TheParryGod posts
Pulse Sniper
Hey folks,
I neglected to post WIP stuff on this latest asset but I guess better late than never.
It's pretty close to being finished. I wanna work more on the rubber mat and have to resolve some funky normal issues here and there. There's quite a bit of actual functionality coming with this, and I'll post some videos on that once they're completely nailed down.
Combine Surgeon Early Access for Everyone!!!4!
Merry Christmas guys!
Let me know if there are any issues and previous stuff ofc applies this one as well.
Surgeon Progress
I'm somehow doing lightning speed on this guy. Rigging's completely done and only some minor things left to do on the mats. I'll post a better video soon since this is just a low quality preview I can render out fast.
2023-12-23 11:28:04 +0000 UTC View PostSurgeon Progress
Made some good progress on the mesh and I went ahead and did the material for the head. Still some things I wanna experiment with but overall it's almost done.
2023-12-19 11:11:16 +0000 UTC View PostUpdate - New Model
Sorry for the cuts here and there, speaking words is hard.
If you have any suggestions for a name I'd love to hear it. I've taken to call it 'Antigen' for the time being, but I don't think it fits all that well.
Spikewall V2 Early Access
As you open the file there should be a Read Me text on the left that goes over some stuff in regards to how the model's set up.
Most importantly you'll need Blender 4.0 and Rigify addon for things to work correctly.
Please let me know if you run into any issues and as with previous early access stuff, please don't redistribute until public release. Thank you.
Edit: Hotfix coming in the following days. The weight painting on the arms can use some more work.
Spikewall V2 progress
Finally got around to tie up the mats on the big man. Only some rigging stuff left to do + the cloth physics. If you have any feedback on the overall look I'd love to hear it!
2023-12-09 19:28:58 +0000 UTC View PostWorkers Early Access
You'll need Blender 4.0 to have the shaders work correctly. As with pervious stuff, please don't redistribute until public release, thank you.
2023-12-06 14:22:59 +0000 UTC View PostUpdate
Hey hey, sorry for the prolonged silence again.
Beside work and the HL2 RTX project I'm unfortunately dealing with a sudden medical episode concerning my eyes, and it has done wonders for my motivation. Of course I'm still chipping away at all the WIP stuff that I showed previously. Spikewall 2.0 is almost complete with mainly just the rig missing. Workers only need some minor touchups as well so all that stuff's still coming. I'll try and get around to doing another bigger update vide...
Heavy Shotgun & Stun Baton - Early Access
If you have any issues please let me know. You will most probably need blender 3.5.1 or newer to be able to open the files. Goes without saying, but please do not redistribute for the time being. There will be public releases later down the line, thank you.
2023-09-05 06:37:48 +0000 UTC View PostHeavy Shotgun
So I think I'm finished with the heavy shotty, both snub and original variants. I wanna look at it some more to make sure there are no issues and then I'm putting this and the stun baton up for early access very shortly.
The rig is mostly functional. Meaning it looks like it makes sense from a distance, but I didn't bother making everything 100%. So stuff like the trigger just clips into the face behind it, or the charging handle moves on its own etc. Still quite a bit more functional ...
FISH HELMET V2 EARLY ACCESS
If you have any issues please let me know. You will most probably need blender 3.5.1 or newer to be able to open the file. Goes without saying, but please do not redistribute for the time being. There will be a public release later down the line, thank you.
Edit:
- Do not join the meshes or it will mess up your UVs. There are multiple materials across the individual objects.
- The materials were built for Cycles so the glass will probably look very wrong in Eevee.
Fish Turntable
Finally finished this and I'd say it is ready for early access. That is coming very shortly for TIer 4 folks. (Probably tomorrow)
Did some UV work on big guy and the shotgun's almost finished with materials and all. Much easier to UV something non-organic.
Haven't had a whole lot of time last week but next one promises to be a tad lighter so I might be able to push everything that's WIP (beside the big guy) and provide those for early access.
Video Update: Spikewall 2.0 & other shenanigans
Something that completely slipped my mind. You may have seen this little thing,
https://www.youtube.com/watch?v=aM_gzfAMdNs
I'm on the dev team for this project and is the reason why I may have hinted at some assets I'm going to showcase here, but never did. I ended up donating some of my WIP assets to the project and such I can't show these yet. I still do have my day job and this is something I...
Bewts
Couple beauty renders beacause that compressed to shit video wasn't doing it any favors.
Added a smidge more rust and fixed some minor issues. I'd call this well and truly finished.
Fi(sh)nished helmet
Got a bit stuck on that left arm pad so I went ahead and did the mats for fish 2.0. Really happy how it turned out and especially that I managed to cram this much detail into only one 4k material. I'll possibly make a swatch with a white face plate but that's secondary.
Side note. If any of you are intimately familiar with gas mask filters and what I did here with the radioactive, biohazard and chemical hazard symbols is bullshit please let me know, haha. I couldn't for the life of me ...
"Brief" update on Spikewall V2 and some other stuff
My mic is hot garbage + I'm not a native speaker, so sorry if it's hard to understand me sometimes.
Curious to know what you think of the new model now that it's near completion. I'm really happy with how it's turning out, but if you have any feedback, feel free. Nothing's set in stone yet.
Also, please let me know if you don't ever wanna hear my voice again :d I'll stick to images and silent videos if needed.
Body Horror Progress
Went ahead and made the mats for these parts since they are separate from the rest more or less. The eyes are still being tweaked to be as close to APF eyes as possible. Can't really tell from a still but it is actually modeled as separate LEDs and glass covers going over them.
Took some creative liberties with the head here and there, but I'd say the changes are within reason. Especially happy with how the head mat turned out. I think I managed to hit the sweet spot on this dried up, ...
Fish 2.0
Really happy how this rebuild turned out. Was able to fix everything I couldn't on the old version and everything's just much, much nicer and more detailed. Can't wait to slap this into Substance Painter. Spikewall 2.0 also got some work done on it but nothing really worth showing. He's got a lot of tiny stitches and some detailing to the clothing but that's all.
Edit: And I guess enjoy some Mushroomhead because I'm a dumbass and forgot to turn off audio recording.
Spikewall Phase II
Decided to recreate spikewall from scratch since there were elements I wanted to add/do differently but lacked the skill at the time to make them happen. Plus the original mesh had quite horrible topology. I'm going into quite ludicrous amount of detail but it's gonna be a beauty once I'm done. Also had a revelation that fish head just works wonders on a bulky body, nestled into this neck armor; so I'm pulling a George Lucas on that one. I'm honestly very pissed at myself that I didn't try th...
2023-07-31 03:41:40 +0000 UTC View PostCitadel Vista progress
Finally replaced the low poly city with nice buildings. I'm a bit unsure how I want the final vista to look. Currently got rid of the subcitadels but I might add them back in later. Felt like they broke up the horizon too much. Also cheated a bit with some cables so that they fill out the sky in a more even way. The wonky looking tiny cables coming off the big ones and smoke at the base are just painted in right now.
Next will probably be the dropships, helis and scanners.
Also ...
Citadel Vista Poster
Bit of a progress on this poster. City blockout and the main Combine structures are in place and now I'm trying out placements for flying stuff and teeny tiny humans to sell the scale.
This might turn into an animation. I'm not sure mainly due to render times. It takes 15 minutes right now to render a single 4k image, and I don't know if I can afford a 6hour/second downtime. Will definitely look into how I can optimize this.
The Citadel & some finished Fallout posters
Managed to finish some Fallout posters this weekend for my Art Station. In case you're curious I'll be updating this with asset stuff I do for projects / P17 / fun: https://www.artstation.com/theparrygod
And then Patreon thankfully doesn't compress uploaded images if you wanna download any of these.
And currently I rotated back to the Citadel. Did some upgrades to the mesh and materials and I'm planning t...
Uncompressed Video Files
Hey folks,
Since I'm no longer using MEGA for my previous job I cleaned it out and uploaded most of my HL shorts there. These are the original, uncompressed files, and you should be able to download them. If not please lmk. All in all a little short of 50 gigs.
I haven't included: Stabilization Team, Triage at Dawn, Consequences, EP1 Remake, and Tape from C17 because those were exported from SFM using an inferior method (mp4 vs image sequence) and so what's up on YT is pretty mu...
Update? Progress?
Hey folks, sorry for the radio silence once again.
So first off I'd like to say thank you to everyone who's still here. I honestly expected a good, good chunk of patrons to fall off. Maybe this post will do the trick.
These past months I've fallen under my yearly Fallout spell and been working on these short-burst poster projects (all still WIP) whenever I had some time to burn. All models are either free downloads or purchased. There's some modeling work done on them and scratc...
Activity Update - Volume II
Hey hey folks, sorry for the radio silence.
Soo, I did get the job! I'm now working as a level designer using Unreal 5. This early period is of course quite intense as I'm learning a new engine and getting used to the whole process which doesn't leave a lot of time and brain power for side activities.
That being said, I am chipping away at Blender, and at this point I can fairly confidently throw together a still scene for a poster. In all honesty I could've had that EP1 video o...
Activity Update
I wanted to avoid this as much as possible because you are presumably here for my work and not particularly interested in me or what I do in my day to day life. Unfortunately though, the latter is currently interfering with the former, and I wanted to give you a clearer picture of what's going on.
So firstly, I have a lovely genetic disorder regarding dental development which has laid dormant for most of my life. Recently it has aggressively surfaced however and I am going from dental ...