3Dcember 2017
Lil Brimstone

Lil Brimstone

Day 1/4

Day 1/4

Gnawed Leaf

Gnawed Leaf

Day 1/4

Day 1/4

Guppy's Paw

Guppy's Paw

Day 1/4

Day 1/4

Infamy

Infamy

Day 2/4

Day 2/4

Magic Mushroom

Magic Mushroom

Day 2/4

Day 2/4

Ankh

Ankh

Day 2/4

Day 2/4

The Sad Onion

The Sad Onion

Day 3/4

Day 3/4

Black Candle

Black Candle

Day 3/4

Day 3/4

Number One

Number One

Day 3/4

Day 3/4

Head of the Keeper

Head of the Keeper

Day 4/4

Day 4/4

Box of Friends

Box of Friends

Day 4/4

Day 4/4

Dead Cat

Dead Cat

Day 4/4

Day 4/4

Preview of results of one-button quick UV unwrap: triangles may be very fragmented, but painting them in Substance Painter still gives pretty good results, which is perfect for my needs

Preview of results of one-button quick UV unwrap: triangles may be very fragmented, but painting them in Substance Painter still gives pretty good results, which is perfect for my needs

Wireframe of all models, showing that almost all of them are decimated sculpts with no quads or good topology. Sculpting and decimating gives quick results, however, and since I'm only doing simple scaling transformations, it works pretty well

Wireframe of all models, showing that almost all of them are decimated sculpts with no quads or good topology. Sculpting and decimating gives quick results, however, and since I'm only doing simple scaling transformations, it works pretty well

For my 3Dcember project, I replicated 12 of my favorite items from The Binding of Isaac (Rebirth + Afterbirth), not including the pedestal rock. I did 3 items per day, over the span of 4 days.

Except for a few simple items, my process for creating every model is as follows: first, sculpt an approximate shape of the item, and then decimate it down to ~1k triangles. Push/Tweak to final shape, then quick UV unwrap and paint. Once the model is textured, duplicate it and extrude by a small amount, invert the normals, and set it to single-side rendering. Assign a black material to that and you get the outline effect. I also made a keyframe animation for the bounce and applied it to every item.

This is all shadelessly lit; lighting is painted directly into the model.

Modeled and animated in Blender, textures painted in Substance Painter with touch-ups in Krita.