Art? Models? Music? You want it? It’s yours my friend, as long as you have enough rubies.
Hi, I'm Sadie. I'm a trans lady who makes art that you can see, and art you can hear. I'm highly experienced with Blender 3D, and music made in FL Studio. You might have heard of a Little Indie Game called Sewer Rave, which I did all the music and some promotional artwork for. I also did models for The Chameleon and Undetected, and possibly some more projects in the future. Visit my website for more info.
I like doing personal fanart projects too, mostly involving little girls who nap a lot. Even though I love doing what I do, balancing my personal life and my retail job is difficult. While not required, donating will help improve my quality of life and give me extra motivation to keep going.
Hey, we need to have a serious talk. You missed at least five details on the promotional artwork I made for Sewer Rave, the game I also made music for. No, no please don't cry. I'm not mad at you or anything. In fact a lot of the details could be missed if you were listening on Spotify or only really looked at the library art on Steam. Well it's a good thing that I'm here to point it all out for you. Let us begin.
Ok I wouldn't forgive you if you didn't notice the giant freaking pool of sludge, but did you notice how different it seems from the in-game sludge? This sludge here is actually more inspired by the free spinoff Sewer Rave: Twitter Royale. The pattern in the background is more like the original, though.
Yup, they're here! If you're not aware, Sewer Rave has Twitch Integration that when enabled, lets chat members appear as purple rats with white eyes in-game. It might also lead to some other features if me or Autumn happens to stop by, but you didn't hear that from me ok?
Ok I'd also be a little mad at you if you managed to miss the tunnel, but did you notice the faint glow emitting within? Well here's a gamer's tip from me to you if you want to slightly manipulate the RNG in-game. Tunnels with a faint glow are more likely to lead to rare rooms. Don't tell anyone, ok? Only use this power for good.
Another nod to the game, but this time it's pretty tiny. In fact I'm pretty sure the smiles are impossible to notice on the Steam Library art. Well now you know. =D
Some of them are from the game, but others I made on my own. Bet you couldn't notice that on the Steam art or even the album art. Now they're extremely visible, and there happens to be five rocks here. That's right this was secretly a top ten list all this time lets go baby here's what the five rocks are.
A bunch of prehistoric rats gazing at a barrel oozing a mysterious sludge. I wonder if this is lore...
Do you get it? Do you get it? Do you get it? Do you get it? Do you get it? Do you get it? Yes? Ok good. Also there's cheese there. It has shades but even then it's not really visible from this angle.
Yep, that's Neil. And he's banging out some tunes.
ACAB, baby! That's right this artwork was anti cop the whole time! If you liked my music and you're also a fan of cops somehow you got tricked!!!!!!!!!!!!!!!!
Yes. That is indeed the Giant Rat Who Makes All The Rules.
Have a nice day! Also if you scroll up and look to the left, Rat Goku is in the shadows. I have to point it out here because Comradery doesn't have alt text in the main images just yet.
Hello everybody its time for my Second post on this web site. Sorry it's been a while again, you know how it is.
I've been working on a custom toon shader in Blender for a good while. Sure, realtime toon shading has been a thing for years now, but I haven't really seen someone make an automatic solution that mirrors the Principled BSDF. The Lightning Boy Shader and BEER renderer are very good, but they are pretty detached from the PBR workflow, which is probably the whole point of these projects but I digress.
Well what if you want to just posterize your existing shaders? You could use a ColorRamp node, but if your shader has a darker color you'll have to tweak the step positions until it looks right. And if you have multiple objects with different colors you have to tweak each and every ColorRamp, and it's not even compatible with Node Groups.
I have developed a solution. My custom Espresso node group uses the Principled Shader as a base, and uses Map Range nodes to calculate between 0 and the base color per pixel to prevent overdarkening.
These spheres have the same step count, hue and saturation, but the base color values are different. And even though there may be some differences in highlights, the shadow stops are in the exact same places.
Of course this shader has some extra bells and whistles, such as custom shadow colors. You can multiply your custom shadow color with the base color...
...or have it be completely different. You can even make it brighter than the base color for some whacky effects.
What if you don't want shadows on your object? Well the world's your oyster.
You can even overlay "brush" textures before the stepping process.
And this might be a separate node group entirely, but you will be able to use a CMYK screentone effect too.
Have a nice day. I love you.
It's my first post on here! Wowza!
A while back I got commissioned by Antonio Freyre to create low-poly plant models for UNDETECTED, a stealth action game inspired by Metal Gear Solid set in the Yucatan jungles of Mexico. I have worked with him with the past, but I was still figuring out my overall workflow so I used some experimental methods. All the modeling was done in Blender, but the texturing was a mix of Blender's default texture painting (painful), Clip Studio Paint, Krita, and even baking procedural textures within Blender. It was a bit of a mess, but Antonio was very patient and understanding so for that I am grateful. Here's all the plants.
Pretty straightforward. The curve modifier came in handy here. Also guess what the internal name for this one is.
These were some of my most ambitious models, purely because of the palettes! 4 might not seem like a whole lot, but as seen in the turntable up top, the textures are interchangable meaning you can see up to 16 varieties in-game. Originally the palette switching would be completely procedural with a black and white texture base, but for some reason Unreal 4 doesn't have a gradient remapping tool for materials so they're individual texture files now.
A lot smaller than a real elephant. I baked in some subsurface scattering, though I'm not sure if it's that noticable in the texture.
Would it really be a stealth game if we didn't have this?
I layered some grass textures included within CSP as a base, then drew over them and added some of my own flair.
You're probably thinking that this is way too much for this kind of game. And you might be right as there are a lot of particles, however they get culled based on camera distance and graphics settings in-game. Not while rendering these though. My poor CPU...
Another simple one, but I'm really proud of it because of how simple it was to make. I only used the default pen and airbrush tools in CSP and it came out good, I think.
The trees were the most complex models I worked on for this project. 3 materials and textures for the bark, vines and leaves, 18 meters tall (nerfed if you can believe it), 674 triangles, and a 512 pixel bark texture with which is twice as much as the second biggest textures I used. Still, this was a nice learning experience. I managed to make some convincing looking bark by baking a bunch of procedrual textures.
The second tree I worked on, which was marginally easier than the Ceiba though I did switch back and forth between these trees. I didn't really base this off of any specific tree, but if I had to guess it's a mixture of Oak and Ceiba. It's the future, anything can happen, it's fiiiiine.
Not really a model. More of a decal, as these will be placed over walls in-game. I used Krita for this because the wrap around mode was useful for making it seamless. I know there's something similar in Blender but I wanted something that wouldn't kill me if I forgot to hit Alt+S at this point.
Thanks for reading! Wishlist UNDETECTED on Steam!