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

/3/ - 3DCG


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File: 1.52 MB, 1500x882, mehico.png [View same] [iqdb] [saucenao] [google]
358137 No.358137 [Reply] [Original]

u know the drill.

>> No.358139
File: 693 KB, 1024x768, withHair_05.png [View same] [iqdb] [saucenao] [google]
358139

decided against eyebrows. Simpsons style.

>> No.358140
File: 84 KB, 571x773, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
358140

Still working on getting the shoulder plates to work.

Looking for red line maybe?

>> No.358163
File: 203 KB, 1280x720, Scene_Test29.2.jpg [View same] [iqdb] [saucenao] [google]
358163

Currently working on an animated scene with 520 frames. I left a stock rederer version going overnight but it's only up to frame 68.
Should I remove all shadows and do a basic 5 sec per render animation first, then do one in mental ray, which is 18 minutes per render?
Also, how to I convert a bunch of .tiff images into a .avi? Possible via Maya?

>> No.358165

what happens when we run out of filters

>> No.358173

What happened to the guy who was remaking the WIP image? I remember it got quite far and was looking pretty good. But if the filters run out - I don't want to be alive the day that happens

>> No.358195

>>358165
we add more mexicans

>> No.358196
File: 247 KB, 1618x1013, marrowkhan3.jpg [View same] [iqdb] [saucenao] [google]
358196

pokemon fusion of marowak and khan

>> No.358203
File: 1.97 MB, 1920x1080, currentprogressjune2png.png [View same] [iqdb] [saucenao] [google]
358203

The top: Old blocky shotgun I gave up on due to finals. Going to redo it.

The middle: Remington 700 Tactical I started today

The bottom: Remington 700 I made a couple months ago that looked terrible in game.

>> No.358210

>>358163
So with this, i've been trying to get my render times down. I just read up on baking ratraced shadows for mental ray, but I'ts still calculating some objects. After it's done, do I turn off my lights and raytracing and render normally?

>> No.358211

>>358210
ok, nevermind, fuck that.
It was taking too long, plus all those wood panels have the same texture, so I think it wouldn't have worked properly. I'm now just minimising as much settings as I can while keeping shadows.

>> No.358217
File: 197 KB, 1280x720, jkj.jpg [View same] [iqdb] [saucenao] [google]
358217

L115A3 for project reality 2

>> No.358219

>>358196
Did you really have to give it tits?

>> No.358220

>>358217
looks nice

>> No.358221
File: 577 KB, 1280x720, Scene_Test31.jpg [View same] [iqdb] [saucenao] [google]
358221

>>358211
>>358210

-Final Gathering = OFF
-Changed Raytrace shadows to Depth map shadows
-Added reflection map on a couple of the distant chromed objects

Render time previously using Maya render = 15-18 minutes
Render time currently using Mental Ray = 1.34 minutes.

Fuck Final gathering, I can live with a little less sharpness.
Also my door is missing for a reason, at one point the camera occupies that space.

>> No.358223

>>358221
reminds me of bioshock

>> No.358225

>>358221
>Fuck Final gathering, I can live with a little less sharpness.
Lol, what the hell do you think Final Gathering does? It certainly isn't about sharpness.

If you want your render to look like a shitty game engine, that's a fine tactic there. Raytraced shadows take almost no damn processing power, no point in using inacurate depth maps instead.

Use final gathering, with 2 or more secondary diffuse bounces. If you want it to render faster, lower the point density to something like 0.1 or 0.3.

>> No.358228
File: 49 KB, 762x807, topology.jpg [View same] [iqdb] [saucenao] [google]
358228

>topology, never again - anon

>> No.358230

>>358140
not bad

>> No.358233

>>358225
Well you are right, I don't know what final gathering actually does.
I'm new to actually rendering things, especially in Maya.
Thank you for your input and info.
I'll finish batch rendering how I left it, since it's going quite fast anyway.
When I was playing with my raytraced lights and FG, nothing I changed would matter to the render time, it always ended about the same, at around 18-20 minutes. I tried what you said by putting the point density to 0.1-0.3, and 2 diffuse bounces, but neither showed much improvement.

I only have one computer and our school doesn't have a render farm set up, so render time is important, unless I went without using my pc for 3 days.
I'm happy with how it looks at the moment anyway >>358221 ; even if it is 'shitty game engine' quality.

>> No.358242 [DELETED] 
File: 144 KB, 1657x852, robot arm.jpg [View same] [iqdb] [saucenao] [google]
358242

I just bought an ardiono just for shits. I wanna start building robots but I'm a complete beginner at electronics and programming. Does this make sense so far?

Also I need to turn that motor in the opposite direction half the time. I dont know if arduino can send negative voltage through the digital pins. Is there some kind of electrical component that I could use to rotate that motor the other way with a positive signal from the arduino?

>> No.358249

>>358225
>Raytraced shadows take almost no damn processing power, no point in using inacurate depth maps instead.

you goofed. When you raytrace, you have to load your entire scene into memory. Depth maps are thousands of times more efficient. Learn 3d.

>> No.358255
File: 204 KB, 2052x634, headGalleryHaif.jpg [View same] [iqdb] [saucenao] [google]
358255

>>358137

More head studies.

>> No.358265
File: 309 KB, 660x1085, .png [View same] [iqdb] [saucenao] [google]
358265

RENDER: COMPLETE

>> No.358270

>>358249
they also look like butt

>> No.358275

>>358270
>they also look like butt

AVATAR used all depth map shadows and prman. Its still regarded as the greatest looking animated 3d film of all time and made several billion dollars. Time to grow the fuck up.

>> No.358277
File: 1.65 MB, 512x512, pointless machine.gif [View same] [iqdb] [saucenao] [google]
358277

I was prototyping something but I wasn't supposed to make this. I like gears.

>> No.358278

>>358277
Its a helicopter-snail transformer or something like this.
3D Mushroom man's beloved vehicle.
Want it for my desktop.

>> No.358279

>>358277
why is the fan thing wobbling?

>> No.358282

>>358219
everyone has nipples

>> No.358283

>>358279
The fan thing is wobbly, I think.

>> No.358328
File: 174 KB, 1280x720, Texturedone.jpg [View same] [iqdb] [saucenao] [google]
358328

S.T.A.L.K.E.R. low poly

>> No.358330
File: 31 KB, 596x339, awdgth.png [View same] [iqdb] [saucenao] [google]
358330

Never found out if this made sense or not, where'd the Tovarisch go?

>> No.358331
File: 75 KB, 895x703, meh.jpg [View same] [iqdb] [saucenao] [google]
358331

:s

>> No.358333 [DELETED] 

Basic blocking out

>> No.358334
File: 19 KB, 384x216, indev 01.png [View same] [iqdb] [saucenao] [google]
358334

hurr

>> No.358339
File: 81 KB, 960x540, indev 02.png [View same] [iqdb] [saucenao] [google]
358339

>>358334
Loads better already

>> No.358340
File: 209 KB, 1207x816, Capture.png [View same] [iqdb] [saucenao] [google]
358340

rigging a dragon

>> No.358341

>>358139
Still working on that shit, oh jeeze,,

time better spent modeling another face, than polishing that turd.

>> No.358342

>>358340
dragons usually dont have wings that small, bro.

>> No.358346

>>358342
I didn't model it. I'm just rigging it.
so i dont really care.

>> No.358347
File: 2.87 MB, 720x486, aoSep.gif [View same] [iqdb] [saucenao] [google]
358347

>>358341
>time better spent modeling another face, than polishing that turd.

seeing this animation, what makes it a turd, exactly? Is he fixable?

>> No.358352

>>358347

I recommend you
Complete your exercise with that head, in the in 12 hours. Just finish up what you have, consider it an exercise.

Move on and model another face using what you learned :). Try a new face with different facial features and animate it like you have done in that gif. Dont worry about time spent, worry about applying what you learned towards a better product the 2nd time around :).

Treat this run as a long warmup, he is not fixable.

>> No.358353

>>358352
>Treat this run as a long warmup, he is not fixable.

im worried i might make the same mistake twice. You didnt give reasons why hes not fixable. Is there no appeal?

>> No.358356

>>358353

He's not a sight for sore eyes.

He has facial characteristics that don't show off the time you are spending on him.

He is lit with unpleasant lighting

He doesnt look a portfolio piece

Try another run, dont worry about mistakes, you make em, I make plenty, dont hold back starting new models wworrying about screwing up.

Screwups are nice to have, when you have many projects to show for it.

take my advice,

im out,

>> No.358357

>>358356
alright.

>> No.358359

>>358217
wow really good job!

>> No.358360

>>358221
lel sad keanu reeves

>> No.358369
File: 845 KB, 1454x531, currentprogressjune3png.png [View same] [iqdb] [saucenao] [google]
358369

Cutting holes is hard yo.

>> No.358370

>>356450
>>356450

http://www.youtube.com/watch?v=eG_0p7ZrMRM

>> No.358383

>>358369
I don't understand things like this when I see them, how can people be this oblivious? Your holes don't even match up, and you have 6 instead of the 5 in the picture... Why? Is it that hard to count?

>> No.358384
File: 1.93 MB, 1200x960, Concept.png [View same] [iqdb] [saucenao] [google]
358384

Starting a new environment

>> No.358395 [DELETED] 

>>358383

Picture related

And I have no idea how to model it so that the array would properly duplicate it with how the holes are offset currently

>> No.358396
File: 8 KB, 294x171, hil.jpg [View same] [iqdb] [saucenao] [google]
358396

Picture related

And I have no idea how to model it so that the array would properly duplicate it with how the holes are offset currently.

For right now, as long as it has the holes on the barrel part, and it doesn't look like super shit, I'm happy.

>> No.358405
File: 246 KB, 1366x768, blockout.png [View same] [iqdb] [saucenao] [google]
358405

>>358384
Blockout so far

>> No.358416
File: 30 KB, 731x335, blockout.png [View same] [iqdb] [saucenao] [google]
358416

>>358405
Blockout finished yeh.

>> No.358417
File: 50 KB, 1070x495, -.jpg [View same] [iqdb] [saucenao] [google]
358417

>>358330
"Целевой зрением" does not make sense.
The problem is google translate it like "target sight" so i can't understand what did you really mean. My English is lame.
But if you want just "target" like first one pic than it "мишень".
And if you want just sight like the second one than "прицел".

>> No.358422

>>358417
How would I say "Fire at this target"?

>> No.358423

>>358422
"Стреляй по этой цели".
Or "Стреляй в эту цель".

>> No.358424

>>358416

looks like a sick level bra

>> No.358425

>>358424
It's not really going to be a level, just a little interior piece.

>> No.358431

>>358282
Except for marsupials, whichthat Pokémon obv. is.

>> No.358433

>>358383
Implying he didn't do the first 5 holes and copy+paste it twice for the rest of the length.

>> No.358437
File: 893 KB, 1454x531, 1370226067481.png [View same] [iqdb] [saucenao] [google]
358437

>>358433
>first 5
>5
You're doing It wrong.

>> No.358445

>>358433
It wasn't implying that, it was implying that he designed it wrong, plain and simple. Don't know what idiotic argument you're trying to start there lol, what, because he tried to use a duplication approach, it's alright to not stick to the design then, even though that's what you're trying to replicate? Please bro, please.

>> No.358451

>>358265
cool

>> No.358536

>>358445
How else would you make those holes without duplication?

There would be no way to keep them all the same.

>> No.358538

>>358342
>dragons usually dont have wings that small
seen a lot of dragons have you? Show me a photo of one and i'll believe you. Dragons and magic go together like bread and butter, using magic i'm sure this dragon could easily levitate his body.

>> No.358547

>>358536
>>358445
I was saying, he thought he was being clever and lazy by doing 5 holes and copying, but as shown in >>358437 ; he dun goofed.
I have nothing against duplication.

>> No.358550
File: 101 KB, 244x225, mranderson.png [View same] [iqdb] [saucenao] [google]
358550

http://www.youtube.com/watch?v=RKMmqgHjdmc

I think the majority of my time spent on this was in lighting and rendering, I had no idea what I was doing.

>> No.358551

dx11 viewport 2.0 renderings look better. You wasted a lot of time faggot.

>> No.358554

>>358551
are you referring to >>358550 ?

Because if so, this was a year 1 3D subject, we were given specific settings to render out to.
I already butchered it by using win movie maker to upload it to youtube.

>> No.358555

>>358554
sue your school.

>> No.358564
File: 402 KB, 1920x1080, currentprogressjune4apng.png [View same] [iqdb] [saucenao] [google]
358564

Went back and re-did the holes and in the process of trying to fix up bevelled edges so that the normals look better. It was worse earlier, and there are still some random shines here and there, but it's progress.

I have no fucking clue how to tackle that grip though.

>> No.358576
File: 139 KB, 1087x647, 2013-06-02_2244.png [View same] [iqdb] [saucenao] [google]
358576

>>358564
Progress is slow because I'm so bad at this. The proportions are all wrong. She's like 8 heads tall...
I have NO IDEA what I'm doing with her stomach/abs. It's super long and I'm not sure how to distort the muscles and still make it look right with her 'massive hip & leg sockets'.

Ideas?
>inb4 actually seeking help on 4chan

>> No.358603
File: 249 KB, 1920x1080, currentprogressjune5.png [View same] [iqdb] [saucenao] [google]
358603

>>358564
Rifled the bolt, tried fixing up extra vertices. I need to stay under 14k for this...

>> No.358605
File: 840 KB, 1152x846, mouseyes.png [View same] [iqdb] [saucenao] [google]
358605

making the eyes
its hard to make her not goggle eyed

>> No.358606

>>358603
So maybe use some normal and alpha-maps instead rifled bolts and holes?

>> No.358607

>>358603
guy who made >>358217 here.

Your approach is wrong if you are making a video game model. The approach should be to make a subdivided model (like mine) and then to make a low poly to hold the baked normals from the high poly. Things like the rifling on the bolt don't need geometry at all, just decent baked normals/AO.

Don't worry though, I went through the exact same process you are doing through. Learning subdivision modelling is takes a while to get good at but it will make your models look so much better.

Good luck.

>> No.358609

>>358576
An ant lady? Very difficult, me thinks.
If I (hypothetically) would make one, I would propably go after something in the style of the robot lady of fritz lang's 'metropolis' since an insect's outer skin is made of shells reminding of a knights armor (sort of).
But especially difficult would be most propably the insect abdonmen part which kind of completely conflicts with the human anatomy.
Very, very difficult.

>> No.358611

>>358605
why do i see this in every WIP thread, ever.

>> No.358610
File: 961 KB, 1572x1432, screenshot6.png [View same] [iqdb] [saucenao] [google]
358610

Beginning to add some texture on this bad boi.

Marmoset is great and all, but that in game look make you lose a lot of details that you could catch with BPR render or any proper render. Is there some trick or something?
I want to see my skin pores damn it x(

>> No.358612

>>358610
I don't know, but I like your monster.
He's disgusting, in a good way.

>> No.358615

>>358610

Offline renderers have much better sampling and accuracy than any real-time engine, so no there is no trick you trade quality for speed.

>> No.358624

>>358611
shhh. I've been taking notes to understand the subject's psychology.

Honestly though, Post LARGE improvements, not just "I modeled the eyes" I would have let it go if they were already textured.

>> No.358627
File: 304 KB, 1280x720, test 3.jpg [View same] [iqdb] [saucenao] [google]
358627

I started making an underground garage/basement, nothing fancy.
I wanted for starters to make some simple geometry and make a nice render out of it, with GI, photons and all that. Final gathering shits it up. Those almost dark edges are a simple bevel, it doesn't happen with dense or smoothed meshes.
Rising FG and GI accuracy does fuckall, only quadrupling the render time.

>> No.358642

>>358610
Nice.
Use the skin shader in Marmoset.

>> No.358648

>>358607
So keep modelling but bake high to low later? Okay

>> No.358651
File: 99 KB, 1600x880, blender 2013-06-04 09-29-50-40.jpg [View same] [iqdb] [saucenao] [google]
358651

>>358648
Just tried it, cut the amount of polies in half

>> No.358652

>>358627
The lighting is great, but those edges are definitely a problem. What renderer are you using?

>> No.358657
File: 49 KB, 721x577, bolt01.png [View same] [iqdb] [saucenao] [google]
358657

>>358651
That isn't the image I wanted...

>> No.358659

>>358657
is that supposed to be baked? Because it doesn't look like it.

>> No.358660 [DELETED] 

>>358657
sucks

>> No.358663
File: 171 KB, 1280x1348, sdgbsdgbsdfbdfs.jpg [View same] [iqdb] [saucenao] [google]
358663

>>358652
Good old mental ray.
It's pretty annoying, some of that shading is completely illogical, see pic. Those black edges are facing the light, they should be brighter than any sorrounding.
I will add more lights there anyway, maybe that'll fix it. Ultimately i'd like to achieve something like that below - it's an underground parking, natural light from the right, lamps deeper inside.

>> No.358683

>>358340

That's the Millenium Dragon from Daz Studio. Are you just rigging it as an exercise? Because you can get it already rigged.

>> No.358704

>>358605
for the love of god man, do something else! I'm sure your family is well worried about you by now, seeing you toying away with this freakish rat person for months on end..

>> No.358727

>>358704
family? XD

>> No.358731

>>358659
Its a texture, color, baked ao, and normal map.

But blender doesn't display those in the view, and I hate having super strong AO maps on stuff. Makes it look airbrushed

>> No.358736

>>358663
adjust any shadow bias settings or make your mesh a single hull with no interpenetrating or unconnected geo. Those are shadows cast by the objects leaking out beneath them.

>> No.358756
File: 311 KB, 1920x1160, lp-seaplane.jpg [View same] [iqdb] [saucenao] [google]
358756

my first "low poly" experiment. Not for anything, just playing around. 264 tris.. is that too many for low poly?

>> No.358768

>>358731
you are doing something wrong is it only halved your polycount. It should go from several millio to ~10k

>> No.358771
File: 148 KB, 2000x925, 1350001794_6775362_EP-243-01_1.jpg [View same] [iqdb] [saucenao] [google]
358771

>>358768
The bolt was 3000 and its now its about 1000 something, it was 1600 but I changed some other things.

Why in the world, or rather, how in the world could you possibly get millions of verticies out of gun modelling?

Zbrush, yes I understand as that is the point of zbrush, but blender?

Modelling picture related

I'm barely eclipsing 30,000 before I started to optimize

>> No.358775
File: 169 KB, 768x1166, swampWip_01.png [View same] [iqdb] [saucenao] [google]
358775

Started a new portfolio center piece. Got pretty far - or did i?

>> No.358778

>>358775
Generic blob monster with no detail, good job, you're such an artistic snowflake.

learn anatomy but more importantly pick up a pencil and paper and actually design something before making your blob.

>> No.358793

>>358778
>Started something
>It's not detailed!

>> No.358797

>>358793
He's an ass but (if you're the artist), you need really buckle down and understand the underlying structure of what you are designing. This guys arms make no sense; the muscles are oddly shaped and wouldn't really support the structure well at all. What's with his back leg things? They just drag along the ground or what?

Also the pose is awful for rigging, if you will be rigging it. If you're just sculpting for the sake of sculpting it's fine but if you intend to animate it at all, you need to re-evaluate how you want it to look. Remember that the joints should be around the center of their range of motion, so those arms need to be straight, the spin needs to be up and down, and the legs need to be slightly bent (looks like you're using maya and maya needs the legs bent a little bit to understand how to do IKs properly).

>> No.358806
File: 126 KB, 1791x820, ss (2013-06-05 at 10.16.32).png [View same] [iqdb] [saucenao] [google]
358806

>>358771
If we're talking about the HIGH poly then yes, you should be hitting millions when using subdivision. Picture related, it's my wireframe with isoline display turned off. The reason you have so many polygons is so you can bake a decent look normal/AO map.

>> No.358809

>>358806
How long did it take for you to make that?

>> No.358810 [DELETED] 

>>358793
vain idioottit artistiset lumihiutaleet kuin sinä ei tajua että ihmiset arvostelee työsi sen perusteella miltä se näyttää eikä sen mitä sanot
only a stupid artistic snowflake like you doesn't realize that people are going to rate your work according to what it looks like, not according what you say.

>> No.358814

>>358806
Hah. I tried modeling an AX 338 as my first gun model around a year ago but it fell apart when I realized that I had no idea how to transform a box into a shape that looked like the lower receiver.
>tfw haven't into /3/ in a while
>still don't know how to make a lower receiver in 3D
please teach me your magic

>> No.358818
File: 127 KB, 460x321, AX338-MAGAZINE-CUTOUT-MAG-DROPPED.png [View same] [iqdb] [saucenao] [google]
358818

>>358814
This thing? What's so complicated about it? It's just a box with a round detail that you could make out of stretched cylinder.

>> No.358819
File: 493 KB, 1920x1080, ACR.jpg [View same] [iqdb] [saucenao] [google]
358819

I've been working on an ACR model the last two days.
This is with a mesh smooth mod. with 2 iterations.

Base poly count: 22222 Verts, 21648 Polys

>> No.358824
File: 161 KB, 460x321, 1370430115210.png [View same] [iqdb] [saucenao] [google]
358824

>>358818
These parts

>> No.358826

>>358824
I actually finished those parts already, but what gets me is doing it with subdividing in mind

>> No.358827

>>358826
Could you post what you have so far?

>> No.358828

It's in an old computer that I haven't used in a while so I'll have to post it in the morning.

>> No.358830

>>358819
Too much polys for LP
Too sharp edges for HP.
You should reconsider your edgeflow there.
Also, by actually NOT mirroring UVs you've lost something like 1/3 UV space.

>> No.358831

>>358830
thats one opinion.

>> No.358832

>>358831
Thats one opinion based on facts and experience. Just wait till he bakes them, and we'll see.
Also, at least 75% triangles too much (he says polys, but he has quads everywhere, so 21k doubles here.)

>> No.358836

>>358832
It looks absolutely fine and will bake fine. If it was going into a game, there would be a senior texture artist who would clean up any errors in 5 minutes before it got the go ahead to get "shipped".

>> No.358837
File: 354 KB, 765x560, frame0049.png [View same] [iqdb] [saucenao] [google]
358837

Still working on my render with Marmoset.

Now why is it so pixelated? x/

>> No.358838

>>358836
>Ignores critique
>Makes shitty excuses
>Doesn't learn from other people

You don't belong in any kind of Art discussion and should forget about being Artist of any sort.

>> No.358840

>>358683
yeah im trying to learn rigging. although it would be cool to see what they did differently than i did.

>> No.358841

>>358838
Your "critique" is an opinion at best. Also, i didnt make the piece.

>> No.358844

>>358840
Didnt you say earlier that "your friend" made the model when it was pointed out that the wings were way too small, it looks stupid, and it will never fly?

Now it turns out that friend never existed. You stole it from daz and made up a story.

>> No.358843

>>358841
Every Critique is an opinion, you mongoloid.

>> No.358845

>>358837
Looking good mate. Maybe try to export it at maximum resolution, then crop it?

>> No.358846

>>358836
You sir have no real knowledge of how industry works.
Or Normalmaps.
Or what's senior artist job about.
No offence, that's just my opinion.

TBH, if i left something like this in my job, with explanation "senior artist anon, fix this, it'll take only 5 minutes", there will be really large shitstorm around me.

>> No.358847

>>358846
>TBH, if i left something like this in my job, with explanation "senior artist anon, fix this, it'll take only 5 minutes", there will be really large shitstorm around me.

You must work in a teeny, tiny company anon. Because if a hero item like a gun was to be actually shipped in either a game or a movie or even a promo still, everyone would work on it, brainstorm on it, have meetings about. It wouldnt be one guy. You wouldnt be "burdening" anyone.

thats just my opinion

>> No.358848

>>358847
>Projects with many different assets
>Everyone has its own asset to work on
>teeny, tiny company

Riiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiight

>> No.358849

>>358847
You have clearly mistaken production phase with concept phase, but that's ok. IDK if 100+ people studio is small company.
Also, there is some level of profesionalism needed in production pipeline. Senior's are for advices / steering main workflow / style into right direction, not for clearing stupid mistakes.

But that's just my opinion™

>> No.358851

>>358849
lets just ship everything anon. After the "concept" phase is done, lets just ship, regardless. It would be a huge burden on our tiny 100 person staff to even look at anything after the "concept" phase.

my opinion.

>> No.358852

>>358837
Pretty nice, would need posing now.

>> No.358853

>>358847
Everyone here with any experience whatsoever knows you are talking straight out yer ass. I'd advise you to stop making a fool of yourself.

>>358844
I don't think he ever said a friend made it. Only that he didn't make it. He's rigging it for practice. Chill.

>>358837
This one looks much better. It does a good job of covering up the flaws in the model. Although ultimately it might have been better if you had spent a couple hours tightening up the underlying shapes before you went on to detailing veins and the like. But its still much better than most of the other amateur character work on this site.

>> No.358854
File: 143 KB, 1920x1080, vega_rocket_not_yet_finished.png [View same] [iqdb] [saucenao] [google]
358854

>> No.358855

>>358853
Thanks a lot for the feedback. Would you kindly point out what's wrong with the underlying shapes?

I spent time on the anatomy before getting into details though, but it's my first character so i have a lot to learn.

>> No.358856

>>358819

I'm the guy who made that ACR. None of these replies are mine. just FYI.

pls stop all that shittalk. just tell me what you like and what you don't like

>> No.358857

>>358856
Start again.

>> No.358858

>>358857
Thats terrible advice, starting over is the last thing you want to do.

>> No.358860

>>358858
Not in this case.

>> No.358861

>>358858
It looks okay but you've just got way too many polys on flat areas with no detail. You could just clean up those flat spots. Don't respond to that ass hole too.

>> No.358864
File: 168 KB, 1567x801, ambeint.png [View same] [iqdb] [saucenao] [google]
358864

>>358806
>>358806
Blender can't handle 10 million polys like Zbrush can for some reason.

So I went up to 400000.

I don't really see a difference....

>> No.358870

>>358861
It sounds like a lot of work. What's the advantage of doing this (other than having "perfect" topology)? 20k polys is interactive enough for me to animate or whatever.

>> No.358872

>>358854
very nice. What did you use for exhaust modeling? That seems to be the weakest part of most launch simulations, even those used for official webcasts.

>> No.358880
File: 414 KB, 1920x1200, Screenshot - 06052013 - 08:18:55 PM.png [View same] [iqdb] [saucenao] [google]
358880

>>358872
I modeled and rendered in Blender (Blender Internal). I used simply "cold smoke", smoke with negative temperature, which "falls down" by itself. And to give the smoke some direction i checked "initial velocity" and set normal directional velocity to 1.0.

I have to say i have to fight a little bit with this physics simulation part. Never used it before. I want to add some bigger smoke bubbles in a circle around the exhaust at the bottom. Then a few surrounding objects of the actual Vega launch site.

http://www.arianespace.com/spaceport-vega/overview.asp

>> No.358882

>>358864
It's weird that your model is smoother with 5000 faces than it is with 400000. And besides that, there's just something wrong with the normals or the texture or... something.

>> No.358883

>>358864
this looks like two lines of yay when looking at the thumb XD

>> No.358885

>>358837
>Now why is it so pixelated?
It looks like something going on with the alpha channel. Like, maybe, it was rendered on a black background, then the background was just removed entirely, leaving just a black-ish outline where the alpha isn't quite zero but it's also not 100%.

>> No.358886

>>358882
The question is. How he made the 40k faces model? Maybe simply by turning of shading and using a modifier like Subdivision (simple). Means the high poly model would look exactly as edgy as the model with just 5k faces, and even more by the abscence of shading.

>> No.358907
File: 157 KB, 1305x264, meh.png [View same] [iqdb] [saucenao] [google]
358907

>>358882
Haven't made a texture

Just baked the AO and applied it to the model

Here's the normals, seems to check out.

>> No.358922
File: 504 KB, 1295x825, kittywarml.jpg [View same] [iqdb] [saucenao] [google]
358922

Just something I whipped up over the weekend after looking at some low poly stuff. It's relatively high poly admittedly but I'm pretty proud of how it came out.

Going to add some more props and maybe rework the face texture to make it less... furry and more cartoony. I was aiming for a sorta PS2 platform game character inspired by games like Sly and Ratchet and Clank.

>> No.358939

>>358907
I'm done trying to teach you. You're doing it really really wrong, but whatever, either figure it out on your own or just continue to fail.
>>358864
lol object space normal map
>>358814
too long
>>358809
practise, practise and then more practise. "oh I can't do it so why" try will get you no where in any field. I practise 3D every.single.day.

>> No.358940

>>358939
screwed up who I was replying to, I'm retarded. Shouldn't be hard to work out how I was replying to anyway

>> No.358942

>>358940
u know what you did screw up and yes, you are retarded.

>> No.358943
File: 81 KB, 1174x889, 1370068882426.jpg [View same] [iqdb] [saucenao] [google]
358943

>>358942
buttmad. continue making shitty 3D.

>> No.358944

>>358943
work on your anatomy faggot.

>> No.358946
File: 203 KB, 1920x1080, currentprogressjune6.png [View same] [iqdb] [saucenao] [google]
358946

>>358939
I'm doing what you are telling me, I've changed the holes and I also tried subdividing it higher to see if it would give a better normal/AO... It didn't..

And why wouldn't you use object space? Camera and World give you weird ass normals.

>> No.358947

>>358946
you aren't subdivision modelling. and you generally want to use tangent space.

>> No.358948

>>358947
You never want tangent space. Bake object space, bring to Handplane, choose your output engine, let it work its magic and then give you a tangent space map perfectly synced to the engine.

>> No.358949

>>358947
tangent in blender doesn't make any normals

its just a solid blue.

I've been using xN.


And what is wrong with not subdivision modellling? How would it be making what I have now (a couple cyllinders and a box) look better?

>> No.358951

>>358948
I've never had issues with tangent space in marmoset, and last I checked handplane didn't support cryengine. But yes I do hear good things about handplane.

Anyway you wouldn't show off object space normals if asked for flats (as handplane would just be a part of your workflow). And clearly the anon who posted it doesn't even know the difference between the different normal map types.

>> No.358952

>>358949
jesus christ, I'm really really done trying to help you. If you don't understand what normals and normal maps are, don't argue about them.

>> No.358953
File: 2.44 MB, 1600x900, imply.png [View same] [iqdb] [saucenao] [google]
358953

>>358951
>doesn't know the difference
I know what I need to know

Bake a normal map at object
Go to the blue channel
Copy it
Paste it into the green channel

Save it as a base

Use it to make the SMDI and detail maps.

>>358952
Normal maps make the engine shade the model in the way you want them to. They do not HAVE or NEED to come from a model with ridiculousness high levels of detail. That is a want.

>> No.358955

>>358953
ndo2. Normals straight from Photoshop. Good ones, too.

>> No.358954

>>358953
k bro, keep telling yourself that. I'd like to see you fake soft edges in photoshop.

also the screenshot you posted is a really lackluster model, plus really lol material definition.

Basically what I gather about you think is okay is to do some mediocre low poly model, bake in some details from a slightly higher poly model (you'd get laughed at if you did this anywhere outside of /3/) add in some photo sourced textures and done!

>> No.358956
File: 1.70 MB, 1600x900, arma3 2013-03-28 19-02-25-90.png [View same] [iqdb] [saucenao] [google]
358956

>>358954
Every single mod community I've ever had the privledge of being a part of does more or less what you said.

I can't even begin to fathom how you'd get millions of poly's without subdividing left and right for no reason.

>low poly

Low poly is 100-500 poly's

Not 14000. Secondly, the tutorials that I've gotten from /3/ suggest to use photos sourced textures and photoshop to make them look correct

>> No.358957

>>358955
you can't fake edge chamfering and compensate for low poly normals with ndo2. If you want to heavily use ndo2 for normals you still need a basic high poly model.

Eg

https://www.youtube.com/watch?feature=player_embedded&v=UHa-h2S-NNY

>> No.358958

>>358956
>implying community mods are industry standard
No, a "low poly" is anything you can use in-game, and a "high poly" is what you bake from. And yes, for your HIGH poly model you DO subdivide everything. Spend like 15 minutes on polycount, every decent artist does this.

You CAN use photosourced textures, but you don't slap them on and call it done. The models you posted lack material definition. The only reason you can tell a wood part is wood is because of the colour. Heard of a spec map? A gloss map? Read up on material definition.

Like really you are no where near understanding how models are made in the industry.

>> No.358959

>>358958
I know how to do a spec and gloss

However, arma only does specular, not gloss.

For A3 I need an SMDI (specular), a normal map, and the base colors.

The model creation program that Boehmia released can only suport weapons under 15k (theirs range from 3000 to 10,000)

I'm doing what I need to do for what I want to have done.

You for whatever reason are suggesting things that are going to go out of the way to create the same thing that I already have.

>> No.358961

>>358956
>Low poly is 100-500 poly's

No, Low poly = real-time graphics, as opposed to the unrestricted poly-count of geometry aimed for films and such where it only affect production rendertime.

What 'low poly' is thus depends on what hardware people have, 10 years ago you may use like 2000 polygons for a rifle in games like counter-strike.
These days something that's close to camera like a first person gun may well use several tens of thousands of polygons (as in triangles).
You know that you'll always have only one firstperson weapon model rendering and it occupies a lot of screen estate so you'll have a pretty high budget for those.

>> No.358963

>>358956
Also, Bohemia interactive isn't the hottest gang out there when it comes to graphics. The beauty in their games comes from the realistic scale and layout of the landscapes,
which they achive by using real sattelite data to create the levels for their games.

the overall effect in ARMA games are thus quite impressive, but in and of themselves the quality of their artwork is pretty low-tier as far as modern games go.

>> No.358964

>>358963
have you seen Millenia's fallout weapons? They look so good.

>> No.358967

>>358964
they're not "his" weapons. He didnt design them. He didnt even model them. He rips and retextures. This is why he isnt good enough for cryTek - no originiality.

>> No.358968
File: 1.84 MB, 1600x900, crits.png [View same] [iqdb] [saucenao] [google]
358968

>>358959

>> No.358970

>>358968
>90% of those were for the gun
>which was imported from BF3
LOL

The only thing I made there was the GL
But what is wrong with having a nice hard edge? There are things IRL that have those you know. Is it a graphical thing or what?

>> No.358971

>>358967
I'm not here to argue about Millenia. But they considered him good enough to pay for his flights and accommodation.

>> No.358973

>>358970
No edge in real life is infinitely hard. And I don't care if it it's from BF3. Somewhere you managed to break it. And the grenade launcher is really really mediocre. Anyway, not all models for games are that great. The CS:GO weapons are reall slack in my opinion.

But yeah, have fun stealing models and working for free. I'm bored of this argument. It's clear to me you are the kind of person I hate the most, dumb, ignorant and arrogant.

>> No.358974

>>358973
>have fun working for free
Never intended to be a professional 3d artist, but okay

>somewhere you managed to break it

No, that's what the model looks like.

>> No.358983
File: 179 KB, 273x333, 1369809797806.png [View same] [iqdb] [saucenao] [google]
358983

>>358973

>mfw when every beginner is "ignorant and arrogant"

Learn to be humble or you will live and die alone.

Leaving this thread so don't bother replying with your "50k a year" job and story's of a wife and kids, cuz anyone with these kind of things doesn't have any business on 4chan.

>> No.358984

>>358983
Prove it. Post your work, nerd. Not interested in credentials. Its put up or shut up time.

>> No.358988

>>358983
I was trying to help him, he acted like he knew better. So yes, arrogant and ignorant.

>> No.358995

I dont even know what cite here.
Basically, if you have your head in your ass, it's road to nowhere in industry.
Much heresy was spoiled here, about normals, engines and industry standards. I dont have time to argue with all of those, so i choose to simply observe and lauch at them.

If you can't take criticism, you're taking backward steps.

>> No.359000

>>358983
>>358995
>took all the advice that you gave

>except for the normals

>proved that what you suggested didn't do anything/wasn't going to help anything

>gets butthurt about it

>> No.359001

>>359000
it wasn't me with normals advice, i always post with "asdasd" in namefield.
Unless youre talking about too sharp edges.
They're too sharp.
If you think otherwise, go fuck yourself, becaus ei wont explain this 3rd time

http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29#Edge_Thickness

>> No.359014
File: 713 KB, 1596x617, Fran.png [View same] [iqdb] [saucenao] [google]
359014

Polishing my rendering/texturing now.

Does anyone know if Marmoset Toolbag has a feature like a "diffuse button ON/OFF"?
I would like to make another scene without the diffuse, to focus more on the sculpt, but i feel like the only way is to manually remove all the diffuse maps, which is kinda crappy.

>> No.359016

>>359014
haven't ever seen anything like that. only thing you can do afaik is clear the map.

>> No.359018

>>359014
Nice work dude.
Way better than the last pic you uploaded.

>> No.359017

>>359000
Disregard that, I suck cocks

>> No.359019

>>359016
Frack. Okay thanks. I guess i will submit the idea too the Marmoset team then. Would so cool.

>>359018
Hey thanks. Well i re worked the skin, he did not look like a monster enough so i did go for a dead skin and bruises effect. Plus, it's more detailed that way, so yeah.

>> No.359022
File: 935 KB, 800x800, muh ibl.png [View same] [iqdb] [saucenao] [google]
359022

:3

>> No.359026

>>359014
Nothing personal, but I really hate this "exaggerated cartoony 3D" look. It's so overused and it looks kinda lame.

>> No.359033
File: 682 KB, 1304x919, rhino pintado.jpg [View same] [iqdb] [saucenao] [google]
359033

>> No.359039
File: 235 KB, 1024x1024, armsUpOLD.jpg [View same] [iqdb] [saucenao] [google]
359039

>>359026
I wonder what do you like then.

In fact, his character is not cartoony at all. His anatomy, texture, shapes are realistic, just exaggerated. But i think the guy wanted to make Frankenstein's creature, so it makes sense.

Pic: This is exaggerated cartoony 3D.

>> No.359043

>>359039
Actually, yeah. You might be right.
What bugs me is that the anatomy is certainly exaggerated but NOT cartoony. It's very detailed.
I thik it's uncanny valley sort of thing. Makes it all weird.

>> No.359046

>>359043
Ho yeah, i see what you mean then.
Well each to their own i guess. Personally i like it but i can see why it bugs you though.
I also like the Street Fighter 4 Characters, that have that same fusion kind of thing so yeah, must be why i like it. :)

>> No.359050
File: 2.97 MB, 3690x634, headGallery3.png [View same] [iqdb] [saucenao] [google]
359050

>>358137
Still studying face modelling.

>> No.359071

>>359050
>png
Go to bed

>> No.359073

>>359071
What's your pr0b1em with PNG?

ootestym causing

>> No.359074

>>359073
You can post the same image in jpg at 250kB vs 3000kB with no difference in image quality than what you have now.

>> No.359075

>>359074
Y do u even care. Its 2013.

>> No.359079

>>359075
Oh god. Please be joking.

>> No.359086
File: 177 KB, 687x904, jesus take the wheel.jpg [View same] [iqdb] [saucenao] [google]
359086

>"Wow, making an anime face was a lot harder than expected."
>start sculpting the hair

Holy fuck!
Is it even possible to make hair strands NOT look like long turds.

>> No.359088

>>359079
please explain why you are so butthurt, nerd.

>> No.359089

>>359086
Don't sculpt the hair as one giant blob. Place the major strand pieces each as their own subtool, you can merge them and go Brush>Mask by Polygroup, so that you only affect one strand at a time, but while still working on the same subtool. (although, merely alt+clicking on another object will switch to that subtool).

Once you have the hair looking nice, you can just dynamesh it to join it all together, and do a Qremesh and refine.

>> No.359091

>>359089
dont listen to this faggot
selvy himself sculpts it always out of the body mesh, and sculptrs cant split their sculpt into pieces
but if you wnat to make thsoe naimu long hair look into the new insert curve brush, you cna insert a curved tube for each starnd

>> No.359094

>>359089
>>359091
Thanks, dudes.
Adding tubes to the mesh is working a lot better and it's faster.

>> No.359096

>>359091
im totally gonna try that shit right now.

>> No.359101

>>359091
>dont listen to this faggot
>insert a curved tube for each starnd
So hypocritical haha

>> No.359118

>>359101
its a hack solution, but it works
its like saying that you should simulate cloths folds in maya after someone ask you how to sculpt them ...
if you are serious about your sculpting you should have a lot of control over your forms and workflow, cant hack forever

>> No.359119

>>359118
I suggested placing each major strand group by itself, the same thing he suggested with the insert curve brush, I merely choose not to specify a method of choice, thus the hypocritical statement as he suggested basically the same thing as me.

>> No.359120
File: 253 KB, 647x904, hm.jpg [View same] [iqdb] [saucenao] [google]
359120

Started again. Better?

>> No.359124

>>359120
it looks real bad anon.

>> No.359129

>>359079

He has a point, even if he's a faggot. 2.5mBs is nothing to anyone with halfway decent internet.

>> No.359139

>>359129
I personally feel mild levels of hatred towards people saving images as png's. The reason is that sooner or later some of my electronically short-circuited friends is gonna attempt
to send such a image to me over MSN or skype or some shit. For some reason transferring a file over such networsk sometimes takes forever.
Doesn't matter that both of you are sitting on a univeristy line chanelling straight onto the backbone - it's single digit KB/s speeds.
It is as though it's taking a route across ECHELON on a dial up connection because goverment filter thought the file 'terascreenshot.png' looked suspiciossly a lot like 'alqaedabombplot2013.pdf'.

>> No.359141
File: 500 KB, 1294x904, hng.png [View same] [iqdb] [saucenao] [google]
359141

>>359120

>> No.359150

>>359139
ssshh you're going to make the gubmint slow down 4chan saying things like that

>> No.359160

>>358844
what the hell are you talking about?
i said "i didnt model it. im just riggin it."
and it's not the millenium dragon from daz.
its some free dragon i just found online.

>> No.359162

>>359160
wait never mind it is from Daz.
but its available for free so whatever

>> No.359163

>>359086
>>359120
>>359141
I bet you're a geek, anon

>> No.359171

>>358953

Hey mate, I'm an ArmA modder and to me it looks like you need to make an .rvmat for that rifle, I have uploaded an example below, it is basically where you define your normal map and then when you are applying your texture in oxygen 2 you select your texture for the "texture" slot and your .rvmat for the "material" slot
you can also define the .smdi in here

http://pastebin.com/gFvga8zA

>> No.359177
File: 215 KB, 1085x791, 2013-06-06_2352.png [View same] [iqdb] [saucenao] [google]
359177

Progress!

Something is wrong with my proportions? I think. She's like 7-8 heads tall, but I guess that's what an enlongated stomach and extra set of arms do to you?

I can't help but feel the head is just WAY big? Maybe I'm just crazy.

>> No.359179

>>359177
Legs are too short, lip don'k out with the eyes IMO, also I'd say the jaw is too low under the ears

>> No.359181
File: 264 KB, 1000x250, 1.jpg [View same] [iqdb] [saucenao] [google]
359181

Done moddeling my Medieval Courtyard, lights are baked and a fly-trough has been made.

>> No.359182
File: 299 KB, 1280x1024, 31.png [View same] [iqdb] [saucenao] [google]
359182

Doing some experiment for face sculpting with a character, i will do some experiment with beard and hair next.

I must say that for only 2 level of subdivision i did a good job.

>> No.359183

>>359182
Except for super wide nasal septum, high nose location, forward displaced jaw, inverse widening neck and 'rocket penis' skull you did fine.

>> No.359184
File: 626 KB, 4463x1193, fr.jpg [View same] [iqdb] [saucenao] [google]
359184

Finally getting something out of my rendering.

I guess i'm nearly done. Yay.

>> No.359185
File: 236 KB, 1280x746, rocket penis skull.jpg [View same] [iqdb] [saucenao] [google]
359185

>>359183
! I see it too.

>>359182
Not bad otherwise, but proportions needs serious adjustment.

>> No.359186
File: 326 KB, 1044x1441, Sigmund_Freud-loc.jpg [View same] [iqdb] [saucenao] [google]
359186

>>359185

My stuff always end up looking like a penis
I need to take control of my mind.

>> No.359188
File: 1.05 MB, 2264x1193, frankenscrew.jpg [View same] [iqdb] [saucenao] [google]
359188

>>359184

Nice, may I suggest you incorporate the metal more into the mesh by giving bolted areas some pressure discoloration sorta like this, I feel that would make it look more integrated like he was made of actual meat.

>> No.359199

>>359188
Thanks for the feedback :)
Yeah sort of a reddish tone? Actually i did that a little but i guess the effect is not strong enough.

Thanks for the example, i gonna try that. :)

>> No.359202

>>358137
hows my latest head study /3/?

>> No.359203
File: 95 KB, 755x1056, HS12.jpg [View same] [iqdb] [saucenao] [google]
359203

>>359202
forgot the image

>> No.359209

>>359203
I'm still a little new to 3D but a couple of things which I would change include the hair, jaw line, colour and potentially the size of the eyes.

The hair-- The clumps of hair are done too similarly to one another. Change it up a bit so that not every clump has the same three seams at exactly the same size. Also round off the ends of each clump. If your head hair is going to have so much volume then it would be expected of the eyebrows to have a similar feel to them-- not just painted on. The bottom of the hair, near the neck, looks odd. Try to do it in a similar style as the bangs if possible or just make the back a little shorter. The eyelashes look odd. Either try to do them more cartoon by not drawing on individual hairs or just exclude them altogether.

The jawline looks a little bump and long for a character of that age, which I'm guessing is maybe around 11 or 12? The bumpiness you should definitely smooth out but the size I guess you could chalk up to style.

The colour. The colour I am sorry to say is actually terrible and detracts from your hair work. Puke coloured hair and dark cream skin? A terrible combination. Look at some Pixar child models. Study the colours which were chosen and work well together.

The eyes. The eyes look a little cross eyed and could be made a little larger to make the fact that this boy is an adolescent a bit more obvious but like the jaw you don't absolutely have to change it and could chalk it up to style.

Anyways I would love to see an update on your model if you choose to continue working on it :)

>> No.359211

>>359209
a little bumpy*

>> No.359212

>>359209
hard work* christ

>> No.359216
File: 113 KB, 566x761, chingchong.jpg [View same] [iqdb] [saucenao] [google]
359216

I'll stop spamming after this...
Started AGAIN, think I'm getting closer to the look I want. Really anime-ish especially with bpr.

>> No.359217

>>359209
racist

>> No.359218

>>359209
i see. You have points there. The skin is definetely needing some adjustment. I was multiplying procedurals for a makeshift skin texture with colorization through vertex paint.

The hair are planes so I can change that up quickly. I also agree with shortening the jaw and getting rid of that bump near the chin. After 3 hours of working on it I guess I missed some things.

>> No.359220

>>359199
Hum if your creature is supposed to be dead, i don't think adding too much red would be realistic. Maybe some blue?

>> No.359221

>>359216
Just wanted say that looks good. /3/ seems to ignore the better works in order to protect their own insecurity.

Keep it up. Good luck on the body if that's where you're going.

>> No.359222
File: 82 KB, 936x641, alliedtankhunter_1.jpg [View same] [iqdb] [saucenao] [google]
359222

I rarely post here buuut made an example of paintover use for a friend that others might find helpful.

Credit to our modeler and the concept artist, I just did the uvmap/texture. This was earlier today when it was mostly done.

>> No.359223
File: 104 KB, 833x1232, alliedtankhunter_2.jpg [View same] [iqdb] [saucenao] [google]
359223

Then as I finished it, I ended up doing 2 paintovers. I find it more and more useful these days, especially for an RTS unit to ensure readability.

1) Usual type of paintover, helping figure out what needs defined more

2) something I found more useful than I thought, a greyscale one just to make it very very clear what stands out the most

>> No.359224
File: 104 KB, 819x683, alliedtankhunter_3.jpg [View same] [iqdb] [saucenao] [google]
359224

annd done (minus final spec/normal maps of course)

>> No.359227

I can't figure out how to limit my brush to a specific maximum value in ZBrush (like the Flow setting in Photoshop). It just keeps piling stuff on top, how can I get a constant value across the brush stroke? I've looked in the Brush and Stroke panels but found nothing.

>> No.359228

>>359227
I don't know how to do it manually but I'm pretty sure the clay brush does what you're looking for...

>> No.359247

>>359216
I like.
But the hair seem useless for just about any other purpose than 3D printing.
The face looks masculine, is it intentional?

>> No.359253
File: 329 KB, 1000x524, screenshot14.jpg [View same] [iqdb] [saucenao] [google]
359253

>>359188
>>359220
So yeah i added some bruises on those areas. It's subtle but I guess it's looking better :)
Thanks guys.

>> No.359258

>>359224
damn man looks cute as fuck.

>> No.359264

>>359247

>But the hair seem useless for just about any other purpose than 3D printing.
Really? I've seen a plenty of game characters with sculpted hair.

>The face looks masculine, is it intentional?
Yeah, it's Aoba from Dramatical Murder. Google at your own risk.

>> No.359266

>>359264
>I've seen a plenty of game characters with sculpted hair.
But most likely not in this art style.
Realtime animu hair is either a bunch of triangular tubes or handpainted curved planes.

>> No.359267

>>359266
>But most likely not in this art style.

what style?

>> No.359272

http://pixologic.com/zclassroom/homeroom/lesson/3d-brushes/

Anybody know how he gets the snake hook brush to snap to the surface when pulling out the hair? He says ALT but that doesn't seem to be doing anything.

>> No.359301

>>359001
that sounds fucking retarded to me...
dont make it realistic makes it more realistic... fucking how?

now that its pointed out i wont be able to unsee it and ill roll my eyes when ever i do thinking "that person is trying WAY to hard"

>> No.359306

>>359253
you need to bevel those hard edges.

>> No.359307 [DELETED] 

>>359216
Nice! But I agree with this anon >>359247 , her face looks very masculine.

>> No.359308 [DELETED] 

>>359266
>>359307 here
is this supposed to be a man?
oh, wow.

>> No.359312
File: 317 KB, 1920x1080, ss (2013-06-08 at 02.42.47).jpg [View same] [iqdb] [saucenao] [google]
359312

Tips on modeling eyes?

My god, look at this mess... its a topological AND anatomical disaster... LOOK AT IT, LOOK AT IT AND LAUGH

>> No.359313
File: 70 KB, 1175x1200, perblems.jpg [View same] [iqdb] [saucenao] [google]
359313

If I had a nickle for every time some tiny issue has completely killed my enthusiasm of doing something just for fun.

Why I'd be able to buy a program that's not Maya, eh? D'hohoho

Anyway, anyone know how I can get those damn faces to show up?

>> No.359317

>>359313
not maya user, but maybe its a normals issue?

>> No.359330
File: 1.65 MB, 1920x2160, currentprogressjune7.png [View same] [iqdb] [saucenao] [google]
359330

I went to polycount and did some reading, and I want to clarify that I am doing this right.

The white is a "low" poly model I subdivided many times. Which isn't want subdivision modelling is. So, I decided to remodel it again shown in purple and then copy that and make it "high poly" with multiple subdivision levels as seen in red.

Right now its sitting at 400 for the low and 10,000 for the high.So next I am suppsosed to tangent space bake the high to the low? But not also take the high poly barrel's AO but the low one? What all am I supposed to transfer besides the tangent normal map?

>> No.359339
File: 1.91 MB, 190x303, MaskPreview.gif [View same] [iqdb] [saucenao] [google]
359339

ohai guys

>> No.359340
File: 78 KB, 1280x720, Thulsa2.jpg [View same] [iqdb] [saucenao] [google]
359340

Making Thulsa Doom's Banner from Conan the barbarian.

I want to make his full armour set for Skyrim; anyone know how difficult it is to put armour/weapons into the game?

>> No.359343
File: 34 KB, 1024x576, thulsa-doom-1.jpg [View same] [iqdb] [saucenao] [google]
359343

>>359340

>> No.359348

>>359313
Definitely normals.

>> No.359351
File: 208 KB, 780x438, 780x438.png [View same] [iqdb] [saucenao] [google]
359351

*Insert Sound Effect*

>> No.359356

>>359313
Since they're invisible and not inverted it might not be a normals issue. In that case, you might have assigned a transparent material to that part of the mesh.

>> No.359357
File: 130 KB, 1280x720, Thulsa4.jpg [View same] [iqdb] [saucenao] [google]
359357

>>359340

>> No.359358
File: 38 KB, 960x540, Popiersie2.png [View same] [iqdb] [saucenao] [google]
359358

>>359183

>implying some people are not born like that.

As for myself, pretty much meh. I don't know what to do next, I don't like scuplting

>> No.359364

>>359183
you killed me. i was litterally rolling on the floor after reading that. I saw the head and thought it looked ok but slightly unnatural but after all that. I see the light. I think I have learned something from that. You have an eye for the unnatural. What a brilliant observation.

>> No.359365
File: 144 KB, 1519x1220, collab.jpg [View same] [iqdb] [saucenao] [google]
359365

>>359357
I couldn't fix the sun spikes to look how they do in the screenshot. I'll have to make them separately and then join them.
But right now im going to learn how to mod for skyrim, using this as a sword or some shit as a test.

>> No.359366

>>358383

Also I'm pretty sure the foregrip is free-floating and in the Arma 3 shot its rounded...which is wrong.

>> No.359369
File: 189 KB, 1920x1080, currentprogressjune7c.png [View same] [iqdb] [saucenao] [google]
359369

Maybe baking normals from high to low should be used for external and super important things

Maybe I did something wrong

Either way, waste of a couple hours making a high poly, then a low poly, then baking for this.

Once again, maybe I'm doing it to the wrong thing, or I missed the point. But I don't believe this will serve me in the future.

>> No.359371

>>359183

I read "rocket penis skull" before seeing the picture and was immediately disappointed. Thanks for the inspiration though anon.

>> No.359374
File: 60 KB, 1122x699, Capture.jpg [View same] [iqdb] [saucenao] [google]
359374

props to you if you can tell where this is from

hint: robots

>> No.359377

>>359374
No clue about the reference, but I'm pretty curious to see how this will look finished

>> No.359378

Anyone used a site called "Shapeways" before?
I noticed a lot of people who make 3D models on Deviant art now use Shapeways to sell 3D printed versions to people.

I'm interested now, because most of their work is shit, and they at least get some buyers. Unless the site only pays small percentages.

>> No.359379

>>359369
lol, you fail. you should probably give up 3D if you can't bake a normal map and don't think it's important.

>> No.359381

>>359374
My anus.

>> No.359385
File: 160 KB, 1122x699, Feg.jpg [View same] [iqdb] [saucenao] [google]
359385

>>359374

>> No.359401
File: 1.32 MB, 1920x1920, plant DoF 2 a.jpg [View same] [iqdb] [saucenao] [google]
359401

>> No.359415
File: 1.19 MB, 1517x1080, Bella_Bilora.png [View same] [iqdb] [saucenao] [google]
359415

Just finished this. It's an old gem called Bella Bilora

>> No.359416
File: 331 KB, 1971x932, untitled.22.jpg [View same] [iqdb] [saucenao] [google]
359416

Same poster
>>359415

A cannon for a robot I'm making, I'm not even sure how the final result will look like, I'm just building without a design

>> No.359417

>>359415
Looks more like a camera to me.

>> No.359419

>>359417
Man, you're hysterical!

>> No.359420

>>359419
My jokes are literally a le gem.

>> No.359423
File: 189 KB, 1920x1080, currentprogressjune8png.png [View same] [iqdb] [saucenao] [google]
359423

>>359379
I understand what normals are for, and how to make them. However, after spending 5 hours reading polycount, watching tutorials, downloading apps and plugins and modelling, I do not see the point of making an unreasonably high poly mesh, then baking it down when it gives a result like this >>359369 when I can just bevel the damn thing and make a normals from itself and get this.

>> No.359425

>>359423
you cant change the silhouette with a normal map, retard. Try sculpting some detail in there first

>> No.359427
File: 337 KB, 1280x720, test 6.jpg [View same] [iqdb] [saucenao] [google]
359427

>>359313
Simply re-assign that lambert material.
Nothing wrong with normals, just maya being maya.

And for something completely different i fixed the issue with dark edges. It really was final gather - there's an option there named "normal tolerance", i foolishly had set it too low.

>> No.359428
File: 440 KB, 1517x1080, adasdfasdf.jpg [View same] [iqdb] [saucenao] [google]
359428

>>359415
I like your model but i think you should fix some issues, before calling it finished.
1 - There is no edge between the round lens-bearing part and box
2, 3 - fucked bevel. I don't even know what's going on at 2. 3 - that quad there is responsible for bumped edge i marked on the left, destroying the overall edgeflow. There must be some other way to handle that.
4 - is that shining dent intentional?
Also plase consider adding some substance to the sides made of fabric/cloth. A decent normal map perhaps. Right now what you have there is a simple texture, i believe. Looking out of place, like piece of paper coming from under the case.
Pretty nice nevertheless.

>> No.359429

>>359423
Baking from a ridiculously high poly model to a low poly model generally gives you artifacts.
That's common knowledge.

>> No.359431

>>359428
Thanks alot for your critique, will definitely look into it.
The shining dent is not intetional, I have no idea what happend there actually. Guess I'm too hasty to get it done, a normal map is a good idea!
Thanks for your respond, will post update when I'm done.

>> No.359450
File: 824 KB, 1600x1200, interior.jpg [View same] [iqdb] [saucenao] [google]
359450

>>359427
>>359427
I just love FG lighting with basic materials. It's so clean.

Have something of mine I gave up on years ago.

>> No.359458

>>359179
I fixed the legs/jawline.
What do you mean 'lip don't out with the eyes'.

>> No.359462
File: 2.03 MB, 3072x2304, 1353705488021.jpg [View same] [iqdb] [saucenao] [google]
359462

>>359450
You know it bro. It's beautifully clean. Partially why i cream myself over Mirror's Edge. Just base concrete texture, single color paint and some warm color bleeding.
I wish we actually had buildings like that. Brutalism is all we have.

>> No.359478

>>359423
because you aren't doing it right. You are doing something horribly wrong to get a shitty result. Every single decent looking game model has a normal map and looks better for it.

>> No.359481
File: 235 KB, 1400x648, ss (2013-06-08 at 10.50.44).jpg [View same] [iqdb] [saucenao] [google]
359481

>>359423

>> No.359486

>>359481
I understand WHAT a normal map does, however, it isn't doing what tutorials are impying it should do.

>>359425
The silhouette being the overall shape of the model?

Or do I have to put the extra details into the low poly? If I do that, why is the point of doing the high poly is the low has said details.

>>359478
According to polycount:

Make basemesh that you want to be the in game one.
Then copy it, and add in all the extra details

Then tangent bake it to the base

>>359429
Then what do you do about it?

>> No.359495

>>359486
you're argueing about this when you still need tutorials? babby level. argue when you know your shit.

and the thing you copy-pasted is a vast over-simplification.

>> No.359496

>>359462
I actually installed Mirror's Edge again just a few days ago to look at its interiors.

>> No.359497

>>359481
Your normal map is fucked up.

>> No.359498

>>359481
Forgot to smooth your normals before baking, or afterwards...

>>359486
Your low poly takes care of the primary silhouette. The normal maps adds a lot of finer detailed bumping that breaks up the lighting that hits the model to give it a more realistic look without needing 100k+ polygons to get that detail. It will also creating smoother curvatures to your mesh's surfaces that smoothed normals alone won't create.

>> No.359505
File: 171 KB, 1920x1080, ss (2013-06-09 at 12.48.57).jpg [View same] [iqdb] [saucenao] [google]
359505

Why does my render look like this?

>> No.359506

>>359450
whats FG lighting?

>> No.359507

>>359505
well, apparently blender uses something weird for mag filtering...

When I zoom in it looks like shit.

>> No.359508

>>359506
Final Gathering. Make sure to turn Secondary Diffuse Bounces up to at least 3 for physically accurate rendering (5 is considered physically accurate by the industry, but the difference between 3 and 5 is pretty small)

>> No.359512

>>359508
>Final Gathering. Make sure to turn Secondary Diffuse Bounces up to at least 3 for physically accurate rendering

Final gathering is not and will never be physically accurate, no matter what settings you change. stop spreading misinformation, chile

>> No.359514

>>359512
That's not misinformation, it's you misunderstanding the implied meaning. 5 bounces is considered physically accurate range in relation to light bounces, as any more would be an imperceptible due to exponential light decay, unless you were rendering the inside of a mirror funhouse. Yes, Final Gathering itself as a whole is not entirely physically accurate though.

>> No.359518

>>359514
>5 bounces is considered physically accurate range

first it was phyically accurate, now its phys accurate range. Backpedalling hard eh nobb

>> No.359522
File: 506 KB, 937x935, 08-06-2013 21-31-05.png [View same] [iqdb] [saucenao] [google]
359522

why is my baking like this?

>> No.359527
File: 256 KB, 2192x748, WIP Observatory.jpg [View same] [iqdb] [saucenao] [google]
359527

Thoughts on the placement of the buildings? I know some things need remodelling and there needs to be a lot more detail....but am I on the right track?

>> No.359528

>>359522
I know exactly why.

>> No.359531

>>359498
>>359497
2 minute job to prove a point

>> No.359536

>>359527
scale is way off. You're in over your head nub

>> No.359534

>>359522
Check your documents/3dsmax/sceneassets/images folder you dumbledore.

>> No.359539

>>359495
>he doesn't undertsand every single aspect of everything before doing something

>laughinggirls.jpg

No
>>359495
Once again, I know what a normal is for. Blender is not giving me what I want.

>> No.359545

>>359536

Great advice, that helps a lot, thanks

>> No.359549

>>359539
it's not about what you know. it's the fact you are discarding them as not useful when EVERYONE worth their salt uses them

>> No.359551

>>359549
I use normals, but not that, its not serving me in any way.

>> No.359554

>>359527
I think you should redo your fences, they don't match the reference where the fences are all on sharp angles. Same with the cliff edge, needs more detail.

Good luck, i'll be waiting to see the finished product.

>> No.359555
File: 116 KB, 720x480, x-atm092 wip.jpg [View same] [iqdb] [saucenao] [google]
359555

Getting back into the game after a few years break....this is gonna be a mother to rig though lol.

>> No.359556

>>359551
IMO it depends what the object is.
For your rifle piece, nobody is even going to see that shit unless it's also being used in an interactive viewer, or unless you wanted hyper-realism. If it's the latter, then do it anyway even if you think its not 'serving you', just so someone will see that little bit of extra detail and think you are 10x better at modelling.

I am fairly new to Maya, was planning on using mudbox to sculpt my high-poly model for a normal in Maya, I'm guessing that works yes?

>> No.359560
File: 298 KB, 1920x1080, currentprogressjune8.png [View same] [iqdb] [saucenao] [google]
359560

>>359556
Honestly, that is something that just occured to me.

I'm going to end up cutting up the barrel as you wont be able to see certain parts of it while in 1st or 3rd person.

Just like this grip

I decided to try high poly to low poly again, and as you can see, there are some issues with the normal

But I bet I can photoshop those out, and you never see the handle in Arma anyway...

>> No.359587

>>359560
I seriously cannot believe the babby level skill you are displaying yet still babbling on about normal maps not being worth using

>> No.359635
File: 613 KB, 2048x2048, dumbass niggers.png [View same] [iqdb] [saucenao] [google]
359635

>>359587
For the last time, I use normal maps >>359560
has normal maps being applied.

I however do not see the point of baking from a high poly when I can just make normal maps with Xn.

I even gave evidence above as to what happens when I bake normals from high poly vs baking normals from the normal object

I use them, picture related, but baking from high poly was a grand waste of time that didn't make anything look better.

>> No.359696

>>359534
Oh, thanks I don't know what to say.

>> No.359726

report rednecks

>> No.359738

>>359555
Nice, looks like some monster from resonance of fate

>> No.359803
File: 125 KB, 720x480, x-atm092 wip.jpg [View same] [iqdb] [saucenao] [google]
359803

>>359738
Actually its a boss from ff8

I've changed some details of the undercarriage to make it more practical to rig and there isn't really any perfect orthographic pictures of it floating around.

Just gotta get a low poly model going now, UV that....and then rig for animation lol(probably gonna put that on the back burner for a little bit)