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| Xhilyn

Xhilyn ♀️ [11292508] [2009-08-12 17:32:50 +0000 UTC] (United States)

# Statistics

Favourites: 1298; Deviations: 192; Watchers: 153

Watching: 125; Pageviews: 27335; Comments Made: 375; Friends: 125


# Comments

Comments: 209

MistressSvedka [2015-09-14 02:30:33 +0000 UTC]

Thanks for the llama!

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LadyKraith [2015-03-30 06:36:31 +0000 UTC]

Thanks for the llama O(≧▽≦)O

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thieviusracoonus [2015-02-22 02:47:07 +0000 UTC]

Thanks for the llama.

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Voleno [2015-02-21 20:27:35 +0000 UTC]

Thanks for watching me and for the llama. TERA artists are some of my favorites. A lot of different designs to work with. I see that you're getting into 3D as well, which is a whole other level of exciting. I've been making models, but I haven't messed with engines quite yet. I look forward to seeing more of all of your stuff, though.

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Xhilyn In reply to Voleno [2015-02-23 01:37:31 +0000 UTC]

I saw your models ~ Are you picking it up as a hobby or as a profession?  And thanks.  I'm about to post some 2d and 3d animations to my tumblr blog if you want to see. sxhi.tumblr.com

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Voleno In reply to Xhilyn [2015-02-23 01:47:23 +0000 UTC]

Answer is basically both. I'm making my characters from when I was little into 3D models with some grand ideas for an action RPG-type game, but I understand that's not the kind of thing to do completely alone. I would file that away as something I'll be doing as a hobby for a long time, so I intend to do some general work or work on a different idea to actually make some money. Things like the Unity Asset store and stuff would be one way and part of that convoluted plan involves eventually taking commissions on here, as well. 2D, probably not 3D. Either way, there are a ton of aspects about all of it that I want to improve on so much that they're clashing in terms of time. I do music as well, but 2D and 3D art have been pushing that out of the way for a while. It's starting to seem like that jack of all trades thing, but eventually, I'll pick a street.

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Xhilyn In reply to Voleno [2015-02-23 01:56:48 +0000 UTC]

That's how I am here but I'm currently working on an application for an internship for a casino video gaming company.  I think for your idea, you should work on a smaller version of the game.  Maybe a mini game that includes the characters or shows their stories.  Then submit the mini game to some fo those game conferences or anywhere to publicly display your work in hopes of it getting picked up by an interested indie group or company.

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Voleno In reply to Xhilyn [2015-02-23 02:06:47 +0000 UTC]

That's a good idea. It's one I've heard off and on, but I think by this point I finally get why people have been suggesting it. Before when I heard it, I was still thinking it would be impossible to even do the small game, but having toyed around even a tiny bit with Unity, it doesn't feel so intimidating. Back then, I hadn't ever done 3D modelling either, but I know that's certainly possible, now. As of now, though, I've been in the Game Art program at my college for about 2 years and while I know it's not necessarily a field that needs degrees in every case, it's given me the time and assignment structure to develop the skills necessary to work in the field. It's taught me the software and some of the processes and the big assignment by the beginning of April is to make a demo reel. I'm having to budget out my time every day to put together 3 assets to show off rigging and character modelling and for that, I'm trying to introduce zBrush into my mix of programs. After this, I'm going to look for another college with a program like this and look for related work in between/during those years as well.

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Xhilyn In reply to Voleno [2015-02-23 02:28:58 +0000 UTC]

You should also look into doing game jams with people.  You might end up working with a sick group and find people to work on your project with.  I've yet to use zbrush, but everyone says I would love it.  Although I enjoy organic forms, I like modelling by moving the vertices.  I just don't want to end up with a trillion vertices that I can't even manipulate in the end.

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Voleno In reply to Xhilyn [2015-02-23 02:39:40 +0000 UTC]

It can kick things down back to low-poly models as well, but the main problem I'm having with it so far is the interface weirdness. I'm still way more used to vert pushing, myself, and thankfully the option exists to model an object and then take it in and out of zBrush. It can even use all of that high-poly craziness as a normal map or texture on a low-poly one. I don't know how to do all of that yet, but that's what my account on Digital Tutors is for....Definitely having to shop around for some training with that one.

Agreed on the game jam thing, though. I'll have to research that, 'cause it's always seemed like an awesome idea. If it's something that happens in a physical meeting, though, I already know there's nothing in my town for that. That's part of the reason I'm going to these colleges, though, 'cause already I've been through a lot of stuff with my class mates that solidifies the importance of having other people to bounce ideas off of. About 4 of us have been kicking around an idea as well, though we're all still busy with school, but I figure that this is the kind of thing that happens with the opportunity to work closely alongside other people pursuing the same profession.

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Xhilyn In reply to Voleno [2015-02-23 05:15:48 +0000 UTC]

Oh it looks like its a one time a year thing?  I only heard about it recently so i guess its over

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Voleno In reply to Xhilyn [2015-02-23 05:28:41 +0000 UTC]

Well either way, a quick look at the site did connect me to the names of some of the people who registered to go, so if nothing else, I could try and contact the organizers in the area about how it went and what they're planning for the next one. Thanks for the tip.

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Xhilyn In reply to Voleno [2015-02-24 17:59:55 +0000 UTC]

Are you in school for game art? At my college we have a senior capstone project where we simulate a real gaming company and put together a game in a span of two semesters. Also you're right about the foundation shit. People in my class have the worst 2d skills and it really ruins their 3d art. I don't know why people think they can do 2d when they can't even draw with pen and paper. Who knows. This one kid in my class is good at it though but only for the recreation of real objects using a reference. He has very little imagination for organic and fantasy things. Also there seems to be a specific way of making human models. Like if you notice the wireframe of humans, the edges seem to make up what looks like abs for the abdomen. Also have you done box modeling? Working from a box and matching the model up with a reference image behind it. You should find a tutorial on how to do it properly because you will really like the outcome.

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Voleno In reply to Xhilyn [2015-02-24 18:52:30 +0000 UTC]

I am in school for that, yeah. Our capstone project is the demo reel, though. And I'll turn on the wireframe for some of these if you wanna see, though it's a bit more straight forward on mine, since they're my first two. And yeah, box modelling is how I did both of these. There was a tutorial from a guy called Canned Mushrooms that I looked at before starting and after that, I just kinda went on my own. I do like the outcome, for sure.

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Xhilyn In reply to Voleno [2015-02-25 04:47:05 +0000 UTC]

Awe too bad you dont have a group capstone project.  I'm in my junior year and I'm in an advanced 3D class thats basically a team project.  Throughout the entire semester we work in 2 teams to make levels.  My team is doing a "cute/horror" themed fish tank.  I'm in charge of plants since I wanted to try it.  It's really fun and fits my modeling style.  I havent seen those tutorials.  I have to make a human model thats due in a couple weeks though so I'll look.  I just love how you can make shapes out of so few polygons if you try n_n

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Voleno In reply to Xhilyn [2015-02-25 05:11:28 +0000 UTC]

I'm going to be looking at some other college programs in terms of Game Design and I believe the one I've got my eyes on has a similar final project structure. I definitely look forward to it. And yeah, I do like the look of low-poly stuff, but so far, I've basically just been modelling without the count displayed at all. I wanna see what I'll come up with just on my own before trying to narrow things down. I know it's something I'll have to be mindful of eventually, but what's more important to me right now is making sure the deformation is correct and that things look relatively even with the edge flow. The reel is suppose to be showing that off, so it's better for it to look good, in this case. I don't have time to do full animations, though, so I get to cheat just a little bit, since they won't see it moving much.

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Xhilyn In reply to Voleno [2015-04-27 02:28:32 +0000 UTC]

I keep meaning to reply to you lol.  I don't come on here much.  Anything new?  I've been working on some animation stuff and my models are so messed up x.x  I really want to work on low poly stuff because I like how it looks when done right.  but it also needs focus on textures and im SO BAD AT THAT.  I can't find an easy way to paint textures at all.  My friends use zbrush but Idk how to use it ;-;.  I should focus on that since my life will be modeling and texturing.  I can't believe how hard it is to do shit.  Like importing stuff to engines.  Youd think we would have easier ways to do certain things but every program feels primitive :c im such a noob.

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Voleno In reply to Xhilyn [2015-04-27 02:59:16 +0000 UTC]

Hello again! As far as anything new, it's mostly just the stuff on my page. This Friday, I finished compiling about 20 different turntable shots of the 3 things I've made into a demo reel. It was bad, since I hadn't used After Effects before, but it's finally done aside from our last assignment, which is basically just fixing it up.

I hear ya with that animation thing, though. I have one model that could technically be animated, but when I was rigging it, neglected research of a lot of essential things, like seperate IK and FK bone structures and stuff like that. So while it's able to be animated, it's this rickety process involving moving a bunch of other weird floating curves and being unable to just bend things directly...It's awful. XD

In terms of texture painting, the best thing I've found that isn't something like Substance Painter is actually Mudbox. It integrates very well with Maya, as they're by the same company and it also imports easily into zBrush which can be used to create UVs very very easily. Learning it would be easy enough as searching for a video of how to use the "UV Master" feature in zBrush. You wouldn't even have to know the whole program, at that point. I only really use zBrush for UVs at this point, even though I'm recognizing that it's a very powerful program...Only problem with it is that the UI and general functionality of the thing SUCKS. A lot.

Either way, though, Mudbox can directly paint on top of models using photoshop-like layers along with the ability to export directly to PSDs. It uses the same sort of tools even if some of them are a little janky, but it's nothing a tutorial vid or two couldn't iron out. zBrush and Mudbox pretty much saved my life on this demo reel, although after a while, I pretty much just used Mudbox to mark where all of the seams and edges where I wanted highlights and shadows would be, including just writing on parts to see what they were. That way, looking at the entire UV, I know exactly where everything is without having to look between the two programs all the time.

Also, as far as importing to real (or unreal) engines, I don't have any experience with that, but painting textures onto models or even just painting markings on them made the entire thing much easier, to me.

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Xhilyn In reply to Voleno [2015-02-23 05:12:29 +0000 UTC]

I would probably use zbrush only for deformities. Like maybe the model has roots sticking out of it or ... idk haha.  I feel like a person should be able to model the right way without the extra tools.  And my teachers suggest globalgamejam.org/ to find local game jams.  I would want to do it in person too lol.

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Voleno In reply to Xhilyn [2015-02-23 05:34:25 +0000 UTC]

And I definitely agree about the modelling thing. Without a good foundation with all of this, including 2D art, the results are going to be somewhat lacking. For the longest times I tried to draw people without laying out basic structure first and ended up with drawing people that literally had no spine or hips or anything. Same went in 3D this time with my current character I'm working on, Julesta. Her head and face have taken up the majority of the time because for the longest time, I was ignoring basic structures of the face like a brow...or eyelids...certain parts of the lips, etc. I honestly should've been using a reference of some sort, but as a result, there are some very horrific stages of that face. I might upload them later just for hilarity's sake. If I didn't know how to model first in Maya, I'd never mess with Zbrush at all. Although Zbrush is hardly "extra", as it's well into becoming its own complete package. It's just "extra" compared to traditional ways that can end up with the same results.

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Manga-Volt [2015-02-21 19:10:32 +0000 UTC]

Thanks for the llama.

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Xhilyn In reply to Manga-Volt [2015-02-21 19:20:06 +0000 UTC]

np-!

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Manga-Volt In reply to Xhilyn [2015-02-21 19:21:50 +0000 UTC]

.

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playMoe [2014-12-30 10:05:14 +0000 UTC]

i love your art.  cute elin   and thank for   

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Xhilyn In reply to playMoe [2015-01-01 20:40:10 +0000 UTC]

Ty and you're welcome <3

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Peepsthegamer [2014-12-27 01:00:28 +0000 UTC]

thank you for the llama!!~ ^^

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Xhilyn In reply to Peepsthegamer [2014-12-29 04:46:43 +0000 UTC]

n-n

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TzortzinaErk [2014-12-23 07:43:32 +0000 UTC]

Thanks for the llama!

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Xhilyn In reply to TzortzinaErk [2014-12-24 06:44:03 +0000 UTC]

np-!

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TzortzinaErk In reply to Xhilyn [2014-12-24 07:40:27 +0000 UTC]

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Eisanka [2014-12-17 04:59:10 +0000 UTC]

   

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Xhilyn In reply to Eisanka [2014-12-24 06:43:44 +0000 UTC]

Thank you!~

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Eisanka In reply to Xhilyn [2015-01-03 11:52:49 +0000 UTC]

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Danius1 [2014-12-16 13:41:22 +0000 UTC]

thank you for the sorry for late reply as well..

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Xhilyn In reply to Danius1 [2014-12-16 21:18:27 +0000 UTC]

You're welcome!

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Douggiefister [2014-12-13 04:56:13 +0000 UTC]

Thank you for being the one to give me my first Super Albino Llama  

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Xhilyn In reply to Douggiefister [2014-12-15 05:14:17 +0000 UTC]

np

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died-off [2014-12-12 02:51:57 +0000 UTC]

 for Ilama,,,

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seika [2014-12-09 13:39:59 +0000 UTC]

thanks for the llama! 

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Xhilyn In reply to seika [2014-12-10 04:26:25 +0000 UTC]

np-!

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Mull-Art [2014-12-08 02:23:34 +0000 UTC]

Thanks for the llama

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Xhilyn In reply to Mull-Art [2014-12-08 03:54:00 +0000 UTC]

np!

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LadyLyacaria [2014-11-24 20:37:13 +0000 UTC]

Thanks a lot for the llama!

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Xhilyn In reply to LadyLyacaria [2014-11-24 21:50:55 +0000 UTC]

Np c:

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GalaxyCapricorn [2014-11-23 22:28:50 +0000 UTC]

thank you for the llama badge .3.

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Xhilyn In reply to GalaxyCapricorn [2014-11-24 00:40:07 +0000 UTC]

np~

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GalaxyCapricorn In reply to Xhilyn [2014-11-24 01:36:03 +0000 UTC]

•u•

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NoxKore [2014-11-15 06:14:32 +0000 UTC]

ty for da llama llama

👍: 0 ⏩: 1

Xhilyn In reply to NoxKore [2014-11-15 10:55:19 +0000 UTC]

Yw hun c:

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Sakiusa [2014-11-03 00:13:15 +0000 UTC]

Thank you for the watch!

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