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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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File: 565 KB, 1500x882, WIP.jpg [View same] [iqdb] [saucenao] [google]
354211 No.354211 [Reply] [Original]

/3/ Work in Progress thread

Whatever you're working on, post it here

>> No.354213
File: 349 KB, 1920x1080, Cosmo Canyon WIP.jpg [View same] [iqdb] [saucenao] [google]
354213

still working on this...

>> No.354233
File: 312 KB, 1440x900, wip.png [View same] [iqdb] [saucenao] [google]
354233

still working on my loli.

>> No.354237

>>354233
holy shit

>> No.354250
File: 3 KB, 126x126, 1361689771635.jpg [View same] [iqdb] [saucenao] [google]
354250

>>354233
you should probably stop. There's a lot wrong with it.

>> No.354251
File: 243 KB, 1015x847, Capture.png [View same] [iqdb] [saucenao] [google]
354251

Rigging this.

>> No.354252

>>354251
Upload when finished I would like to animate that plz. is it your model?

>> No.354253

>>354252
no i just found it online somewhere.

>> No.354258
File: 45 KB, 779x387, 17-05-2013 01-25-43.png [View same] [iqdb] [saucenao] [google]
354258

Please help me guys, how can I arrange the steel to look good, cuz there it's just average.

I mean the painting, it's my first time I'm learning blending.

>> No.354267
File: 122 KB, 1257x709, 17-05-2013 02-05-02.png [View same] [iqdb] [saucenao] [google]
354267

problem solved.
Tell me what you think of the design.

>> No.354273

>>354267
i feel like the sharp edge looks weird texture wise.
you should have that white running throughout the edge not just in random spot.
kinda like in the first pic you posted

>> No.354275
File: 1.86 MB, 1354x909, 17-05-2013 02-44-59.png [View same] [iqdb] [saucenao] [google]
354275

>>354273

I see, and I was thinking just the opposite when I removed some parts of the sharp edge.
I'll fix this then.

Also next time I'll try modeling something else than a big sized kitchen knife.

>> No.354276

>>354267
Little too over the top with the ornaments on the blade. Otherwise it's fine. Boring design though.

>> No.354277
File: 166 KB, 1920x1080, untitled.jpg [View same] [iqdb] [saucenao] [google]
354277

Whoops

>> No.354278

>>354277
What size is that? Triple Z's?

>> No.354280

>>354278
More like Double "D".

>> No.354286

>>354267
Nice ceremonial lange messer (or however you spell it)

>> No.354293

>>354277
They kind of look like Penises

Dick Tits

>> No.354318
File: 2.36 MB, 1920x1080, cave.png [View same] [iqdb] [saucenao] [google]
354318

Well, 50%.

To do: Hide the bad texture at the right, adding something at the left corner (maybe an ole rotten conquistador with a rusty sword and plate armor), replace the fake jungle in the background with something made of geometry.

>> No.354325

>>354318
why is there a big uncut penis at the entrance of the cave?

>> No.354326

>>354325
A what?

>> No.354327

>>354318
Really really dark. You need more light. Even if its a cave. Visually, this boring.

>> No.354334
File: 2.12 MB, 3008x2000, the-entrance-as-seen-from-inside.jpg [View same] [iqdb] [saucenao] [google]
354334

>>354318
Yep. Need more light bro.

>> No.354339

>>354318
go to Gamma / LUT settings
crank up the gamma from 1 to 2

>> No.354342
File: 223 KB, 1000x480, poly van RC.jpg [View same] [iqdb] [saucenao] [google]
354342

>> No.354344
File: 815 KB, 4096x3060, human.png [View same] [iqdb] [saucenao] [google]
354344

My wip. My first human form ever. Well, second, I was attempting this last night but had to restart because of a few double vertexes that were screwing up the model that I couldn't' fix

>> No.354345

>>354318
this is in urgent need of lwf

>> No.354364
File: 221 KB, 1090x723, topo.jpg [View same] [iqdb] [saucenao] [google]
354364

Do you think topo is ok guys? Its for unity, I want to make an inventory system though, so the male/female are just a base.

>> No.354371
File: 199 KB, 580x759, solodice-test3.png [View same] [iqdb] [saucenao] [google]
354371

working on model of lady robot thing in my spare time when I'm not working on EVEN MORE ROBOT STUFF though i'll admit I haven't touched it in 4 days.

>> No.354377

Does anyone know where I can find some rigged models online to practice modelling?

>> No.354381

>>354364
prettty good!

>> No.354397

>>354377
>to practice animating*
just realised that error.

>> No.354425
File: 1.49 MB, 1000x2000, been-a-long-journey-and-only-about-half-done.jpg [View same] [iqdb] [saucenao] [google]
354425

still a lot to do but its coming along nicely

>> No.354431

>>354425
ill watch this. its got some potenial

>> No.354440

>>354425
Wires

>> No.354451
File: 723 KB, 1500x1000, dont feel like cooking wires.jpg [View same] [iqdb] [saucenao] [google]
354451

>>354440

i dont feel like cooking out wires the scene is heavy and i already have these rendered out...

>> No.354473

>>354425
whats it for?
looks cool by the way

>> No.354476
File: 66 KB, 960x720, 532359_260164520753197_773167629_n.jpg [View same] [iqdb] [saucenao] [google]
354476

>>354451
can we just see the wires of the car and tentacles? In return. Dat Ass

>> No.354500
File: 231 KB, 1920x1026, ScreenShot1301.jpg [View same] [iqdb] [saucenao] [google]
354500

modelling a gun i made a papercraft model of to use in an animation in the future.

im an animator so modeling is not my forte, as is clearly visible.

>> No.354517

>>354377
in terms of free rigs, i'd recommend animation buffet.

also turbosquid (aka turboshit) has some but they mostly suck. you can find the common ones like norman there though.

>> No.354524

>>354425
looks horrible

>> No.354527

Does anyone have any moeblob tutorials?
I want to do a very animu chibishit head but dem cheeks are hard to wrap my head around.
Specfically, I'm trying to do that dog from the new Animal Crossing.

>> No.354529
File: 579 KB, 1200x692, fine heres a screen cap from the source.jpg [View same] [iqdb] [saucenao] [google]
354529

>>354473
thnx

>>354524
lulz, yer right, its crap

>> No.354540

>>354334
It does not need more light, i want to just make the shadows even a bit darker. Your picture is a photography, the human eye would see a very dark outside, and very dark corners, maybe the corners would be completely black. When the eyes adopt to the darkness in the back of the cave, the bright sunlight coming the entrance would blind you.

>> No.354542

>>354540
>>354334
so is this guy:
>>354318
trying to render with a camera or 'an eye'?

>> No.354544

>>354250
;_;
could you elaborate?

>> No.354548

>>354542
I want to render a picture how the human eye would see it, after staying a while in the darkness of the cave. So, the entrance area has to become maybe a bit brighter (i think i do that in postprocessing, the rendering above has no pp at all), an the shadows a bit darker.

Also the photography in
>>354334
shows a cave with much brighter limestone, while my one is more like carved out of darker granite. An the entrance is much larger.

>> No.354550
File: 2.45 MB, 1920x1080, cave2.png [View same] [iqdb] [saucenao] [google]
354550

BTW Good morning, gentlemen. Just began to proceed working at the thing.

>> No.354551

>>354548
I don't think they are saying that realistically it needs more light, but for the composition it looks boring without more light.

>> No.354564

>>354550
>render what your eye sees
Most app, if not all, use camera representations to render. (Lens diameters, focal length, shutter speed, etc)

>> No.354576 [DELETED] 

This is some initial work I've been doing on a project that has been in the works for 8 years (It took me a long time to get the hang of 3d modelling. It is going to be an animated short about a peruvian pointillism artist named Imbowe and her struggle to show the world a world in points. She is also a lesbian.

>> No.354577
File: 25 KB, 800x600, imbowe.jpg [View same] [iqdb] [saucenao] [google]
354577

This is some initial work I've been doing on a project that has been in the works for 8 years (It took me a long time to get the hang of 3d modelling. It is going to be an animated short about a peruvian pointillism artist named Imbowe and her struggle to show the world a world in points. She is also a lesbian.

This work is copywrited by me 2013.

>> No.354580

>>354550
The uncut boner is still there. I can't be the only one to see this.

>> No.354581

>>354577
lol

>> No.354586
File: 90 KB, 1308x717, man.jpg [View same] [iqdb] [saucenao] [google]
354586

blocked in textures, faggy eyes for reference. Should I do card hair or polygonal hair?

>> No.354596

>>354564
You are confusing technical aspects (of photography) with style.

>> No.354597

>>354586
Jesus Christ, how horrifying

>> No.354607 [DELETED] 
File: 138 KB, 1054x1807, underbla.jpg [View same] [iqdb] [saucenao] [google]
354607

I think I'm gonna redo that bra.

>>354586
I'd do polygon hair but I have a hard time
imagining what you're going for right now.

>> No.354608
File: 138 KB, 1054x1807, underbla.jpg [View same] [iqdb] [saucenao] [google]
354608

I think I'm gonna redo that bra.

>>354586
I'd do polygon hair but I have a hard time imagining what you're going for right now.

>> No.354610

>>354608
ankles look wrong

>> No.354612

>>354608

Wow, the texturing and model is niice

great stuff - 10/10 would bang

>> No.354615

>>354610
Got it, I'll take a look
>>354612
textures arent done yet but thanks :)

>> No.354631

>>354608
i know this might be a little nitpicky but i would love to see a little more detail in the knees and where the arm bends

>> No.354632
File: 2.81 MB, 512x512, final.gif [View same] [iqdb] [saucenao] [google]
354632

the background is the hdri

>> No.354660
File: 362 KB, 1920x1080, WIP.jpg [View same] [iqdb] [saucenao] [google]
354660

Hey /3/ I was wondering - are there any glaring issues with this I've missed, before I start to work on the the rest of the scene?

I guarantee I'll have artist eyes and won't be able to see what's wrong as well as all of you...so criticise away please

Also, I any advice with making the umbrella type roofs to the huts? Seems like a strange thing to model, and early attempts looked really wrong

>> No.354675

>>354632
cool
>>354660
i would make the mountain walls tapered , like they are in reference picture, they are too boxy now, it would add lot of character to the scene

>> No.354687

>>354577
are you serious? it looks like shit.

>> No.354693

>>354687
>Not recognizing this

>> No.354695

>>354660
Make sure you focus on the details, like the curved staircase and the crooked rungs, those are really important to the taste of the source. As for the hut tops, try making a circular plane, plenty of segments, select the middle point, and adjust the softselection heavily. If you get the soft selection right, it should get the correct tapering, and then from there maybe you could bevel some splines for the ribs?

>> No.354698
File: 277 KB, 893x614, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
354698

>>354660

>> No.354699

>>354548
the problem is that its not an exact replica of what you would see. you are supposed to be making something that people want to look at

>> No.354704
File: 88 KB, 650x520, reboot.jpg [View same] [iqdb] [saucenao] [google]
354704

>>354577

>> No.354718
File: 497 KB, 1920x1200, 2005 - Tardis_002.png [View same] [iqdb] [saucenao] [google]
354718

Just started my Tardis.

>> No.354723
File: 481 KB, 1920x1200, 2005 - Tardis_003.png [View same] [iqdb] [saucenao] [google]
354723

>>354718
Done for the night, messed up the proportions somewhere. I'll deal with it when I am sober

>> No.354733

>>354723
Such piss poor progress for over an hours work. A simple shapes TARDIS like that should easily have its base fully modeled within an hour, but even that would be a lot of time...

>> No.354739
File: 416 KB, 1280x720, mylife.jpg [View same] [iqdb] [saucenao] [google]
354739

First year with maya. Rates or criticism?

>> No.354745

>>354704
Holy mother of unexpected nostalgia

>> No.354749
File: 217 KB, 1263x914, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
354749

After a few months, I worked on my previous model and made a few upgrades.

What does /3/ think?

Especially happy with the face. Majority of it is still WIP.

>> No.354753
File: 42 KB, 288x207, abs.jpg [View same] [iqdb] [saucenao] [google]
354753

>>354749
the abs on the high poly look like they are going to eat me.

>> No.354755

>>354749
the guy on the left looks like Daniel Craig

>> No.354757

>>354749
what kind of fucked up anatomy is that ? horrible work

>> No.354760
File: 41 KB, 1280x720, not_the_hero_of_time.png [View same] [iqdb] [saucenao] [google]
354760

>> No.354762

>>354745
Rainmaker was supposed to of been making a Reboot movie for I don't know how many fucking years. I think the right got sold off to some Chinese company a year ago though :S

>> No.354765

>>354757
Look at this guy, working at dreamworks on weekdays and helping out a fellow anon in his free time with his expert wisdom.

>> No.354766

>>354765
> can't counter so he exaggerates.
Just google a muscular torso imbecile.

>> No.354767

>>354749
hes missing a penis...

>> No.354768

>>354766
i dont see whats wrong outside of the heavy definition, but even than i can hardly call it wrong.

>> No.354772

>>354768
> dont see whats wrong*
because you can't into anatomy

>> No.354773 [DELETED] 

Spent a few hours making a Ruger Blackhawk. Still needs a few finer details such as the groove that runs between the trigger guard and the main frame, as well as other misc changes. 3144 polycount so far.

>> No.354774
File: 527 KB, 960x1080, Ruger.png [View same] [iqdb] [saucenao] [google]
354774

Spent a few hours making a Ruger Blackhawk. Still needs a few finer details such as the groove that runs between the trigger guard and the main frame, as well as other misc changes. 3144 polycount so far.

>> No.354778
File: 159 KB, 610x799, tfw.png [View same] [iqdb] [saucenao] [google]
354778

Practising IK rigging
>inb4 model has no fingers

>> No.354779

>>354577
bad troll is bad

>> No.354780

>>354749
go study human proportion

>> No.354782

>>354749
Its not bad.

>> No.354796

>>354772
point out the glaring flaws that are there that can't be explained by wip, because im honestly interested.

>> No.354798

>>354774
bevel. good luck.

>> No.354801
File: 10 KB, 327x173, 1366963251838.png [View same] [iqdb] [saucenao] [google]
354801

>>354733
Normally yes. If i were to be doing it by eye. But i went and tracked down the blueprints for the 2005 model and I'm modeling it off of the dimensions so i can get it perfect, because I'm way too anal for my own good.

>> No.354806
File: 112 KB, 1242x832, Ruger1.png [View same] [iqdb] [saucenao] [google]
354806

Anyone who is free to crit me, unleash your fury!

Have been working on toplogy and trying to ensure there's as little tris/ngons as possible. The only area I'm not satisfied with is the cylinder topology at the rear of the cylinder fluting.

>> No.354807

>>354806
Unless you're going to smooth it in the future, it's okay to get rid of those five loops on the barrel by welding them all together.

>> No.354809
File: 64 KB, 1280x1024, zommieVER01.jpg [View same] [iqdb] [saucenao] [google]
354809

I want to build some zombies and then kill them.
Not very original, but a good way to test out some fluid and smoke dynamics.

>> No.354810

>>354753
I don't get what you mean

>>354755
I thought that too at first. Then I googled it, but the shape of his jaw is different, and the wrinkles are more defined. The nose is slightly bigger and downwards pointed, and the ears are bigger because of his age.

>>354757
Constructive criticism would help me more on improving my "fucked up anatomy".

>>354767
Oh, /3/, you cheeky little monkey.


>>354780
What's wrong proportion wise? It's mostly based around what I learned from loomis books. 8 heads tall. Hands 3.5 heads/below pelvis line. Legs 4 heads from the pubic area. Body width, 2 heads. Is there something I am unaware of?

>>354782
Thanks.

>> No.354813

>>354780
You posted this to that, while you didnt say a word to this.
>>354778
This is a typical type of jelly or something only prevalent on /3/

>> No.354814
File: 54 KB, 500x500, tumblr_mcmzirMgj01rg5jito1_500.jpg [View same] [iqdb] [saucenao] [google]
354814

>>354806
like i already said. bevels. those sharp edges aren't real.

>> No.354817

>>354809
hey /3, i am not so sure what to do with him...
Neo-Nazi-zombie or Biker-zombie?
Nazi-zombie with just one arm so he hails continiously?
Biker-Zombie with tire marks on his skull and guts hanging out?
Both?

>> No.354818

>>354813
I don't really mind.
It only motivates me to be better.

>> No.354819
File: 1.08 MB, 1920x1080, grease-01.jpg [View same] [iqdb] [saucenao] [google]
354819

>>354817
80's style Biker zombie with leather jacket then make a female counterpart. Later animate them dancing together.

>> No.354820

>>354807
Not sure what I'll do with it yet. I try doing a higher-poly version with turbosmoothing and some support lines, but I'm still learning about the appropriate toplogy for that.

>>354814
My bad, I totally missed that post. I have already begun beveling and adding lines to the frame and hammer.

>> No.354822 [DELETED] 
File: 329 KB, 1677x864, utte.png [View same] [iqdb] [saucenao] [google]
354822

why won't boolean work? I realy need to delete all that's under the armour.

>> No.354824

>>354819
...if i model a female biker, it will be an extreme ugly hambeast, and they will only dance the bullet twist.
Thanks anon, that was inspirational. I'll think about it.

>> No.354830

>>354818
no I'm upset because /3/ has a habit of trying to knock decent artists down to their own level because they feel insecure. It's really sick.

>> No.354835

>>354830
>no I'm upset because /3/ has a habit of trying to knock decent artists down to their own level because they feel insecure. It's really sick.

Its a tough crowd, but a fair one.

>> No.354843
File: 202 KB, 680x453, 1344900590772.png [View same] [iqdb] [saucenao] [google]
354843

>>354233

>> No.354849

>>354577
http://thekylersmith.com/Final-Website---Demo-Reel.html

He lists his phone number. I called it, he's legit. Although the guy who posted it is trolling.

>> No.354853
File: 20 KB, 550x546, Handling-Labels-Two-Person-Lift.gif [View same] [iqdb] [saucenao] [google]
354853

>>354830
its easier to pull someone down to your level than it is to lift them up. gravity. shits real serious mang.

>> No.354854
File: 44 KB, 827x760, girat pro.jpg [View same] [iqdb] [saucenao] [google]
354854

Giratina I am working on, does anyone know to do this in zbrush: Create 2 object symmetrical or two objects and treat it as 1 object? For the feet I need to do pieces of armor.

Sorry for double posting.

>> No.354859
File: 803 KB, 1920x1080, render.jpg [View same] [iqdb] [saucenao] [google]
354859

Created this Darker Than Black Background with some assets I'm making for Skyrim!

>> No.354861

>>354859
i knew this mask and i had problems recognizing what oim looking at, its shape is way off

>> No.354864

>>354854
Create just one piece of the armor then mirror it over with subtool master

>> No.354865

>>354859

I liked the first sentence a lot, pls post a link to the high res background when you finish it. Darker than black was pretty good, I still need to watch the 2nd season

I hated the second sentence of your post

>> No.354866

>>354865
There is only 1 sentence, retard.

>> No.354868
File: 64 KB, 1191x670, darker_than_black_mask_by_rafael_de_jongh-d65pvkp.jpg [View same] [iqdb] [saucenao] [google]
354868

>>354861
Here's what it looks from front perspective, it might just be the perspective you're not used to, I've followed pretty much every reference I could find to get the shape right so normally it should be correct.

>> No.354867

>>354865
There is no second season, there is nothing else to be seen after the first Darker than Black,

>> No.354869
File: 926 KB, 1920x1080, hay.jpg [View same] [iqdb] [saucenao] [google]
354869

I really need to find a better grass texture, rendered 1 min ago.

>> No.354871
File: 8 KB, 224x225, 1357094170997.jpg [View same] [iqdb] [saucenao] [google]
354871

>>354868
Looks even worse here

>> No.354872

>>354871
Well that's as far as the references go, if you think it's unjust please provide a reference where the shape doesn't matches the one I've made.

>> No.354873

>>354865
Here's a High Res one, I had to scale it down as it was to big to be uploaded here: http://rafael-de-jongh.deviantart.com/art/Darker-Than-Black-Background-372622650

I'm doing this also for CS:GO and L4D2, but I've compiled it already for Skyrim.

>> No.354875

>>354867
There actually is there is a short in between serie of 4 specials called Darker than Black: Kuro no Keiyakusha Gaiden and after that the second season starts named Darker than Black: Ryuusei no Gemini. In total 41 episodes.

>> No.354881
File: 313 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
354881

>>354872
2d doesnt always translate into 3d very well, as far as references go it's spot on. However in the real work it would look retarded.

I made pic related so I could build my own Hei mask using papercraft and fiberglass.

>> No.354890
File: 165 KB, 766x628, $(KGrHqR,!iIE9Y5dlhfBBPmnCv2)Ow~~60_3.jpg [View same] [iqdb] [saucenao] [google]
354890

>>354881
Those eye sockets made it remind me more of the mask from bleach rather than the one from DTB.

I also took in account the depth/shape on how it would be on the face itself searching refs of real life recreated props. Where your mask more goes to a full covered mask or similar.

Either way I tried to recreate the shape as close as possible, if it does look wrong it might just be looking to it from a different perspective or just have another concept in mind that doesn't fit the DTB Mask.

>> No.354906
File: 281 KB, 1310x1172, 33.jpg [View same] [iqdb] [saucenao] [google]
354906

Its me again. Thinking of building a little rig for these guys now that I'm finished. Maybe get some weapons too. Baking and texturing was a bit shoddy, but meh.

>> No.354912

>>354906
looks....pathetic. like a 5 y.o. modelled it.

>> No.354914

>>354906
Why so Deux Ex?

>> No.354920

>>354906
Nice dude, really like it. Some of the better work I've seen on this forum. You should be posting on polycount, not here.

>> No.354929

>>354914
Because I like Deus Ex.

>> No.354933

>>354912
I'd like to meet these 5 year olds you know.

>> No.354935
File: 139 KB, 1379x779, Capture.jpg [View same] [iqdb] [saucenao] [google]
354935

Guys I'm stumped.

How the hell to I get rid of that grey shit at the bottom without completely getting rid of the shadow?

>> No.354937
File: 225 KB, 640x480, pignobump.png [View same] [iqdb] [saucenao] [google]
354937

What do people think? I'm relatively new to this, any constructive criticism?

>> No.354938

>>354937
He looks like a smug piece of shit.

I don't like him.

>> No.354939

>>354938
maybe he's supposed to look like a smug piece of shit...

>> No.354940
File: 479 KB, 1920x1200, 2006 - Tardis_004.png [View same] [iqdb] [saucenao] [google]
354940

99% done modeling
Too bad I can't texture

>> No.354942

>>354939
Maybe you're a smug piece of shit.

>> No.354943

>>354935
>grey shit
Lift the glass a trade off the table see what that does.

>> No.354962

>>354943
That didn't work.

>> No.354970
File: 195 KB, 372x1033, vikingrender.png [View same] [iqdb] [saucenao] [google]
354970

>> No.354972
File: 231 KB, 1263x914, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
354972

>>354755
Speaking of Danial Craig.

I am going to make it look like him now.

>> No.354977
File: 794 KB, 1914x1082, gamescreen.jpg [View same] [iqdb] [saucenao] [google]
354977

Been working on this today. Part of a game idea I've had for a while. It's top-down adventure platformer and this is the first area you're in after falling through the ground and into the cave. Next thing I'm working on are some plants and flowers and a beam of light coming down from the ceiling. I'm still a little confused on how to do the beam of light. Any tips?

>> No.354983

>>354977
Is it for the N64?

>> No.354985
File: 131 KB, 1094x592, gar.jpg [View same] [iqdb] [saucenao] [google]
354985

>> No.354987

>>354985
Pretty cool sword.

>> No.354993

>>354983
Yes. It is Tomb Raider.

>> No.355001

>>354835
Are you new? No it's not. I just demonstrated that it wasn't 2 posts ago.

>> No.355010

>>354869

Oh my god, don't ever post a render with a bad texture like that again please. Better grass textures can be found on google images

>>354977

Creating a disc plane, bevel it inwards and delete the inner polygons, then place a point or area light above it, that should give you a beam of light...if you want a volumetric light, it's gonna cost some cpu power. But not bad work

>> No.355016
File: 27 KB, 800x600, 15fr5gj.jpg [View same] [iqdb] [saucenao] [google]
355016

Yes I know, I need to add more poly count
(and upgrade the textures)
Btw the reference is the one on the right, how is it looking?

>> No.355027
File: 335 KB, 1055x391, fuckin-wip.png [View same] [iqdb] [saucenao] [google]
355027

>>355016
Still doing my creature.

>> No.355029
File: 235 KB, 1923x1080, Untitled-1.png [View same] [iqdb] [saucenao] [google]
355029

texturing a knife. anyone know how to fix this?

>> No.355031

>>355016
>>355027

Same guy? Oo

>> No.355036

>>355031
Eh nope

>> No.355037

>>355031
Nah, i'm the second one, i just answered by mistake.

>> No.355038

>>355029
Fix your smooth groups and turn off hardware shading, probably.

>> No.355040
File: 1.76 MB, 1215x859, plebs.png [View same] [iqdb] [saucenao] [google]
355040

school thing

>> No.355043

>>355016
I think it looks fine. You're the guy who posted in /v/ not too long ago right? I have a skeleton question. I'm trying to get my own character in source/gmod. What's your pipeline for getting your character rigged and into source?

>> No.355046

>>355016
Why would you re do a character that already exists in 3D?

>> No.355049

>>355046
Guess no one is allowed to ever redraw characters.

>> No.355051
File: 179 KB, 1365x736, FZX7aOb.jpg [View same] [iqdb] [saucenao] [google]
355051

>> No.355052

>>355046
maybe he's learning?

>> No.355058

>>355029
Make sure your verts in the middle are all welded together (select all, and use the weld option). Also a wireframe mightn't be half bad if there's any ridiculous slices in there.

Once that's done, try using autosmooth. Let me know how that goes.

>> No.355084
File: 595 KB, 1240x1754, hFT8nwg.jpg [View same] [iqdb] [saucenao] [google]
355084

>>355046
I actually want to create Tiny Tina and 3d print it.

a loli nude version.

For artistic reasons of course.

>> No.355092

>>355046
doesnt' exist, it's private for konami/platinum

>>355043
Yes I am, the point on source/gmod is getting the skeleton names, the animations are imported in the qc, wich is used for compiling models

>> No.355103
File: 349 KB, 1677x1017, penis.jpg [View same] [iqdb] [saucenao] [google]
355103

I'm trying to learn how to face, this my first three attempts with the latest one being brown.

Typology is a bitch, anyone have any tips on what i should have in mind when doing faces?

>> No.355125
File: 201 KB, 1700x1734, ПЕК~1.jpg [View same] [iqdb] [saucenao] [google]
355125

>>355084
Yeah, sure.

>> No.355134
File: 81 KB, 1600x334, cubism.jpg [View same] [iqdb] [saucenao] [google]
355134

>>355103

3rd is definitely better - faces are all about edge loops - so any tutorials on facial topology and edge loops will help you in making not only faces, but most organic models.

Glad you're learning, but protip - instead of using a sphere to begin with - subdivide a cube a couple of times , it gives nicer topology - pic related

>> No.355160
File: 57 KB, 1459x802, getonmylevel.jpg [View same] [iqdb] [saucenao] [google]
355160

>>355103
it looks like you're subdividing a sphere instead of patching out the contours of the face.

Look around for patch modeling or edge loop tutorials and you'll be able to create what you want easier.

>>355134
I agree with not starting with a sphere, but I prefer to start with a single plane and then rounding the shape of the head as I move around.
It makes it easier when you get to the ears so you have more polys to play with rather than just cutting out what you can and getting weird lizard ears.

>> No.355165

>>355046
Porn, obviously.

>>355010
I've been playing through Bioshock lately and sometime they have beams of light coming through foliage and it looks friggin incredible and it's obviously modeled using... something but I can't tell what it is. Usually I have "polygon vision" thanks to working with 3D but not in this case. It's too damn perfect.

>> No.355167

>>355165
fer realsies?

bioshock was made in unreal 3. the light shafts/god lights/light shafts are an integrated part of the engine. i'm not entirely sure how its done since i'm not an engine programmer, but you can get UDK, set up a scene and have the very same lights right away without any fuss.

just sayin'.

>> No.355171

>>355167
Oooh damn I didn't think about that. I'll have to do some research into the Unreal 3 engine then. I'm using Blender so I'm sure there's a way to get the same effect.

>> No.355180

>>355167
I got the unreal engine 3 source code

Want it?

>> No.355186

>>355180
Not sure what good that would do me in Blender. I found an article on how you do the volumetric lighting in Unreal 3 so I'm working off of that. If I knew how to use Blender's node system it would be tons easier. -.-

>> No.355200
File: 776 KB, 1919x1087, gamescreen1.jpg [View same] [iqdb] [saucenao] [google]
355200

Alright figured it out. Behold a beam of light. Next up is some grass and flowers.

>> No.355218
File: 790 KB, 1916x1087, gamescreen3.jpg [View same] [iqdb] [saucenao] [google]
355218

>>355200
Andddd here's the grass and flowers. First time ever doing grass. It's hard to make it look accumulated.

>> No.355237
File: 1.95 MB, 2560x1920, Fields_wallpapers_503.jpg [View same] [iqdb] [saucenao] [google]
355237

>>355218
Because you're using a patch of dirt as your ground.
If you want grass to look like grass, you need a ground tile texture that complements it.
http://www.crydev.net/viewtopic.php?f=315&t=100319
Link related, it also helps to create taller grass

>> No.355245
File: 779 KB, 1918x1085, GameScreen4.jpg [View same] [iqdb] [saucenao] [google]
355245

>>355237
Of course! I'm retarded... There is a grass texture under the grass but it's kind of hard to see with the bump map in the way. Next step I guess is to figure out how to get that out of the way in those spots. Probably stencils.

>> No.355246
File: 229 KB, 1064x768, Screen Shot 2013-05-20 at 10.56.59 PM.png [View same] [iqdb] [saucenao] [google]
355246

A spanish civil war-era automatic rifle

>> No.355254
File: 826 KB, 1078x844, pigions.png [View same] [iqdb] [saucenao] [google]
355254

niggers and pigions

>> No.355255
File: 19 KB, 525x334, do-not-want.jpg [View same] [iqdb] [saucenao] [google]
355255

>>355246

>> No.355262

>>355255

Thats why its a work in progress

>> No.355265
File: 1.31 MB, 1920x1080, l15.png [View same] [iqdb] [saucenao] [google]
355265

working on an L115A3 for project reality 2

>> No.355266

>>355167
in modern games on modern (360 and up) systems, those light rays arent/dont need to be modeled. older systems, yes, they were, but modern, thats an effect that takes the light sourse and where you are looking at it from and figures out if you should see a ray or not...

im not sure if any in game (not tech demo) stuff takes light as a whole and projects rays, like dust flys up, the light is to the back of you, and you see the rays in the volumetric dust, i know its possible, just dont know if its implemented.

if you are trying to get light rays in a 3d programs, see if you can add a very light layer of volumetric color, like white, and then project a light through it.

there may be a simpler/more correct way, but this should get you the rays without degrading the picture you want much.

>> No.355268
File: 1.33 MB, 1129x749, 21-05-2013 01-55-44.png [View same] [iqdb] [saucenao] [google]
355268

I'm having problem at texturing clothing.
How can I make it look more realistic? honestly now it looks low res, I don't know how I can paint it so that it looks like a real fabric.

Any advice?

>> No.355279

>>355268
ok, dont make it line up perfectly at the seams unless the clothing is suppose to be really expensive.

im talking about the blue one when i say that.
on the seams, make it seem like it bumps up a bit.

also in the pattern, put in a very small fabric pater in the background. the middle one, with how big the fibers are there, that pattern would be impossible to look that clean.

with the snow one. make the clothing, and the fuzzy part separate things entirely, that stuff wouldn't intersect. and with the white area, i'm not sure if its possible in skyrim, but add some flat planes, and texture them so it looks fuzzy and not flat, i would say make a fur on it but again, i dont know the skyrim engine enough to even know if its possible.

>> No.355290

>>355134
>>355160
Okay, thanks you guys, will continue today. Might post results

>> No.355295
File: 19 KB, 960x540, untextured.png [View same] [iqdb] [saucenao] [google]
355295

Spooky low poly skeleton. I can't make myself texture it, because I'm lazy and don't like texturing.

>> No.355296

>>355268
Your UV unwrap and diffuse are good, what is lacking is in the other parts of the shader.
Basically try to understand how light interacts with different fabrics I guess.

>> No.355302

>>355245

how did you create the rocks? just modelled them or used displacement maps? I have a scene with a lot of rocks in it and I'm wondering if there's an easier way to create them other than modelling each individual rock...

Also the grass looks good, but maybe turn down the saturation of the colours...it's too green compared to the mossy green you have on the walls. How did you make the grass and flowers as well? I'm new to 3D if you can guess

Good stuff

>> No.355316

>>355268
I'm only a layman, but it doesn't look like it's behaving like real fabric. For example, on the middle picture, the fabric appears to just stretch straight from her shoulder to her breasts, instead of crumpling on itself as it falls onto the skin between the shoulder and breasts(or looking tight--that would cause stretching/folding on the fabric too). This is present on the other models, too. For example, looking at the arm of the coat, it looks very clean and it doesn't look like the cloth is fitting the arm due to any force whatsoever. Although, maybe that's okay since the fabric of a coat is comparably rigid...

I can see that you tried to make it look like the fabric is folding/wrinkling(for example on the skirt area of the dresses), but it doesn't really work and looks a little more like light rippling along the fabric. I have the same problem, so I don't know what to tell you. However, I think the folding on your sashes looks good.

Sorry if none of this helps, like I said I'm not very good so don't take my words to heart. I probably shouldn't even be posting this.

>> No.355332
File: 237 KB, 2284x778, Top of Hut - 3rd Iteration.jpg [View same] [iqdb] [saucenao] [google]
355332

>>354698
>>354695

Pretty proud of this now - but god damn it took probably 4/5 hours over 2 days and 3 different Iterations

Thanks for the help...I tried the circular plane method, but it looked really wrong, this was done with splines, extending, rotating and modifying all of the points to fit into an octagonal area, then replicating 8 times, then a lot of tweaking to seal the edges of each segment - so awkward, but the end result I suppose makes it worth it

>> No.355343

>>355332
>>354698
All i did for mine was build a cylinder prim, reduced the sides to 6. Deleted the caps, extruded the roof and then extracted it from the hut. added some edge loops and shaped it. For the beams , just a stretched cube with some edge loops and bevels. took 15-20mins

>> No.355346
File: 398 KB, 1013x1483, bonk.png [View same] [iqdb] [saucenao] [google]
355346

Making this for a school project, she is my second human model. Do you have any advice for me?

>> No.355347

>>355279
well that's the problem, I don't want to use any premade texture or fabric I would pick up from google.
I want to paint it myself.
and I realy wouldn't know a good way to paint fabric.

>> No.355349

>>355316
It helps but I don't understand what you mean when it should be crumpling on itself as it falls onto the skin between the shoulder and breasts.

>> No.355354

>>355346
Terrible. You should just give up.

>> No.355355
File: 782 KB, 876x1032, CatStudy4.png [View same] [iqdb] [saucenao] [google]
355355

>>354211
blender fur we meet again

http://youtu.be/0PbYvoYFAWE

>> No.355359

>>355354
Typically I'm not usually this harsh, but I agree with this guy. Everything. And I mean EVERYTHING. From the design and proportion to the topology and the pose is really just awful. I have almost never seen a worse model come out of what is presumably a serious effort. Whatever school you go to should 1) fail you immediately and 2) shut itself the fuck down. Any institution that allows for this kind of work should never have opened its doors in the first place. The only way this even remotely acceptable quality of work is if you are either severely mentally handicapped or are literally blind and are using your computer through a combination of vocal commands and braille.

>> No.355360

>>355347
i suggest looking at a VERY high detail fabric and trying to get the shadows and lights right...

what im telling you is to use something like this
http://www.unsigneddesign.com/fabric2_edited.jpg
as a layer in photoshop... i think multiply, set to a lowish capacity as a backing layer for whatever you want to make.

to make the texture look real... wow there isn't a better word for it... it needs texture.

the middle one, that has a texture to it, the problem there is the detail in the dolphins wouldn't be that defined with that low a thread count.

>> No.355361
File: 17 KB, 244x250, 017.png [View same] [iqdb] [saucenao] [google]
355361

>>355359
....i didnt make that image, but you are out of line. Just way out of line. Please stop posting here, you ruin everything for everyone

>> No.355362

>>355361
this board is so fucking bipolar...
half the shit i see gets a this sucks with nothing constructive

>> No.355363

>>355362
its all by one or two young men who have a lot of hate in them but no actual crits that aren't opinions

>> No.355365

>>355359

Nah, that was harsh - The model may not be amazingly good, but it's not as bad as you make out - certainly better than a lot of stuff I see from even people who learn 3D at schools and colleges.

Having a bad day?

>> No.355364
File: 187 KB, 751x1063, Tim_Burton_Style__Alice_by_LIV4TheObsession.jpg [View same] [iqdb] [saucenao] [google]
355364

>>355354
>>355359
You do realise it's not supposed to be photorealistic, right? It's clearly going for a Burton-esque style (pic related), and I think it's quite good for a second attempt.

>> No.355367
File: 15 KB, 292x300, th-1.jpg [View same] [iqdb] [saucenao] [google]
355367

>>355361
>out of line
>/3/
>out of line
>on fucking 4chan
Seriously?

>> No.355368

>>355367
I believe you need to be informed that 4chan is not /b/, good sir.

>> No.355369

>>355364
>Burton-esque style
Obviously, that's why it's terrible.
> quite good for a second attempt.
If you keep thinking like that, you'll never get good.
You have to think "is it industry standard?".

>> No.355370
File: 177 KB, 453x309, tears-of-joy-51.jpg [View same] [iqdb] [saucenao] [google]
355370

>>355367
>thinks hes on /b/

>> No.355371

>>355369
First of all, I'm not the guy with the pic.
Second, there are lots of Burton-influenced successful commercial works.
Third, he said it's his second fucking model and you talk about industry standards. Get the fuck out.

>> No.355372

>>355370
dude, there is a reason why i posted >>355362

i see worse things and have had worse said to me,

>> No.355373
File: 963 KB, 1680x1002, Untitled.png [View same] [iqdb] [saucenao] [google]
355373

if anyone can guess who this old actor is i can move on

>> No.355374

>>355373
Patrick Stewart?

>> No.355376

>>355364
>>355365
>>355361
>>355362
>>355363

So, what do you think I should fix or pay more attention to? Are there ny obvious (or not) mistakes?

>> No.355377
File: 68 KB, 1675x962, Capture.jpg [View same] [iqdb] [saucenao] [google]
355377

>>355374
no

he's supposed to have hair

>> No.355378

>>355377
Sorry, friend, all I see is Patrick Stewart.
Maybe it's an actor I'm not familiar with.
Sorry.

>> No.355380

>>355373
>>355377
It's obviously Clint Eastwood, but don't get too flattered. It needs *a lot* of work.

>> No.355381

>>355380
thanks

>> No.355414

>>355029
Seems more to me that you didn't give your texture enough of bleeding, just make sure you have a couple of pixels of border around your texture and that should do the trick

>> No.355417

>>355302
The way I did the rocks is found in this video: http://www.youtube.com/watch?v=XcsrDduBVtE

It's pretty awesome because it's quick and simple and very effective when you have it set up. You also have to have a low-poly version of the rock to bake normals onto. Hopefully you can figure that out.

The grass and flowers are made using textured planes, the grass being subdivided once so I could move the vertices around to give it a bend so you can actually see it from top view.

And I'm happy somebody likes it. :P

>> No.355489

>>355346
mesh smooth and turbo smooth are not your friends. (the elbows are a dead give away) no matter how cool they say you'll look or how many other kids are using them, they will only get you into trouble if you try using them so early on.

in the mean time, use your by-poly smoothing groups and get the shape you want with a few polygons as you can first. once you have the basic shape you want, then you add geometry but not before.

>> No.355491

>>355490
GET

>> No.355509
File: 1.04 MB, 978x2920, whole.jpg [View same] [iqdb] [saucenao] [google]
355509

>> No.355513
File: 482 KB, 1824x900, masg 3.jpg [View same] [iqdb] [saucenao] [google]
355513

Progressing on the helmet

>> No.355534

A quick note to all you guys white knighting and bitching whenever someone says anything negative: just fucking stop it. If someone's work look like shit, people are going to tell them. This isn't your shitty art school where the instructors blow rainbows up your ass. Even if someone does something good, there's always something to improve on. So just man the fuck up and make it better instead of crying all day on the internet.

The truth is that if you cannot take criticism (constructive or otherwise) you will never make it as a commercial artist.

>> No.355538

>>355534
looks like /b/ is back

>> No.355539

>>355534
Because everyone here is just itching to be a part of the industry and not just doing it for fun right?

>> No.355540
File: 434 KB, 1242x832, topohelp.jpg [View same] [iqdb] [saucenao] [google]
355540

>>354806
nice silhouette, but I think you have some unnecessary edge loops in there, as well as flat edges that have multiple verts along them -- so technically, those verts aren't doing anything for you silhouette-wise. I drew some examples of what I'm suggesting.

>> No.355542
File: 4 KB, 250x208, 1368669873909s (1).jpg [View same] [iqdb] [saucenao] [google]
355542

>>355540
umm.....

>> No.355543

>>355539
"I play basket ball for fun! Don't criticize me when I am on the b-ball court, yo! xD"

Have you ever heard anyone say this? No.
People want to become better at something, even if it is for fun.

I admit though, /3/ doesn't usually give constructive criticism.

>> No.355547

>>355543
>"I play basket ball for fun! Don't criticize me when I am on the b-ball court, yo! xD"

in this situation, /3/ would be the guy in the wheelchair on the sideline telling you to give up the sport completely because hes never observed so bad while giving no advice on how to improve at all

>> No.355552

>>355543
yea, and why do you think that is? anonymity. no one here has an ID. on other "3d" boards usually they require an ID to upload, therefore people are less likely to be "mean" because they might get in trouble. /3/fagsarethebestfags

>> No.355553

>>355552
on other boards you get banned for shitposting, which is /3/s speciality. You can also be blocked easily because you all have names. Also, no one takes you seriously if you dont have a link to your folio to back up your crits. This place really is terrible.

>> No.355600

>>355376
i wasn't posting about your thing... mostly about the responses you are getting.

but how to fix it...
remove the eyes.

i dont care how you design a character, but im fairly sure no character ever used eyes that were actually part of the mesh... even if you were never to move her.

beyond that, you have some other problems too... i cant speak for them myself, but look up the standard way to model a character, i know you are going for a style, but trying to fit a character as well as you can into that standard model will make moving it FAR less of a bitch.

>> No.355619

>>355553
but tlat leads to a "you cant do better than me so fuck EVERYTHING you say"

allot of people here know the ins and outs, but don't take the time to do. this way of must do better to comment, would fuck up alot of what this board is good at.

that said, saying "this sucks, i wont tell you why or how to improve, but fuck everything you do, the razers are in the bathroom i trust you know what to do" is very unproductive.

>> No.355635

>>355619
>but tlat leads to a "you cant do better than me so fuck EVERYTHING you say"

>allot of people here know the ins and outs, but don't take the time to do. this way of must do better to comment, would fuck up alot of what this board is good at.

This board is full of armchair experts, keyboard jockeys with no industry experience who spam buzzwords like "industry standard" at any chance they can, yet arent in the industry themselves. A regular forum where you can quickly tell if the person is bs-ing you is far, far superior than this madness.

>> No.355636
File: 774 KB, 945x1023, CatStudy5.png [View same] [iqdb] [saucenao] [google]
355636

my cat just wont look right.

>> No.355645

>>355635
the difference between being professional and hobbyist is time.

a hobbiest could make a model better than any pro can, but because the time they take doing it they can't get a job doing it.

again, just because someone doesn't have a portfolio that puts your work to shame isn't a reason to discount everything they say.

>> No.355646

>>355636
the problem is the texture on the face it to high detail.
thats at least the most glareing flaw

im assuming you have it rigged to some extent to that look of "this is how i die" isn't permanent

also, the eyes are human, not cat. cats have elliptical eyes, not perfectly round ones, though they can look that when when dilated.

>> No.355647

>>355645
>a hobbiest could make a model better than any pro can, but because the time they take doing it they can't get a job doing it.

A pro could do 20 models in the time it took the hobbyist to make one. The hobbyists model is also a fluke and everything else they make looks just like it. This place is trash.

>> No.355648

>>355647
A pro is a enthusiast that get's payd for what he's doing. If you think being a pro means you'll do better work you're deluded.
Not every hobbyist goes pro but all pro's start out as hobbyists. I've seen plenty of guys who do not make their living out of art that's better than most who do.

professional != expert

>> No.355651

>>355648
correct, to some extent.
pro just makes the work fast and knows when enough is enough, while a hobbies may spend a good week makeing tweaks no one besides them will ever notice.

>> No.355652

guys look, the long and the short version of this is that if you want feedback, go to a place thats not infested with anonymous children and trolls, with folios to back up their crits such as polycount or zbrushcentral or cgtalk. This place is just fucking retarded. Seriously.

>> No.355672
File: 120 KB, 957x753, prv1.png [View same] [iqdb] [saucenao] [google]
355672

>> No.355675

>>354906
I love it, I would hire the fuck out of you if I had a studio.

>> No.355680
File: 592 KB, 1920x821, dxsnap[1].jpg [View same] [iqdb] [saucenao] [google]
355680

>>354906
> retarded bulky shapes
> deus ex
lel no

>> No.355687
File: 458 KB, 1920x1080, moreorlessfinished.jpg [View same] [iqdb] [saucenao] [google]
355687

What do you think I should change/improve?

>> No.355688

>>355687
ugh threw up

>> No.355689

>>355687
bricks are too large
lighting is weird
outside the window is too dark

>> No.355691

>>355687
that's pretty neat already
the wall looks like plastic though

>> No.355692

>>355691
the brick wall

>> No.355708

>>355680
It was clearly INSPIRED by the HR aesthetic.

>> No.355710

>>355687
use a flat texture and normal map for bricks, bricks don't tend to bulge out like that especially indoor exposed brickwork, and they're too big.

>> No.355711

>>355688
Thanks for the advice.
>>355689
>>355691
Thanks, will try to fix it. I'm very new to vray materials in cinema 4D, this was basically my first render with vray.

>> No.355715

>>355687
Bevel tool. Use it.

>> No.355716

>>355715
Where exactly do you want me to use it?

>> No.355717

>>355716
On all those perfectly 90 degree angles.
Look at that table. You could cut yourself with it.
Nothing in reality is that sharp.
Those things behind the candles (I'm not sure what they are). The windowsill.

>> No.355723

>>355687
the chrome is a bit too reflective. match it with the matte metal in reflectivity and only alter the roughness/gloss/whatever vray calls it.

>> No.355726
File: 434 KB, 1085x763, prv1.png [View same] [iqdb] [saucenao] [google]
355726

hmm, i should render this in luxrender.

>> No.355725
File: 1.91 MB, 1280x800, c4d1.png [View same] [iqdb] [saucenao] [google]
355725

what do you think? any advices?
(I'm new into 3D)

>> No.355729

>>355725
more polys, more samples, less prefabs.

>> No.355731

>>355729
thanks a lot!

>> No.355738
File: 1.38 MB, 144x81, animatic.gif [View same] [iqdb] [saucenao] [google]
355738

>>354211

>> No.355750

>>355648
Most pros rarely get time to do personal work. Half of their shit is shit but everyone thinks its badass because they happened to work on a game or movie that became a stigma. Their work isn't original and unique. Its just associated with what some think is good.

>> No.355752

>>355750
>Most pros rarely get time to do personal work.

This simply isnt true. Most pros either have thousands of posts on forums or drown their lives in alcohol or pills. The others had sex without a condom and have children to support. Its their own fault.

>> No.355753

>>355752
pros =|= people with awesome portfolios

>> No.355756

>>355753
being pro is strongly correlated with being great at what you do, no matter how small it may seem to an outsider (you)

>> No.355758

>>355756
let's assume john travolta was a good pilot.
this still wouldn't make him a professional pilot. beacuse it isn't his fucking JOB. do you understand what professional means? do yoU FUCKING UNDERSTAND?

>> No.355759

>>355540
Holy poles batman!

>> No.355761

>>354906
Needs more hexagons.

>> No.355762

>>355758
This could be the worst analogy in the world. John Travolta is a professional dicksucker and so are you.

>> No.355769
File: 756 KB, 796x591, fixedwall.png [View same] [iqdb] [saucenao] [google]
355769

>>355687
Updated the wall, it looks fairly good now in my opinion, also added some bevel on the table/window thing.
Feel free to criticize more!

>> No.355770

>>355769
I'm aware the outside looks like crap atm btw!

>> No.355793
File: 1.25 MB, 2948x994, BradlyStrip3.jpg [View same] [iqdb] [saucenao] [google]
355793

working on a bradley sculpt, spat out a render after realizing I forgot his bangs so technically still a wip

>> No.355808
File: 330 KB, 962x750, armdrp.png [View same] [iqdb] [saucenao] [google]
355808

Just started reading and doing the tutorials from an Intro to Zbrush tutorial

How are oyu supposed to do mouths?

>> No.355811

>>355808

now retop and uv it

>> No.355813
File: 1.78 MB, 1000x1250, Render5.png [View same] [iqdb] [saucenao] [google]
355813

Hi /3/. Just need to finish up some modeling on the oven and a few other things before I get to doing the carpet on the stairs. Then I get to do that lighting. Thoughts?

>> No.355819

>>355811
>retop
I'm not that far in yet.

>> No.356008
File: 190 KB, 1041x508, dfafd.png [View same] [iqdb] [saucenao] [google]
356008

>get to chapter about zsphere

It's, it's like someone read my mind.

That just cut the time I spent making shit in blender in 1/1000000sndths

>> No.356019
File: 162 KB, 1280x720, guitar_17.jpg [View same] [iqdb] [saucenao] [google]
356019

>> No.356021

>>356019
I'm no musician but don't guitar strings have different diameters?

>> No.356022
File: 491 KB, 1136x583, sffdagadga.png [View same] [iqdb] [saucenao] [google]
356022

I guess its a matter of finishing the book and practice.

This shit is cool

>> No.356025

>>356021
didn't even think about that!

>> No.356026

>>356019
this. >>356021

otherwise would play/5, but make it look like it's actually playable. Focus on the strings and the bridge. And unless it's going to be str8 outta factory, make it look like used.

>> No.356027

>>356026
thanks for the advice!

>> No.356029

>>355725
Woah dude. I like that. That is amazing. Like, that should be a daft punk album. Is it all 3d or some photoshop?

>> No.356035

>>356022
I see potential. Keep practicing

>> No.356045
File: 264 KB, 1280x720, guitar.jpg [View same] [iqdb] [saucenao] [google]
356045

>>356019
Cool, i am also modeling my acoustic guitar atm

>> No.356049

>>355813
i think the textures need some work to make it look realistic. also, the floor looks better if you keep some spacing between the planks. if you're using 3ds you can use cg-source's floor generator script

>> No.356056
File: 194 KB, 1607x817, 1.png [View same] [iqdb] [saucenao] [google]
356056

>>355540
Thanks for the advice. I used to connect verts as you've done but found that the shading/smoothing looked weird. What would you recommend I do?

>> No.356072

>>355636

Body looks a bit wide. Looks more like a dog's body, really. You might try narrowing it a bit.

Also, I don't remember seeing a cat with its tail like that. Generally they curve up rather than down. Could be wrong though - haven't owned a cat in years.

Someone else already mentioned the eyes.

>> No.356092

>>356056
Smoothing groups. I think you'll have to do smoothing groups manually.

>> No.356096

>>356019
>>356021
>>356045
the 3 fastest strings, at least in my experience with them, are wrapped with metal, i dont have a cameraso i cant take a picture but google it, the strings are
EADGBE in the order of standard tuning (again if i remember right), EAD are the thick ones that are wrapped if they are metal.

now with
>>356019
specificly, i believe you are making a fender strat right? i cant really see the logo,

the neck going into the head is wrong, it gets thicker again, and the general shape of the body is wrong. the edges are far more rounded, the edge i cant see, remember they cut into it a fair bit to make playing it more comfortable, from the angle i am looking at it, the bridge is probably wrong, the whammy bar (i dont know a better name for it) may also be on there incorrectly, but ill admit, i never use them so i have no idea if it really is or isn't.
the pick guards edges though, those are wrong, they need to beat about a 45 degree angle, ill admit again, that i dont know enough about it to talk, but im not sure they ever made a 3 layer with metal in the middle. now the pickups themselves, they are all at different heights, the metal bits, on fenders, and im assuming many other single coils, im not to sure if the humbuckers are wrong...

and also from this angle the pickups may be to low... but it may just be the angle. from what i remember when setting my guitar up, they are suppose to be just shy of touching the pickups when vibrating.

>> No.356105
File: 126 KB, 1350x689, Modular Firearm.blend.png [View same] [iqdb] [saucenao] [google]
356105

A modular shotgun kinda thing. I'm just linking to different barrels and stocks.

I don't know shit about guns though. I'm not sure if it's stupid to put rifle shit on it. You have to pretend that the caliber changes.

Yes, it's for a video game.

>> No.356110
File: 70 KB, 659x463, 4488c68cab3fba0da620976a024295de.png [View same] [iqdb] [saucenao] [google]
356110

I don't think this question warrants its own thread, so: would modeling this as a portfolio piece be a bad idea?

>> No.356113

>>356110
Putting anything weeby in your portfolio is always a bad idea.
Always.

>> No.356124

>>356110
depends, can you actually do it? Anime style is hard to do in 3d, and almost always looks like shit. But if you can nail it, i think it would fine in portfolio.

>> No.356154
File: 223 KB, 1263x914, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
356154

Working on pants.

>> No.356155

>>356154
what is wrong with his right leg on the right pic?! It's fucking round!

also looks like some sort of tentacle is trying to take over his right leg in the left pic...

>> No.356159

>>356155
>what is wrong with his right leg on the right pic?! It's fucking round!

It's round? Could you explain it more clearly?

>also looks like some sort of tentacle
The folding of the pants. Very rough right now.

>> No.356161
File: 258 KB, 1629x723, how2i.jpg [View same] [iqdb] [saucenao] [google]
356161

>>356160

>> No.356160

Working on my second model which is an hangar and all prettyshitty etc.

How do I uvunwrap those wires in maya? Is there a feature for those or should I go section by section?

>> No.356165

>>356096
i know, on an acoustic the thickest 4 are wrapped in metal. suggestions on how to do that the easiest way? i was thinking on using a normal map on the strings to reduce poly count

>> No.356166

>>355513
Thats pretty bitchin

>> No.356177

>>354251
is there any chance you could psot a link to the original model? that looks like it wud be damn fun to rig

>> No.356192

>>356177
Nigger he didnt even model that asset and his rig is horrible. Its from blender tears of shit project files

>> No.356205

>>355346
It's not THAT bad.
Obvious troll is obvious.

If you don't have a thick skin you shouldn't be posting your work on /3/ and esp. not 4chan.

>> No.356206

>>355367
>>355359
Post some of your shit nutbag.
I bet you won't because your scarred what we will say.

>> No.356207

>>356154

his upper legs look weird and very weak compared to his lower legs and the rest of his body. he also looks like the new james bond guy, that's not a bad thing though

>> No.356208

>>356206
>oh your baked dogshit flapjacks taste like shit
>HOW DARE YOU YOU ARE NOT EVEN A COOK LETS SEE YOU MAKE BETTER THEN

Not standing on anyones side, but 4chin is 18+ area

>> No.356217
File: 239 KB, 1200x798, YamahaPacifica_1.jpg [View same] [iqdb] [saucenao] [google]
356217

>>356096
it's a Yamaha Pacifica

>> No.356243

>>356092
I've tried manually applying smoothing groups as well as trying autosmooth, but it doesn't really seem to fix it. I'd be happy to upload the obj for someone to take a gander at, whilst the obligatory vomiting of blood in horror at my toplogy follows.

>> No.356269

>>356045

Looks cool. The only issue I can see is that the wood grain below the bridge looks rough. That would be fine for a weathered guitar, but you don't see any other signs of wear. Otherwise looks great.

>> No.356291

>>356049
Thanks for the tips. I'm using Blender 2.67, but I'll certainly see what I can do to make the textures more realistic later tonight. Will post again then.

>> No.356314
File: 725 KB, 300x300, birthday-cake.gif [View same] [iqdb] [saucenao] [google]
356314

Starting to incorporate 2d assets to my robot animations

>> No.356316

>>354608
Damn did you use pathtracing for lighting to achieve that realism? her face is just perfect.

>> No.356318

>>355540
for the love of fuck do not listen to this kid

>> No.356323

>>356318
Acknowledged. It didn't really seem appropriate to cut them down to tris like that, I only would've saved a few polys anyway.

For curiosities sake, what's the going polycount for a game weapon viewmodel nowadays? Last time I put anything into a game it was 3000 and for Source Engine (2006).

>> No.356328

>>356314
I am pretty sick of your kawai-desu-bot.

>> No.356333

>>356328
Sorry to hear that.

>> No.356335
File: 50 KB, 900x300, Untitled-1.png [View same] [iqdb] [saucenao] [google]
356335

I have no idea how to make a Gaster in 3D....practice, practice, practice...

>> No.356413

>>356217
Why not model something that isn't just another Stratocaster copy?

>> No.356425

>>356165
unless you are going to go in for extreme detail shots, a normal map would probably be best.

if you are going for extreme detail, im thinking a displacement map and lots of subsurface
>>356217

ok, try to get a picture of the head, im going to guess it gets thicker up there, that said, the pickguard as i see it is about a 45 degree angle, maybe 50, and is using a white black white plastic, try to get another angle, because i know if the metal parts of the pickups are different heights, you may not notice it from this angle. also, the way you have the whammy bar may not be right, its hard to tell from this angle though.

>> No.356426

>>356110
you just cant suck at it... if you are asking us, i think you go the answer if you should do it or not

>> No.356510

>>355377
It's either Terrence stamp or Christopher walken

>> No.356572

>>355377
john travolta.

>> No.357297

>>354749
that... that torso is a little short bro...