maps from height maps :
Height maps are black and white images that tell us the height (z value) of each pixel, typically white is high,black is low. Here is an example of the sylus mask I made :
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IMPORTANT!! 99% of dbh’s normal maps DONT have a blue channel ( z value) so you HAVE to remove the blue channel completely after generating it from here.
This was how my modified face texture looked like after nuking the blue channel ( in gimp you have to go to colors -> Components -> decompose and delete the blue channel then recompose it )
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^^ basically i overlayed the new normal map over connors original one.
Ok thats it. idk if this helps anyone but here u go :P
Pls correct me if I’m wrong abt anything, I’m small brain tbh
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hunipeye · 20 days ago
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What Remains of Winter
Read on Ao3; https://archiveofourown.org/works/66008359
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Chapter 3
Can you see it?” Yelena tapped the tablet screen with her fingernail - painted black and chipping - impatient for a response.
It displayed a 3D scan of a building, entirely x-ray, like a blueprint. Within that diagram were a multitude of infrared figures wandering about.
“What am I looking for?” I mumbled, suddenly feeling overcome with regret for deciding to ‘bond’ with the team.
“If I tell you it defeats the purpose of our exercise.” Her strictness gave me war flashbacks to my Eastern European piano teacher of years gone by. I shuddered.
“Those are people,” I traced around the screen, feeling less than smart knowing that every other person in this room right now probably had the answer Yelena was looking for.
“Yes…” She drawled, waiting.
“I’m not sure what the point of this exercise is, Yelena.”
She ripped the tablet from my hands and pointed, frustrated, “Those yellow lines are tripwires. That red dot? A mine. Those blue squares in the corners are all security cameras,” She shoved the tablet into my lap and reclined on the couch, “And yes, those are people.”
“But what’s the point of it?”
“We think it would be beneficial for you to understand how our world works,” Ava started, “I mean, isn’t that how your Avengers worked so well? They all came from the same world, so to speak.”
”Ironman had his… What's its name, ‘Alexa’? No, ‘Siri’?” Alexei spoke with his hands, waving them about for emphasis.
“Jarvis,” Bucky clarified, leaning against the adjacent wall, watching my exercise intently.
“So you want me to do what exactly?”
“Right now? We want you to learn how to navigate this map and it’s HUD. In an ideal world we’ll never have to go into battle again and can lounge in this boujee living room forever,” Yelena grinned and stretched her arms above her head, “But we don’t live in an ideal world. So, when we inevitably do need to… defend ourselves, it’s always useful to have an extra pair of eyes and ears.”
Bucky pushed himself off the wall, striding towards us, “You don’t have to go in guns blazing, just feed us information about our surroundings. That kind of assistance is something we’re missing, you could fulfil that role-”
“Maybe,” Ava interjected, “She doesn’t seem to grasp it.”
“Yes, because this is my first time seeing anything remotely like this. I can’t just immediately become some military-level, super soldier tactician,” I retorted, my pride getting the better of me, “I’ll figure it out.”
Yelena slapped my shoulder as she left me on the parting words, “Let us know if you need help.”
“Don’t drag me into this,” Walker shouted from the other end of the room, causing Bucky’s lips to stretch into a grin.
I am a painfully proud person. I can admit that. The fear of insignificance or average-ness has me in a vice-tight grip every single day. My worth is tied to my intelligence and so, when I was faced with that tablet, I was worthless. As I sat on the floor of my living room for days on end I rotated the 3D building model. I could see each tripwire, bomb and camera but I was unable to figure out how to disarm them. Each time I tried the trap would only go off and result in the simulation restarting. My mug of coffee had gone cold hours ago and I hadn’t bothered to check the time, I knew I had spent hours pouring over this exercise just this evening. This was the longest it had ever taken me to crack an assignment. I was beyond downtrodden.
I couldn’t even Google this stuff, the internet is vast but even it doesn’t hold instructions for military-grade technology. I scowled at my phone, realising I���d have to sacrifice my pride this one time.
“I’m sorry it’s so late,” I said in lieu of a proper greeting as I opened the front door of my apartment and welcomed the Winter Soldier into my home. I tried to imagine what me just a couple months ago would have said at the thought of Bucky Barnes in her living room. She wouldn’t believe it.
“You really should be asleep,” He murmured, taking the apartment in. My new obnoxiously large salary allowed me to have an exceptionally luxurious home. I was in the penthouse of an already fancy apartment complex. The floor plan was open and the colour scheme dark in a clean, modern way.
Despite Bucky’s words, he looked like the concept of sleep was foreign to him. His hair was pulled back, half up, half down, and his eyes seemed more awake than ever.
“I can’t sleep until I figure out how to use this godforsaken thing,” I groaned, pointing to the tablet on the floor.
“Why is it over there? Is it in the naughty corner or something?” He quipped, looking over at me as if expecting laughter. I was beyond joking.
“This thing is ridiculous,” I huffed. As I bent over to pick it up I became all too aware of the loungewear I had on. My shorts rode up slightly as I bent down and my scoop neck T-shirt nearly exposed the valley of my breasts. I moved quickly, if I didn’t make a scene he wouldn’t notice, right?
”Can you explain it to me? I won’t keep you long, I’m sure you’re exhausted.”
”I have nothing but time,” His voice was flat and humourless again and I feared I had offended his vintage sensibilities.
I sat silently as I listened to him explain how each button and drop-down menu worked. We ran through half a dozen simulations until I was able to complete them without his assistance. It began to feel like a strategy game, until I realised that if I ever actually needed to use these skills I’d be in a life to death situation.
“How can you do this but not use a phone?” A warmth bloomed in my chest as I caught his mouth curling into a smile.
“That’s different”.
“How so?”
He breathes in deeply, as if getting ready for a long overdue rant, “They only need to do one thing; call. I don’t get the point of all this movie player, video game, music app nonsense.”
“So what? You think everybody ought to line up to see the talkies on the weekend and have record players in their living rooms?”
“What can I say,” Bucky’s smile didn’t break, “I’m old fashioned.”
I shrugged and pushed my chair away from the table, “Nothing wrong with that. One sec.”
I hated turning my back on him. I wanted to be able to take in every movement on his face, the ways he revealed his emotions without realising it. I slipped into my bedroom, carefully and quietly, working my plan until Doris Day sang ‘It Had to Be You’ in the speakers laced throughout my home. The elegant strings of the orchestra rose as I padded back into the living room, the tinkling keys of a piano escorted me to my seat across from Bucky.
I answered the question that hung in the air, “My grandmother was really into collecting music back in her day. I lived with her so I’d always play her records. She left her collection to me when she was placed in an old folks home.”
For a split second I feared I had revealed too much about myself. I hated when people asked about my parents for no other reason than I had no answers for them. I never truly knew them, just held onto vague memories and stories of their fairytale romance from my grandmother. That was when she could still talk. As her health deteriorated our conversations became ‘one ring on the bell for ‘yes’ and two for ‘no’’. It pained me to see her, so different from her previous self.
Thankfully Bucky said, “Can I see it?”
The thought of him in my bedroom had my knees weak, I imagined that if I tried to stand up I’d fold back in on myself like a poppet.
“Sure.”
I observed Bucky as he ran a finger along my shelves and shelves of records, moving much faster when he came into contact with the more modern stuff. There were piles and piles of records, some I had never even taken out of their sleeves before. I definitely needed to organise soon.
“She had good taste,” he turned his head back at me with a soft, nostalgic look in his eye that made me want to pounce on him.
“Yeah, she was a real classy lady. She left me, like, all her wardrobe and jewellery and stuff. That’s one of the perks of being the only grandkid, I guess.”
“Do you still have it?”
“Oh yeah. They’re all authentic so they’d probably be worth a lot to real vintage enthusiasts, but I couldn’t let them go.”
“Do you wear them at all?”
He had turned away from the records completely, his attention focused entirely on me. Those steely eyes made me feel stripped down, bare.
“I don’t have the opportunity to. They’re pretty fancy.”
“Wear one to the press conference.”
It wasn’t advice or a question, it was a statement. Somehow it didn’t make me feel demeaned or less than, I felt secure in his control.
Despite that, he continued, “I mean, if you want to-”
I tried to smile as comfortingly as possible, his face was growing flushed and nervous, “No, no. I appreciate that. I wasn’t sure what to wear anyways. That’s one less decision for me to make.”
The silence that followed felt like it lasted an hour. An hour of staring at how his chest rose and fell in an unsteady rhythm. How his hair fell in curtains on the sides of his face. How he flexed his left shoulder, sighing roughly.
“Does it hurt?”
I was pushing it, to ask him about his arm - and by extension his past - was a line I had yet to cross. But I had just thrown myself into it. Bucky seemed to recalibrate, change the course of where his train of thought was headed.
“Yeah, sometimes.”
“Is there anything that helps it?”
“No.”
“You don’t do physio or anything?”
“I don’t think many physios know how to work with what I’ve got going on.”
I tried to wrap my head around his suffering. It was beyond my comprehension. All I could say was, “I’m sorry.”
He rolled his shoulders, relieving tension, “It’s alright to ask about it”.
“No. I’m sorry that happened to you, Bucky.”
The way his expression shifted made me run hot with embarrassment. I shouldn’t have brought it up.
“You didn’t do it,” His voice was tried, gravelly, dismissive.
“I know, it’s just…”
“I’ll see you tomorrow,” He left the room in long strides. I didn’t realise I was holding my breath until I heard my front door close and was left with nothing but the music of times past sounding throughout my home.
3.5.
Bucky POV
Screams echoed throughout the hall, hitting me like a force field. I clambered to my feet and ran down the sterile, medical corridor. The lack of decoration was exactly what gave away the location; HYDRA, Siberia, Russia.
The cries continued, it sounded like a struggle was occurring, a desperate fight. I continued to run and run and run in the direction of the shrieks. The hallway felt never ending but the voice was growing closer and more hoarse and exhausted by the second.
The sight of it was enough to bring me to my knees.
Y/n forced into the Memory suppressing Machine. Her face was contorted with pain and her fist clenched so tightly I could see her nails drawing blood from her palms. I watched as the scientists stood by, ignoring me. I tried to yell at them to stop, to beg on her behalf, but no sounds followed. I attempted to rise from my knees but I was cemented to the floor, forced to watch as she writhed in pain, trying in vain to escape from HYDRA, as I once had.
She shuddered and convulsed violently, until she suddenly stilled, submitting to the pain. Beads of sweat rested on her forehead like a crown of thorns, the blood from her palms had smeared onto the arms of the chair that held her.
I tried to move to her but I was like a puppet with no master. Every effort was useless, she was theirs.
A man in a white scientist’s coat strode behind her. He lifted his arm to reveal a pistol in his hand, cocked at her head. My breaths were ragged and my failed screams turned my throat raw. I was pathetic, I couldn’t save her.
The sound of the bullet was deafening.
I screamed as I shot awake. My shirt and bed sheets were soaked through with sweat and the pillow beside me was crumpled in the vice grip of my bionic arm. For once, I felt glad to be alone. I was a danger to everyone around me without even fully comprehending it.
I took my shirt off with such vigour I could hear the seams tear. The shower head poured freezing water onto my back and I relished the shock. I wouldn’t think of them, I would focus on the water. I tried in vain to turn my brain off.
But it kept coming back to her and the way she spoke to me that evening.
She wanted to know about me. She was real and honest. Not some nagging reporter begging for a headline about the cruel Winter Soldier.
No, she wanted whatever she thought Bucky Barnes was. Not this reality of panic attacks, failed therapy appointments and showers so freezing they could be classified as self harm. A world where the night sky is nothing more than a dark ceiling without a star. I didn’t want to force this mess into her life, uproot the lifestyle she had in that pretty little apartment.
I’m a stain on everything good. Like a bad smell on polyester, impossible to get out.
A horrible man.
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lookingviewer · 2 months ago
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Day19: "Has OW or its characters made any kind of positive impact on your life?"
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Hmm. Yes. You could say they gave me a breath of air and let out all the emotions that I rarely expressed: crying. I actually rarely cry, so. It's good. Well, and I also had a good laugh at the jokes, the situation and other things (I'm not afraid of Gore). But also understanding how I look from the outside (Bucks and her unwillingness to be an adult/her infantilism).
But I also laughed a lot and thought a lot.
And new friends, of course! I'm still friends with @quamaii, and she helped me when I had problems with Tumblr.
And my continuation in drawing, trying your drawing style, and experimenting ✨
OH, AND YES!!! They helped me a lot at the university too! So, they also had a good influence on my work✨
For example: on the assignment on Computer Graphics (Carrot, you remember my 3D room Iggy? It was an assignment to create a 3D room. They accepted my work!)
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Besides, I really wanted to create a 3D model of Orlam back then. And for the final assignment, I made an animation (but with the help of 3D Carrot, heh😅)
Or in Media Design: creating a business card, a card, a website, etc.
How exactly? I don't know if you remember my joke, where I wanted to clean Orlam's apartment. So. It was this idea that turned into a business card, and the creation of everything! The teacher said that they still remember my business card (because there was a fox mascot, heh.)
Military Cleaning* (Looks like I mixed up the letters while I was writing)
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Well, at least I was very interested in working on it!
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sunnytheopossum · 4 months ago
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Week 4 yadda yadda you know the deal. On this week, we had to illustrate the Temple of Athena, shading and all for 2D, and for 3D, we had to design and model a chair. I thiiink this ended up being my favorite finished set of weekly assignments overall, partially because I was graded very well for both, but mostly because I am genuinely tempted to make that frog chair in real life.
(Ramblings and sketches below cut)
This was the point where I really started to create very simple 3D models to help with my 2D art! Two of my biggest weaknesses as an artist are perspective and inorganic shapes, and since nearly the entirely of last term’s homework was inorganic shapes in perspective, there was simply no way I was passing the class without modifying my workflow a bit.
Including 3D modeling into my art legitimately helped me finish my work SO much faster than it normally would, like… to the point where it almost felt like I was cheating, and I’ve been pretty consistently using it ever since! At least until my Maya subscription is cancelled when I graduate, I’ll probably continue to use it going forward :3
Also here’s my original concept sketches I made for the chair, as a treat:
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majormeilani · 8 months ago
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guys help i have no idea what i should model for my next 3d assignment but i have to figure something out by the end of the night because i need to get references of it
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rhinequeenmakesgames · 3 months ago
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Marl Devlog 2
Hello again, buds!
Since last update, I've gotten a more clear idea and iteration of the core gameplay loops for the game plus some visual basics and more interesting enemies. As well, I've gotten a much better idea for what the game I might call Corpse Crew is going to look like from a big picture planning perspective.
So, what is a day in the life of a Corpse Crewmember like? First off, you talk to your Quartermaster to get your assignment, enter a quarantined location, dispatch the hordes of skeleton monsters and then return back to clock out. Seems simple enough, right? That's where the past few weeks of my work comes in!
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The moment to moment fighting skeletons is intended to be supported by some resource management, mild puzzle solving, and navigating the environment to form a strong trio of secondary mechanics.
To the first end, resource management, your lantern is taking the starring role in that department for now. The city is choked by a vision limiting smog that your lantern can help cut through. Mechanically, the lantern moves back the fog distance, allowing you to see further and catch enemies coming from a distance, though it slowly drains oil while lit and without it your vision and reaction window is limited.
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The way that the lantern actually interacts with the fog and enemies is a bit of a bodge right now though and has some awkward side effects. I'm currently brainstorming a different approach that's a bit less rinky dink and more reactive, but time will tell how that works out. I may not even keep it as a held weapon in the long run...
Backing up the lantern oil in resources to manage are healing cacti called dune buds and weapon ammo, though those are less fleshed out for now.
The second pillar is puzzle solving and boy howdy is this a case where I ran face first into the brick wall at the edges of EFPSE's limitations. Given the early industrial, steampunkish vibes of the game, I had initially started drafting puzzle mechanics where you direct and move steam through pipes in a level to power and control various puzzle elements, level obstacles, or machines. It was a pretty sick system and theoretically easy.
Theoretically being the killer word here, as most solutions that I could come up with ended up hitting the same wall that woudl require me to make a whole bunch of visually identical, but unique game objects with individual scripts for each game object in each puzzle on each level in a way that was unwieldy and unfeasible.
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So, failing that and suitably humbled by the limits before me, I reassessed and figured out first what I COULD do, not what I WANTED to do. But every new obstacle is an opportunity to reapproach and redesign and learning to work inside of occasionally frustrating limitations is part of the game dev industry.
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Ultimately what I ended up with is an old, but reliable selection of keys and locks, buttons to open doors, and passwords hidden in the environment. I feel like retrospectively that's for the best in a way. The original steam puzzle was sick as hell, but it would have meant designing a lot of relatively unique environmental puzzles. Which is outside of the scope I set for myself early on.
This is about learning 3D modelling and such, though I am going to pocket that concept to try it out in an environment that's either more versatile and or that I'm more familiar with.
Anyway, on to the third pillar, which is so far the earliest in iteration. Navigating the environment. Your main goal in each level is to kill everything so that the living dead can't spread, and that requires you to be thorough in your exploration. Ideally I'd like to have a system that could tell you about where the last few enemies that you're looking for are, but I have a slight suspicion that might be another steam puzzle situation. For now, I'm relying on my level design to guide the player to areas that need attention, though I'm going to be hoping that I can find a way to locate enemies if it's needed.
This first level that I've made is fairly straightforward and is based off of my ideas for a tutorial level for the final game/eventual demo/vertical slice. Exploration and level design are going to be my next main focus, and one thing on my mind in that respect is secrets. Everyone loves a good hidden room with a stash of loot, some health, or a bit of lore and while I'm not sure exactly what I'm going to do for secrets specifically, developing them is pretty high on my list.
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I have also begun giving the enemies themselves some attention in their brain. The current system that I have makes the enemies enter a staggered state if they take enough hits. I'm not sure if I'm one hundred percent on that idea yet though and it is a little bit janky. I've been thinking over a few different things and I am definitely going to be revisiting the enemy AI much more, but for now, they should be a bit more interesting than the default behaviour.
This newest playtest prototype is meant to lay the groundwork for all three pillars coming together to form the first frame that I can build off of. There's a whole playable, not just testable, level here. My plans for the longer term future have also started to solidify a bit. Initially I wasn't exactly sure how far I was going to take this beyond learning a fun new engine and getting more familiar with 3D, though I've put some more thought in and have the bones (HAH) of a production plan.
The primary goal of Project Marl is going to be to create a vertical slice demo to release publicly. It will be probably one, maybe two levels long and feature a limited selection of enemies and weapons to showcase the intended early game and keep scope creep in check. Depending how I'm feeling and what, if any larger reaction I get to the demo, I may take this project further or do something else. I've got other ideas, but if Marl is worth taking further than a demo, that could be sick.
But for now, I plan to get this nice small and manageable package to a relatively polished state and see what people think of it. For the time being, you can play this newest prototype by joining my game dev discord server. Follow here for more updates as I've got them hot and fresh. I'm also live on twitch almost every Tuesday and Thursday, playing whatever the wheel tortures me with, so follow me on twitch for Spookie live in technicolour.
Thank you so much for reading, but I need to get to work pushing this game as far as I can within EFPSE's limits. Stay spooky, buds! Peace out! - Spookie
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revelingrexan · 1 year ago
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an assignment in my 3D modeling class was to create two busts (head and shoulders) and spend two hours on them each.
we were allowed to even make fanart. so i. uh.
i got inspired by this art print
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and i made a duck man.
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"what if i add hair to the duck man"
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I LAUGHED SO HARD. I DIDN'T EXPECT IT TO WORK SO WELL
anyway here's the finished version. i hadn't planned on giving him his hair when i started, just the horns, halo, and clothes, but the hair REALLY WORKED, SO--
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(more angles and further detail on the assignment under the cut!)
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(this class, we're mainly using a program called ZBrush. highly discounted for students at participating schools, $10 for six months of access)
this class taught by my particular professor, the first few weeks' assignments were incredibly forgiving:
weeks 1 and 2 of getting an assignment was "four busts, spending one hour on each." (so, eight busts total in those two weeks)
weeks 3 and 4 of getting assignments was "two busts, spending two hours on each." (four busts total in those two weeks)
each week had a few different parameters, such as not using subtools or yes using subtools (a subtool is basically a separate "part" or "piece," like the hair, halo, and several other parts on this model), having the model's final resolution set at different levels, or using specific techniques the professor went over in class
but the MAIN GOAL of the assignments was to just get comfortable in the program. spend time in it so it hopefully won't be so scary
the professor EMPHASIZED, MULTIPLE TIMES, that he wanted us to stop at the one or two hour mark and not spend hours and hours making the models perfect. that, YES, the main goal was as said above, just to get comfortable, not to make masterpieces
i've failed multiple 3D modeling classes (i'm much more comfortable animating, which is making things actually move), and this is the first where we had assignments like this. it was such a relief. (this guy is seriously one of the best professors i've had, for any subject)
so yeah, there's a lot of stuff i'd like to change on this model, and it woulda been fun to include a little flame under the halo, but it's also nice to see what i did manage to get done, given the constraints.
(also, again saying that i've failed multiple 3D modeling classes. which means this is NOT my first time in this 3D modeling program lol. i may not have passed some classes, but i did get SOME practice in while taking them, and i did gain SOME understanding of what i'm doing. so, to anyone who may be struggling with this or similar programs, IT'S OKAY)
anyway, sharing what the professor assigned because it's a good mentality that helped me (especially with the assignments being so low stakes), and i hope it'll help other people too: just spend time getting used to new things. just get practice in! :)
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