3D Competition - Characters from Video Games
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by derjyn@gmail.com
3 hours ago

$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.

Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.

by Lee Stojkovic
4 hours ago

I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.

3D Competition - Characters from Video Games
23 March, 2017
Hum3D has launched fan-art contest for the best 3D character from a video game. Contestants are free to choose any remarkable hero they consider the most impressive. Rules are quite simple. You have to create a character, put him or her into an adventurous surrounding and make a beautiful render. Creative ideas are not limited, so create what you want. 


  1. Create a character from your favorite videogame (you can create more than one character).

  2. Environment should be made in 3D; however, they permit the use of HDRi for sky and some parts of landscape.

  3. The character shouldn’t be in the T-pose.

  4. The work must not have been previously published anywhere, neither online or offline(including models with ready-made textures or easily recognizable scenes).

  5. The author should publish WIP/Making of or any other screenshots and renders that display the process of creating the character. This is necessary to confirm the authorship. You are free to make the publication on any website, including forum, either before or after you submit the work and they publish it in the gallery, but no later than the jury starts voting.

  6. The jury is going to rate not only the similarity, but also the atmosphere of the work. That’s why it is important to think over all the details: what surrounds and what happens to the character.

  7. You can submit only one work.

  8. Indicate in the description the game the character comes from. Tell us a story about the character and what happens to him or her – to help the audience to plunge into the atmosphere of the work.

  9. Attach one wireframe or clay render at your choice to your work – they will place it below your work.

Here comes the most amazing part. Prizes are awesome. The winner, for example, gets licenses for Quixel Suite, Marvelous Designer, V-Ray, Marmoset Toolbag and other cool stuff. You can find all the rules and check out the prizes here

Source: Hum3D

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