To further that idea of infinity, you could put a blastoderm on the face. It's in the shape of bull's-eye and it means the egg's been fertilized, since you want to nail home that something birthed them. They could vary depending on the developmental stage too, and with the touch of infinity ofc. (Typing in fertilized germinal disc may give better results. Just reposting since I'm super early this time, and I'm aware it may be annoying so this is the last post I'll do of this. Also reposting since I saw you liked someone's idea of connecting the eyes of the witnesses in some way to these guys but didn't specify what.)
I like to think that the neonates are actually two separate beings depending on each other. The yolk depends on the black gooey part to move it around and keep it safe, and the black gooey part depends on the yolk for nutrients and life, along with whatever abomination is inside of the yolk.
i'm absolutely loving the silent hill edge you're adding to this stuff. as someone who ALSO has silent hill has its favorite game of all time its just so fun to see how the themes you want in your game represent in the designs! esp love how you can interpret different parts of them differently from person to person, yet the general vibe of discomfort stays- chef kiss.
I love your designs! Looks cool so far. But I'm unsure about drips. Even with nice shaking and bending on animation stage these things never will drop on the ground. It would be hard to animate it the right way (not impossible though) Would be much cooler to have few separate animated objects for drips and place it semi-randomly with particle system and visually merge geometry with some shader magic to hide seams (normal transfer around intersection or something like that) This technic might produce result similar to sculpt, but dynamic and constantly changing. And might be transferred to other creatures
the point isn't that they will be animated, he said that they will have their own bones so they're facing down, not dripping on the floor. I think this concept is better
i love it a lot! i was thinking that if you used different names for the variants, they could be the: - roamers for the normal/cloak ones - crawlers for the ones with the huge arms - crushers for the ones with the yolk on their back - the mold for the ones that are fixed on the floor - watcher for the giant one maybe someone in the replies could find a good name for the flying ones too
I like Roamers for the cloak one, but used Runners or Stalkers when thinking of ideas to suggest. I named the shelled ones Husks & the ones stuck to the ground Egg Stalks. A good idea when thinking of names is to think of what the MC would call them when seeing them throughout the game.
That looks amazing. Btw smol enemy idea. Imagine a guy who's joints, especially the fingers and such are bent in the wrong way. Less in an agyle way but more cramp-like. Imagine how his (or her) joints would pop, snap and crack as he contorts and bends his body, quickly crawlinh over the ground, to catch up to you
It might make sense if the middle arm of the first creature had a thumb on either side of the hand? I feel like the symmetry would work considering where in the body its coming from.
Couple ideas for the drooping drops: -Jiggle bones -Separate objects/models pinned to bones in the game engine - with this you can give it different opacity effects and translucency if you want + emitters -Using a similar effect of projecting snow from a top down shader, use one in reverse from below to project and emission area where entities can spawn and render droops.
This intro is so weirdly satisfying… the visuals coupled with the sound fx, idk, it just always tickles my brain lol A lot better than the new AI intro with the same sound effect
The designs of the monsters are looking great, keep it up. When sculpting you can set the pivot to the unmasked area, [When in sculpt mode] click on the sculpt sub-tab, set pivot, set pivot to unmasked (or whichever you prefer). Hopefully that helps. You should also try using the multi res modifier when you retopo. It will help to add even more details and save time when you animate.
One thing I think would be cool for these guys is if they behaved similar to the silent hill 4 twins (the weird baby faced monsters who'd point at you whenever they caught wind of your presence), I think the neonates would either point at John or perhaps beckon with their hands to draw him closer so they can attack
I'm floored, this one became amazing! I think this is your best model yet, you can clearly see your enthusiasm shining through. Makes me wish you would have worked on Season 2 and 3 of Stranger Things and came up with other (better) monster designs.
Setting the origin to your pivot point, is key to awesome rig. Just go into edit mode find a place you would like arm to move and select a vertice, shift+s move world origin to selected. Afterwards, go back to object mode and make the origin into the 3d cursor. There you have it! Hope this helps Boro.
Ooh my god, the new details you added really make me feel like there's something crawling under my skin. Can't wait to see what the other guys will look like!
How to forget that neonates have bugger scratchers attached to their body to work 24/7. Loved today's episode and I really want to see what will you do with the others!
A cool idea for the theme of infinity among the Neonates could be that they have an infinite amount of body type variations and no one Neonate is completely the same as any other (Ik it sounds like a lot of work, but even small detail changes could count). You could even show what seems like an infinite field of "egg stalks" incubating unborn Neonates. On another note, perhaps the Neonates could sense heat with their yolk & air vibrations with their black flesh to perceive their environment. That way they have a general sense of obstacles & the player's general direction, but have to face them with the yolk to get a more accurate heat sense for the players location. Its interesting but maybe frustrating that the husk sees better from its fragile side so it can't be ambushed.
beautiful concepts. A few drops hanging on the elbows could also be good. I was also thinking that it could be cool if the fingers also rotated in reverse to be able to try to grab the protagonist and have some proportions that recall the giant hand perhaps?
Perhaps you could have some sort of rippling flowing normals along the surface to suggest wetness, using something like that trick they use to make flowing water and such like in some details in Portal 2 (I think it was on 2), the waterflows in Cities:Skylines etc, with crossfading sliding patterns? In a few shots here the material kinda looks like a dry trash bag wrapped around stuff...
it would be cool if neonate 1 could generate other arms from inside the torso for other uses such as grabbing and holding onto john or being generally creepy
I think the dripping bits would look more goop-like if they were a bit thinner in the middle, like it's pinching off (not all the way, just more curvy), like the surface tension is a bit stronger than the insides, and so the insides flow a bit more than the outside, and so it tends to accumulate a bit more in the bottom of the dripping bits and suck out the volume of the middle section, sorta like a soft water balloon being held by the middle or something of the sort.
On the previous video I posted a comment on suggestions for the Neonates roaming behavior & attacks as well as how the player can defeat them. I assumed you decided not to add the hand to The Runner Neonate, but with the change, it can now have a more unique attack compared to The Husk. It could still hide behind trees & obstacles & only running behind the player to attack. Instead ot tackling the player to the ground (with its light frame & lack of arms) it could backhand player & run away (hit & run tactics). The player can defeat it by attacking with the correct timing to hit & destroy its yolk as it lowers its arm to strike or by evading & tripping it to attack its arm as it blocks the yolk, destroy it & then destroy the yolk. It could still roll & kick to avoid attacks, knock back the player, get up & hit & run again. It could have a 2nd phase once its arm is destroyed where its more aggressive & does tackle & knockdown the player to stomp on them & deal more serious damage, but it trips & leaves its yolk vulnerable if its evaded. Another cool idea, it could use the hood to better camouflage with its surroundings, but open the hood to intimidate & to expose more arms for a flurry of attacks or for a grab.
As far as the "touch of infinity," for the farmers you gave them the hypno-toad eyes. What if you put that into the Neonates' egg yolks so they're like glowing eyes?
Inside UE5 you can define sections of a mesh for physics simulation and can set it to simulate certain areas, so it will just flop around and sway etc no matter the state its in, rather it be animating or dead. You can find this when you create a physics body for it, you can really get into the nitty gritty of simulation, though it will require rigging in that section i believe, so i would bone the drips and then do it
After watching a youtube short video, i saw that there is a chicken breed (The Ayam Cemani) who is all black. Even their organs and eggs are black which i find pretty cool. Idk if the Neonates are going to remain black, if so, i suggest adding a mob that spawns the Neonates which is totally up to you btw. Also, i love these vids!
As someone who has a hard time running high poly 3D games on their computer, your topology makes me die a little inside. But, it is looking Very Good. uwu
Wouldn’t it also be cool if the arm would generally rest in the split chest of the character by lokating it further down, adding the bizepspart of the arm so that the forearm would lie in his chest with the hand facing to his face
I just realized you are not using axis and (move/scale/rotate) shortcut on blender, when it's one of the main selling point lmao. It's R(rotate) G(move) s(scale) and XYZ (each one move / rotate / scale along the axis)
Thanks to Skillshare for sponsoring this video! The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/borocg12221
The most terrifying permutation of N1 would be if that third arm becomes a tripodal leg for faster movement.
YES! Also if it could extend and elongate to attack.
To further that idea of infinity, you could put a blastoderm on the face. It's in the shape of bull's-eye and it means the egg's been fertilized, since you want to nail home that something birthed them. They could vary depending on the developmental stage too, and with the touch of infinity ofc.
(Typing in fertilized germinal disc may give better results. Just reposting since I'm super early this time, and I'm aware it may be annoying so this is the last post I'll do of this. Also reposting since I saw you liked someone's idea of connecting the eyes of the witnesses in some way to these guys but didn't specify what.)
Hope he sees this!
I like to think that the neonates are actually two separate beings depending on each other. The yolk depends on the black gooey part to move it around and keep it safe, and the black gooey part depends on the yolk for nutrients and life, along with whatever abomination is inside of the yolk.
i'm absolutely loving the silent hill edge you're adding to this stuff. as someone who ALSO has silent hill has its favorite game of all time its just so fun to see how the themes you want in your game represent in the designs! esp love how you can interpret different parts of them differently from person to person, yet the general vibe of discomfort stays- chef kiss.
I love your designs! Looks cool so far. But I'm unsure about drips. Even with nice shaking and bending on animation stage these things never will drop on the ground. It would be hard to animate it the right way (not impossible though)
Would be much cooler to have few separate animated objects for drips and place it semi-randomly with particle system and visually merge geometry with some shader magic to hide seams (normal transfer around intersection or something like that) This technic might produce result similar to sculpt, but dynamic and constantly changing. And might be transferred to other creatures
I was thinking about how he is going to animate those in a way that if the character moves the drip has to still drip down because...gravity.
the point isn't that they will be animated, he said that they will have their own bones so they're facing down, not dripping on the floor. I think this concept is better
i love it a lot!
i was thinking that if you used different names for the variants, they could be the:
- roamers for the normal/cloak ones
- crawlers for the ones with the huge arms
- crushers for the ones with the yolk on their back
- the mold for the ones that are fixed on the floor
- watcher for the giant one
maybe someone in the replies could find a good name for the flying ones too
I like Roamers for the cloak one, but used Runners or Stalkers when thinking of ideas to suggest. I named the shelled ones Husks & the ones stuck to the ground Egg Stalks.
A good idea when thinking of names is to think of what the MC would call them when seeing them throughout the game.
I have been following this series very closely, it has been great so far!
Thanks! Can't wait to put some posing and animation into these guys, because they really need it haha
@@BoroCG np! Also yes!! I can’t wait to see how you pose and animate these characters!
It has been a joy to witness this game dev process, such creative decisions
You are such a multitalent. I really like the design of these Neonates. Are you going to program and balance everything yourself?
That looks amazing.
Btw smol enemy idea. Imagine a guy who's joints, especially the fingers and such are bent in the wrong way. Less in an agyle way but more cramp-like.
Imagine how his (or her) joints would pop, snap and crack as he contorts and bends his body, quickly crawlinh over the ground, to catch up to you
dude your videos are always so creatively motivating, still one of the most underrated art youtubers out there, you're crazy good
It might make sense if the middle arm of the first creature had a thumb on either side of the hand? I feel like the symmetry would work considering where in the body its coming from.
Couple ideas for the drooping drops:
-Jiggle bones
-Separate objects/models pinned to bones in the game engine - with this you can give it different opacity effects and translucency if you want + emitters
-Using a similar effect of projecting snow from a top down shader, use one in reverse from below to project and emission area where entities can spawn and render droops.
This intro is so weirdly satisfying… the visuals coupled with the sound fx, idk, it just always tickles my brain lol
A lot better than the new AI intro with the same sound effect
The designs of the monsters are looking great, keep it up. When sculpting you can set the pivot to the unmasked area, [When in sculpt mode] click on the sculpt sub-tab, set pivot, set pivot to unmasked (or whichever you prefer). Hopefully that helps.
You should also try using the multi res modifier when you retopo. It will help to add even more details and save time when you animate.
I really love the black goop looking like the veins on the yolk cuz it reminds me of balut. Love your work and process in making these horror designs.
One thing I think would be cool for these guys is if they behaved similar to the silent hill 4 twins (the weird baby faced monsters who'd point at you whenever they caught wind of your presence), I think the neonates would either point at John or perhaps beckon with their hands to draw him closer so they can attack
this is my favoirite series to follow ever O,vO (i love how everything is turning out, and i find it really inspiring!)
I'm floored, this one became amazing! I think this is your best model yet, you can clearly see your enthusiasm shining through. Makes me wish you would have worked on Season 2 and 3 of Stranger Things and came up with other (better) monster designs.
Setting the origin to your pivot point, is key to awesome rig. Just go into edit mode find a place you would like arm to move and select a vertice, shift+s move world origin to selected. Afterwards, go back to object mode and make the origin into the 3d cursor. There you have it! Hope this helps Boro.
Ooh my god, the new details you added really make me feel like there's something crawling under my skin. Can't wait to see what the other guys will look like!
How to forget that neonates have bugger scratchers attached to their body to work 24/7. Loved today's episode and I really want to see what will you do with the others!
A cool idea for the theme of infinity among the Neonates could be that they have an infinite amount of body type variations and no one Neonate is completely the same as any other (Ik it sounds like a lot of work, but even small detail changes could count). You could even show what seems like an infinite field of "egg stalks" incubating unborn Neonates.
On another note, perhaps the Neonates could sense heat with their yolk & air vibrations with their black flesh to perceive their environment. That way they have a general sense of obstacles & the player's general direction, but have to face them with the yolk to get a more accurate heat sense for the players location. Its interesting but maybe frustrating that the husk sees better from its fragile side so it can't be ambushed.
How did you learn to be so good at 3D modeling
beautiful concepts. A few drops hanging on the elbows could also be good. I was also thinking that it could be cool if the fingers also rotated in reverse to be able to try to grab the protagonist and have some proportions that recall the giant hand perhaps?
instead of changing the 3D cursor's position you can switch at the top to use a different origin. the default is "mean point"
Perhaps you could have some sort of rippling flowing normals along the surface to suggest wetness, using something like that trick they use to make flowing water and such like in some details in Portal 2 (I think it was on 2), the waterflows in Cities:Skylines etc, with crossfading sliding patterns? In a few shots here the material kinda looks like a dry trash bag wrapped around stuff...
Adding jiggle physics to the drips would look amazing
ayyyyy another great video
I absolutely love these videos. Keep it up!
it would be cool if neonate 1 could generate other arms from inside the torso for other uses such as grabbing and holding onto john or being generally creepy
I do feel when seeing the first enemy from afar it would just look like a kid in hoodie trying to look cool
I think the dripping bits would look more goop-like if they were a bit thinner in the middle, like it's pinching off (not all the way, just more curvy), like the surface tension is a bit stronger than the insides, and so the insides flow a bit more than the outside, and so it tends to accumulate a bit more in the bottom of the dripping bits and suck out the volume of the middle section, sorta like a soft water balloon being held by the middle or something of the sort.
On the previous video I posted a comment on suggestions for the Neonates roaming behavior & attacks as well as how the player can defeat them. I assumed you decided not to add the hand to The Runner Neonate, but with the change, it can now have a more unique attack compared to The Husk.
It could still hide behind trees & obstacles & only running behind the player to attack. Instead ot tackling the player to the ground (with its light frame & lack of arms) it could backhand player & run away (hit & run tactics). The player can defeat it by attacking with the correct timing to hit & destroy its yolk as it lowers its arm to strike or by evading & tripping it to attack its arm as it blocks the yolk, destroy it & then destroy the yolk. It could still roll & kick to avoid attacks, knock back the player, get up & hit & run again. It could have a 2nd phase once its arm is destroyed where its more aggressive & does tackle & knockdown the player to stomp on them & deal more serious damage, but it trips & leaves its yolk vulnerable if its evaded.
Another cool idea, it could use the hood to better camouflage with its surroundings, but open the hood to intimidate & to expose more arms for a flurry of attacks or for a grab.
Hey Boro, i i realised that the human centipede you did years ago looks like it has a touch of infinity
As far as the "touch of infinity," for the farmers you gave them the hypno-toad eyes. What if you put that into the Neonates' egg yolks so they're like glowing eyes?
Loving the work man, keep at it man
Inside UE5 you can define sections of a mesh for physics simulation and can set it to simulate certain areas, so it will just flop around and sway etc no matter the state its in, rather it be animating or dead. You can find this when you create a physics body for it, you can really get into the nitty gritty of simulation, though it will require rigging in that section i believe, so i would bone the drips and then do it
Damn! This is a cool character
After watching a youtube short video, i saw that there is a chicken breed (The Ayam Cemani) who is all black. Even their organs and eggs are black which i find pretty cool. Idk if the Neonates are going to remain black, if so, i suggest adding a mob that spawns the Neonates which is totally up to you btw. Also, i love these vids!
I really find these interesting.
I love all these videos!
loved it
As someone who has a hard time running high poly 3D games on their computer, your topology makes me die a little inside.
But, it is looking Very Good. uwu
I think the neonates would be good for a representation of infinite time as if they had infinite time before they were born.
Can't wait for the actual game to come out
Very cool
you could increase the width of the wrist in order to connect to the main enemy
Wouldn’t it also be cool if the arm would generally rest in the split chest of the character by lokating it further down, adding the bizepspart of the arm so that the forearm would lie in his chest with the hand facing to his face
wowww really cool!
i wonder what it would look like if it were to have numerous arms.
If they're in that sort of fetus stage maybe they should have a bellie button or an umbilical chord?
I just realized you are not using axis and (move/scale/rotate) shortcut on blender, when it's one of the main selling point lmao.
It's R(rotate) G(move) s(scale) and XYZ (each one move / rotate / scale along the axis)
weeee another one has been posted! these egg children make me hungry for fried rice lol
i want to see a neonate flip someone off, it'll be funny
16:46 dad walks into the room
Which app are you using to make those Things
Boro! What do you think neonates smell like?
pleaseee give indonesian subtitles, my english is not good
omoazin