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/3/ - 3DCG


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>> No.477970 [View]
File: 400 KB, 1024x768, cocina_Camera001.jpg [View same] [iqdb] [saucenao] [google]
477970

>>477948

added some details and finished it. lightning is "what it is", it's a class project where we must use daylight system only and do our most with mental ray materials, it doesn't give much versatility.

>> No.477978 [View]

>>477970
i'm here. changed a bit the light colour and touched the exposure control. in two or three hours i'll post result.

>> No.478003 [View]
File: 273 KB, 1024x768, youngLinkMesh.jpg [View same] [iqdb] [saucenao] [google]
478003

So here's links body. I wanted to go for the majora's mask design which I always imagined to be rather muscular. I'll sculpt most of that detail but I wanted the base mesh to have a good foundation.
Did I over do it?

I'm also pretty vexed over the length of the arms. I did some pretty thorough comparisons to other references but they still seem too short.

I drew m own image planes for this project so the design is original, which means I may have drawn it with bad proportions. I based my drawing off of OOT artwork, but then I saw the models for hyrule warriors and had to just sit and sulk for awhile. I redid the face with soft selection, its nothing like how I drew it, and I made it more like hyrule warriors.

>> No.478004 [View]
File: 247 KB, 1024x768, youngLinkMeshHead.jpg [View same] [iqdb] [saucenao] [google]
478004

>>478003
The most important question I have though is:
does this look like link?

Like I mentioned I drew my own image planes based off the 2D official artwork of OoT, and then after I saw the Hyrule Warriors mesh I changed it to be more like (but not exactly like) that.

>> No.478005 [View]
File: 633 KB, 1024x768, youngLinkMeshHeadDetails.png [View same] [iqdb] [saucenao] [google]
478005

>>478004
I feel like the face is in a comfortable spot. The bady again I'm not sure if I overdid the musculature and I'm iffy on some of my proportions.

I painted link stuff onto the head to see if it looked better with hair and a hat and I'm pretty happy with it.

>> No.478021 [View]

>>478004
>>478003
ayy lmao

>> No.478023 [View]
File: 654 KB, 1440x900, test2ps.jpg [View same] [iqdb] [saucenao] [google]
478023

>>477196
some progress

>> No.478024 [View]

>>477969
Its supposed to be matte black

>> No.478025 [View]

>>478023
cozy

>> No.478044 [View]

>>478024
then lower the bump and make it iron cast or hard resin cast. there is not a single possibility of matte wood in real live without sucking a lot to handle it. would belike using a sandpaper gun. trust me...

>> No.478047 [View]

>>478044
Im not sure you know what your talking about or its just your english, just because its painted matte black doesn't mean it would feel like sand paper, it'd feel like painted wood or plastic
But I did lower the bump

>> No.478049 [View]
File: 269 KB, 1024x768, youngLinkMeshClothes.jpg [View same] [iqdb] [saucenao] [google]
478049

And now clothes. Hair's not done. Still needs the sash for the scabbard, but i've got stuff to do today.

>> No.478057 [View]

>>478049
the eyes look off for me

>> No.478062 [View]

>>477451
Lewd

>> No.478083 [View]
File: 133 KB, 1080x1032, Test_Render_1.jpg [View same] [iqdb] [saucenao] [google]
478083

>>476617
Working on a small outdoorsy scene, trying my first attempts at making textures

>> No.478086 [View]

>>478057
There


There are no eyes anon

I think you need to get out of your house...

>> No.478089 [View]

>>478086
the eye sockets you dumbo

>> No.478091 [View]

>>478047
he's saying it would have gloss because of the paint
yours looks like rubber and kind of odd

>> No.478093 [View]

>>478091
not all paints are glossy

>> No.478095 [View]
File: 123 KB, 1020x788, apr05_02.jpg [View same] [iqdb] [saucenao] [google]
478095

>>478093
>>477957

of course not but in this case it would definitely help, as the black color, plus the extreme lack of gloss as well as the bump, make it feel more like asphalt or rubber.

It also feels like on the darker materials, the albedo/spec maps are too dark, and as a result the don't seem to be receiving a physically accurate amount of light (especially compared to the barrel).

Also the wear on the metals towards the back of the gun look too procedural, dense and random, making it feel closer to stone than metal with logical wear

>> No.478097 [View]

>>478095
I disagree on the needing more gloss
maybe I should just say its plastic with wood markings, problem solved no?

there arn't albedo/spec maps, but because its a matte color the light doesn't spread as much on the surface like a shinier material, like the barrel.

thats because it is, and uses a stone texture
didn't get around to making that better but honestly it doesn't matter to me.
I might just get rid of it because its supposed to be modernized.

>> No.478103 [View]

>>478097
even if you said that it doesn't look like plastic, it still looks like rubber or asphalt to me, the material definition is not clear.
also, trying to pass off a mistake as another material is lazy.

okay you aren't using pbr worfklow? Post the maps you're using then, maybe that will reveal the problems.

why would you post your work if the quality of it "doesn't matter" to you?

>> No.478104 [View]
File: 124 KB, 1145x612, Screen Shot 2015-05-29 at 7.22.26 PM.png [View same] [iqdb] [saucenao] [google]
478104

>>478103
Lazy, no. I've simply changed my mind on what the material is. Not like you or any one else hasn't done that before.

Im not using maps, Im using a node shader that allows me to control how the material looks
(the picture is the mats node tree)

the texture doesn't matter to me.
>I might just get rid of it because its supposed to be modernized.
Not the overall work, cant you read.

>> No.478114 [View]

>>478104
>I've simply changed my mind on the material is

Lazy or not, it doesn't change that on an initial impression two random people didn't understand the material definition. That means there is a readability problem.

>The shading network

Shading networks are powerful but unless you are very good at it, I would at least supplement with some maps. At Pixar, they combine the two methods. The result is what matters. Your shading network hasn't resulted in anything better than simply slapping on some photo maps in a minute would.

Earlier you said:
>because its a matte color the light doesn't spread as much on the surface like a shinier material, like the barrel

You have a misunderstanding here. A clean shiny material has tighter specular, and this is because the smooth surface leads to less diffusion of light. The wood still requires the same amount of specular as the barrel, it is just diffused differently due to the surface quality.

About that barrel. Whatever wear/bump you have isn't helping, it's very streaked and looks like wood grain. You need to add more complexity to that shader to make it really look correct.

>Not the overall work, cant you read

Your work as a whole includes everything that is shown. That includes that strange metal shader that you didn't care about, which detracts from the overall work. You should learn to listen to the crit without insulting the person offering advice.

Hope this helps!

>> No.478120 [View]

>>478114
It doesn't :)
your advice helps little, or not at all

The first guy did not not understand the material he said tone down the bump and make it glossy.

I don't care what pixar does because Im sure other professionals do it another way.
also what the hell are you talking about?
that tree is super basic and you still have to adjust maps so there is no difference in work time.

That is what I meant to say however, A matte or a flat colored object does not have specularity because the light is spread over the object "evenly", so that means there isn't a focus point of light, which means no gloss.

>I might just get rid of it because its supposed to be modernized.
I was already thinking that and I did get rid of it but it seems like you don't understand what a shader does.

you also still cant read
>the texture doesn't matter to me.
and
>I might just get rid of it because its supposed to be modernized.
when did I say metal shader?
you should learn to read, just my advice to you friend.

>> No.478124 [View]

>>478120
A matte object still has specularity. It is how the specular component is distributed that makes it appear matte. Check out Marmoset's article about PBR, it will help.

I hope you mature over time as an artist, this inability to handle criticism (even if you disagree with it) will only hurt you in the long run.

Good luck man.

>> No.478137 [View]
File: 648 KB, 1920x1080, pic4.jpg [View same] [iqdb] [saucenao] [google]
478137

Did some minor lighting so you guys could see better, still not final lighting so dw about that.
Still needs some texture work on the buildings and such

>> No.478142 [View]

>>478023
The subtle bump pleases me greatly.

>> No.478145 [View]

>>477451
I would really like to know how you set up your scenes and light them for renders. It always looks great.

Also, I remember seeing a few biped rigging/animation tutorials on DT.

>> No.478146 [View]

>>478124
You can call me immature all you want but that doesn't mean Im wrong bud

I don't see why you think Im taking these "helpful" tips poorly, is it because I disagree?
The truth is friend its you who needs to mature.

also skimmed through the article, far more insightful than you, and found nothing on a flat color object needing specularity-gloss, in fact the flat colors the article exampled had the gloss, reflectivity, and, roughness low like I do in the tree

>> No.478147 [View]

>>478137
Lightings better , but whats the dream about again?

>> No.478156 [View]

>>478146
You don't seem to get what the pbr article is saying. The roughness (aka gloss) varies but the amount of specular light it receives is the same, that's what they were pointing out with the mud vs water puddle example. You seem to be mistaking gloss and clearcoat or don't understand the terminology
Part of what I have been trying to communicate is that your darker materials don't seem to be receiving the same amount of specular overall which is breaking the realism. Look at your materials honestly and tell me that those are as good as you see in AAA games. Then think about what is causing the gap in quality and address it.

>> No.478178 [View]
File: 349 KB, 1041x565, linkfaceComparisons.png [View same] [iqdb] [saucenao] [google]
478178

>>478089
OK can you be more specific? Here's what I used as references. The left is my original drawing and the right is the model from hyrule warriors. I originally modelled the face like the left but then changed it to be more like the right.

>> No.478179 [View]
File: 280 KB, 444x246, giphy.gif [View same] [iqdb] [saucenao] [google]
478179

>>477451
an ostrich

>> No.478199 [View]

>>477774
vip when uleh

>> No.478205 [View]

>>478147
I was meeting some friends downtown because they all were able to run up this hill that was basically a 90degree angle and i couldnt make it for some reason so iwas like fuck it ill take the skytrain and meet u guys there, so i get on the skytrain and get off at the station downtown and walk out the door and i look over and hovering above the street is a jet just sitting there and then all of a sudden it flies full force into the building ahead of it and blows up like 9/11

later i wanna make a full length animation of it flying into the building and blowing up long project but theres a plugin that makes it easy

>> No.478223 [View]

>>478178
It might be the ends of the eyes ( towards the ears) have too much depth to them.

>> No.478229 [View]
File: 2.93 MB, 1574x886, Range day1 copy.png [View same] [iqdb] [saucenao] [google]
478229

>>478156
you mean the Fresnel never changes. Its not specular light. why do keep saying specular when in pbr specular isn't called that or used. I understand what this article is saying both theory and practice.

Pbr matts don't receive specularity
I feel like you are just saying this at this point.
>your not triple A , kid
honestly, who says that.

and the problem you said I was having was not the problem at all.

all I did was get rid of the maps and brighten the colors.

also lets see your work and practice, Im curios on what you do. hell if its good Ill shut my trap.

>> No.478236 [View]
File: 172 KB, 807x515, Capture.png [View same] [iqdb] [saucenao] [google]
478236

>>478223
Hmm I've moved the outside of the eye forward a bunch, it's just about at the same z depth as the inside of the eyes. It doesn't really look different.

>> No.478238 [View]

>>478236
I wouldn't say there is much difference, but it is definitely noticeable.

>> No.478259 [View]

Ah shit. Zbrush is not working. I unis talked and reinstalled. Installed the latest version.

When I open it i hear the error noise and then nothing happens. It seems like there's an invisible Zbrush window that blocks control of windows behind it but it never appears and let's me use the program.

So work not inprogress.

>> No.478261 [View]

>>478229
>Pbr matts don't receive specularity
Yes they do. Jesus man you need to learn how to appreciate good advice, you are lucky someone decided to actually give you well thought out and written advice without insulting you personally or using memes, you realise how rare that is here? You won't get far in this industry if you take polite and well meaning crit like that as personal criticism, grow up.

>> No.478268 [View]

>>478261
But it wasn't good advice. the only good thing that anon said was look at an article that was 200x more informal than anything the anon said.
And pbrs don't receive specularity, its the light spread that is creating the gloss, that shine, and what not. secularity isn't something that is received its a second layer of a shader that simulates the spread of light or lack of spread ( on a non pbr shader).
sure he didn't meme me to boredom but hey heretic that doesnt mean I cant disagree with the anon.
>grow up
yea
learn that people can disagree
learn that people have varying opinions
learn that I didn't take it personally because I disagree
learn that it doesn't matter how its presented its still the same shit.

But thats 4 chan
4 u

>> No.478272 [View]

>>478268
Here's a tip: just never defend yourself to criticism. Even if it's unfair or insulting. In this position of artist presenting work to be critiqued there's just not situation where you can argue with a criticism and look good. You don't have to take their advice but if you breath a word back you dont look good. Ever.

>> No.478273 [View]
File: 352 KB, 643x823, Capture.png [View same] [iqdb] [saucenao] [google]
478273

So what are some fancy zBrush ways of making a slick texture? I'd like to do it all in zbrush if I can.

Also this mesh shape isnt indicative of how it really looks. Zbrush smooths out corners when it divides so I used a morph target to preserve the shape and it kinda went too far in the other direction. Won't matter for the end though so it's fine.

>> No.478274 [View]
File: 383 KB, 574x832, Capture.png [View same] [iqdb] [saucenao] [google]
478274

>>478273
normally i just kind of vomit some colors onto the mesh in zbrush and use the results as a guide in photoshop but i'm wondering if i cant get better results working entirely in zbrush

>> No.478394 [View]

>>478273
>>478274
If you have some micro detail in your mesh like wrinkles or pores you can use auto masking by cavity detection to get more detail. You can also use alphas and textures, and remember to lower the rgb intensity of the brush so you can blend colors for better results.

>> No.478402 [View]

>>478394
>auto masking by cavity detection
oh oh oh yes that. how do you do that?

>> No.478405 [View]
File: 603 KB, 773x841, Capture.png [View same] [iqdb] [saucenao] [google]
478405

>>478402
figured it out.
Went a little over board and now link looks like a titan lol

>> No.478429 [View]

>>478272
sadly I agree
but honestly, It gives me something to do when Im bored XD