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/3/ - 3DCG


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File: 1.10 MB, 1500x882, Show me your genitals.jpg [View same] [iqdb] [saucenao] [google]
372057 No.372057 [Reply] [Original]

SO 3, I've heard you were working on something... show it to me.

>> No.372058
File: 1.04 MB, 1602x2913, awawasfadasd.jpg [View same] [iqdb] [saucenao] [google]
372058

WIP, obviously.

>> No.372060

>>372058
I'm guessing sculpted? if so, how do you get the other meshes so close together and thin/detailed?
I would assume modeling the character+clothing first as standard/low poly then importing to zbrush/mudbox

I'm new to sculpting if you couldn't tell, so sorry for the probably painful question.

>> No.372061

>>372058
Nice. Soooo whens the porn coming up ?

>> No.372064

>>372060
Not the guy who posted that, but there are various ways in ZBrush.

1. You mask off an area on the mesh, and hit extract, to create a new piece in the shape of the mask and curvature of the object. You can set the thickness for it when you do this as well. Then you just Split>Unmasked and you now have a separate subtool to refine and sculpt that is already conforming to your character.

2. The topology brush, which will allow you to easily draw out a mesh on the surface, and then split that to its own subtool, thus giving you something with a bit better controlled topology for subdividing.

3. Just append a really low poly object, start shaping it, and increase its divisions as needed. That is the proper way to sculpt, by only bumping up resolution when you absolutely need to, you need to build forms progressively, from biggest to smallest.

>> No.372068

>>372064
Thanks for that well-written post, I'll have to go play around. I'm not new to modeling, but barely touched sculpting, or looked up tutorials etc. just watching what /3/ posts, which is why I'm more interested in it now.

I have Maya/Mudbox, but I'm assuming the same methods apply. Will mess about tonight, thanks again for being helpful.

>> No.372085
File: 1.02 MB, 1280x1440, Tree Asset.jpg [View same] [iqdb] [saucenao] [google]
372085

Made some trees with the edit normals modifier to spherify its form. 125 polys total

>> No.372103

Still working on the Panzer, hope to have it completed by tomorrow, then its high poly/normal/texturing time

>> No.372104
File: 2.83 MB, 2048x2048, Panzer 4 side.png [View same] [iqdb] [saucenao] [google]
372104

>>372103

Ooops, image didn't load for some reason

>> No.372112

>>372085
Looking nice

>> No.372116

>>372085
It's against the light, how do you expect us to criticize this?

>> No.372128
File: 828 KB, 1280x960, Foliage Normals.jpg [View same] [iqdb] [saucenao] [google]
372128

>>372112
This is awesome. I don't know why games still use those ugly facet polygon mash that create those ugly backfaces.
>>372116
With backlighting it looks like translucent plants. Just showing different angles

>> No.372134

>>372128

what exactly does the spherify modifier do? not familiar with (im assuming) max and thinking how i could reproduce this in c4d.

can you post some unrendered shots? how does the back look? shit looks awesome.

sage cause i dont even have any wips currently.

>> No.372138

>>372134
Oh its not spherify modifier. Its a script that takes face normals from a mesh and apply it to another. So what you see the planes with irregular angles, it gives them a spherical normal direction. Don't know if theres a script for C4D though, but you can export the mesh with OBJ, and it will keep the modified normals.

Here's the script :
http://www.scriptspot.com/3ds-max/scripts/normal-thief

>> No.372181
File: 1.31 MB, 1536x864, cabin3.png [View same] [iqdb] [saucenao] [google]
372181

it's far from done, but if you've spotted any fuck ups, please tell me.

>> No.372183

>>372181
sucks balls. textures are stretched, lighting is wierd, there are color burns near shadows, stairs don't make sense, roof dont make sense windows are pitch black, door is gay, everything is shit.

good job

>> No.372184

>>372183
>textures are stretched, lighting is wierd, there are color burns near shadows

I'm on it.

>> No.372185
File: 416 KB, 1024x768, Dr-Cox-scrubs-17846341-1024-768[1].jpg [View same] [iqdb] [saucenao] [google]
372185

>> No.372188

>>372138
this sounds cool.
I´m a bit confused though, does the script change the vertex normals of the object?
would love to see a short tut, like just a screenshot of master and target object in viewport to get an idea of how you did it

also are these screens rendered or real-time?

>> No.372199

>>372188
They are rendered.

I don't wanna dick around with max to explain the entire process, since its a bit long, but ill list the steps.
----------------------
create a 1x1 plane with your plant texture on

then create any form (i use an elongated sphere since its close to the form of a tree). try keeping the polycount no more than a few thousand.

using PFsource, get your 1x1 plant planes multiply around the spherical mesh, I set the number around 200.

Then, select the 'mesher' modifier, pick PFsource object for the mesher,then collapse the PFsource planes into editable poly.(at this point your spherical mesh and PFsource mesh should be in the same position)

Give 'edit normals' modifier to both the collapsed PFsource mesh, and the spherical mesh.

Run the script, use the spherical mesh for master, and collapsed PFsource mesh for target.

Apply.

Fin.

>> No.372206
File: 198 KB, 1024x768, fuck shit cock fuck.jpg [View same] [iqdb] [saucenao] [google]
372206

I get to remap the UVs, remake the texture from scratch, and repaint all the bone weights to fix this shit right here.

YEAH

>> No.373386
File: 814 KB, 1200x2000, test_10.jpg [View same] [iqdb] [saucenao] [google]
373386

4556 Tri's
1024 Texture map
working on rig for cryengine but the fuckin CrySdk forum is offline so can't check on how to do it properly :/

>> No.373387

>>373386
bretty bad normal stretching

>> No.373390

>>373387
I know, first rig ever made have to do it again but waiting for Cryengine Sdk stuff to come back online

>> No.373392

>>373390
briddy sure it has to do with how you uved and not rigged

>> No.373396

apparently the other thread wont bump any more, so ill just repost replies here

>>373219
i really don't think we had games like that... the worst one i can remember is alone in the dark, and they put more thought into the design than that.

its hard to put what i mean into words, but low poly isn't about making it look like crap and retro, its about liking that style. you don't chase after the horrible examples from low budget ps1 games, you do it from good examples.

this looks like something from a shitty ps1 cash in game, or a game where you were never meant to get so close to see the details so the model didn't matter to much.

>>373276
>>373277
>>373283

you made the muscles lumpy...
you are crossing human and shark, so some amount of artistic license needs to happen, but the human body doesn't just lump out like that.

it goes from smooth without definition, smooth with definition, smooth with veins, and heavy fucking definition.

this honestly looked better smooth, now look at the fin, sure its not perfectly smooth in real life, but even when it isnt, you can only see its not smooth under extreme gloss.

just saying, smooth was better, learn how the mussels would be laid, instead of make everything lumpy.

>> No.373401
File: 2.13 MB, 1920x1080, paperworks.png [View same] [iqdb] [saucenao] [google]
373401

Low poly count, stylized, no video game shit, raw... /3/ must hate it.

>> No.373407

>>373386
Easy as pie. Us the agent file for the rig under tools. Skin it with cryskin like you would witht skin modifier and you are good to go. Export it, import it, load the animations for the rig aaaand done.

Also your mapping on the crotch is messed up.

>> No.373420

>>373401
If you can, try and make it look like it was made out of paper. That'll look cool.

>> No.373423

>>373401
I like it

>> No.373465

>>373401
shit textures

>> No.373478

>>372057
Roll

>> No.373488
File: 177 KB, 798x882, sculpt2.png [View same] [iqdb] [saucenao] [google]
373488

>> No.373502
File: 1.22 MB, 1710x842, F3600 WIP.png [View same] [iqdb] [saucenao] [google]
373502

making a garage in UDK

>> No.373518
File: 99 KB, 1024x1024, Thebustbehindthejokeisthewip.png [View same] [iqdb] [saucenao] [google]
373518

Dear Super Nintendo.

I am hrd workan 3d man with years of working behnd me, plz take a look at my video below and hire me and you're request

Thnk you.

>> No.373520
File: 497 KB, 1728x736, tuuubes.png [View same] [iqdb] [saucenao] [google]
373520

my first high poly model. hoping to learn how to bake it soon

>> No.373541
File: 478 KB, 768x576, plsdntcpythnx.png [View same] [iqdb] [saucenao] [google]
373541

>>373518
fuck you

>> No.373551
File: 2.69 MB, 1920x1018, 2013-08-12_10.26.48.png [View same] [iqdb] [saucenao] [google]
373551

>> No.373559
File: 175 KB, 1508x810, macchinina.jpg [View same] [iqdb] [saucenao] [google]
373559

fiat500

>> No.373575
File: 465 KB, 960x600, 12-08-2013.png [View same] [iqdb] [saucenao] [google]
373575

here we go
noob here, this is my first scene I actually have a concept for.
texturing and UV mapping are a nightmare.

I've done everything myself so far, except for the torn posters to the left, those are off flickr.
Using Blender, PS and crazy bump

Most of the stuff I see on /3/ is just amazing to me so pls don't be too harsh but I'm looking forward to responses
> p-pls respond

>> No.373578

>>373551
Good job, you can place basic virtual lego blocks to make basic structures. You have the skills of an 8 year old in his room.

>> No.373592

>>373575
this is bad

>> No.373593

>>373578
rude

>> No.373594

>>373593
Facts can't be rude.

>> No.373615

>>373578
>implying pixel art is not an art (yes I'm implying that is the equivalent of pixel art in 3D)
>Implying the necessity of difficult software interfaces to give the works some dignity (hurr durr blocks simple you 8 years old polygons are so complicated)
kill yourself

>> No.373617

>>373615
You first, you Minecraft loving autist.

>> No.373619

>>373578
Sent :)

>> No.373620

>>373615
Pixel art is art, but it's a simple art. And Minecraft "art" is even simpler.

Enjoy wasting your life away making pointless "art" that every little kid with Minecraft is also doing. Come back when you move onto something that allows for some true creativity and skill.

>> No.373639

>>373619
Sent ;)

>> No.373642
File: 35 KB, 242x864, base_finished.png [View same] [iqdb] [saucenao] [google]
373642

>> No.373667
File: 266 KB, 1476x1052, 3.jpg [View same] [iqdb] [saucenao] [google]
373667

>>372058

Progress.
I'm getting my ass handed to me.

>> No.373668

>>373667
Females usually have feet inwards, and limbs closer to the body, closing them off. This comes off as very masculine

>> No.373669
File: 473 KB, 1476x1052, 1.jpg [View same] [iqdb] [saucenao] [google]
373669

>>373667

fucking faces.

>> No.373670

>>373669
first thoughts "E.T.", "alien"

>> No.373675

>>373669
Bring the eye sockets forward. Them being back so far makes her nose stand out far too much.

>> No.373677

>>373668
Yeah she looks like a hooligan bouncer who went to work dressed as little red riding hood for shits and giggles

>> No.373679

>>373677
>she

>> No.373687

>>373679
Even better.

>> No.373688
File: 132 KB, 745x378, dgff.jpg [View same] [iqdb] [saucenao] [google]
373688

I feel i'm so fucking slow. How much time do you guys take to make a full character?

Pic related, should have finished it 2 days ago. Not even close.

>> No.373692

>>373688
Something like that should of been able to be done in a regular 8 hour work day... The bulk of the work done within the first two hours.

>> No.373694

>>373692
Damn, i'm still learning Zbrush, i actually do make the bulk in like two hours, but i spend too much time going back and forth when it comes to doing final results.

Gotta speed up then. Thanks.

>> No.373695

>>373688

It would have been faster if you had used a 3d package that is more suited for hard-edge workflows ie max, maya

>> No.373700

>>373668
>>373677

Don't make her pigeon-toed just because these twats don't know what ladies look like.

>> No.373705

>>373695
Nah, you do hard-edged a lot quicker in ZBrush once you get a good understanding of most of the tools it has.

>> No.373710

My racer

>> No.373711
File: 199 KB, 1024x576, Podlel.jpg [View same] [iqdb] [saucenao] [google]
373711

>>373710
Didn't upload or something..

>> No.373712

>>373711
i like the veyron inspired front. are you making that for anything in particular or just for fun?

>> No.373713

>>373712
Part of an assignment for school

>> No.373720

>>373711
horrible design

>> No.373721

>>373720
I would drive it

>> No.373724

>>373711
Was that school DigitalTutors?

>> No.373725

>>373721
Samefagging wont magically make you a better designer, so why dont you stop mindlessly defending your stuff, and try to learn how to design ? The best way to start is by collecting and studying references.

>> No.373735

>>373711
Looks good and has appeal. However, i would use IBL and a spotlight for the sun to light it

>> No.373736

>>373725
Stop projecting, I'm not you.
>implying samefag

>> No.373762
File: 228 KB, 670x610, it's like one of my japanese enemas.jpg [View same] [iqdb] [saucenao] [google]
373762

Finally, an acceptable hair shader. Anisotropy is a bitch.

>> No.373763
File: 189 KB, 510x488, unlit.jpg [View same] [iqdb] [saucenao] [google]
373763

>>373762
and a clear shot of the actual hair
Don't judge my normal maps, this is as good as it gets with this engine.

>> No.373764

>>373762
>>373763
>acceptable

on what universe?

>> No.373766

>>373762
>filename

>> No.373767

>>373725
OP here, that wasn't me lol.
I agree, the design is rubbish but I had to make something quickly.

>> No.373768

>>373735
Its using IBL with settings on default. Any tips on what settings might make it look better? Going to try using a spotlight.

>> No.373769

>>373768
youre not using ibl in the right way, that much is obvios

>> No.373770

>>373767

Bro, you're not OP, stop Samefagging

>> No.373782

>>373770
Bro, you're a fucking faggot, stop fagfagging

>> No.373940
File: 127 KB, 1303x600, What is this.png [View same] [iqdb] [saucenao] [google]
373940

Hey guys I've got a problem here with the hair particles in blender. As you can see, in material mode it acts like hair is growing from her tits for some bizarre reason but in object mode it's behaving fine and is completely ignoring the titty hair. I don't have this problem when it isn't being subdivided but but want to keep the subdivision how it is to make shape keys easier. Can I just cut down the stupid titty hair and ignore it or will it affect the final product?

Also if you'd like to criticise my model so far I'd appreciate it. I know the hands are pretty shitty right now.

>> No.373953

>>373940
Do you have any unapplied modifiers that could have rearranged the vertex order?

Anyway, crits:

The neck is dreck.
The breasts should flow into the outer pectoral folds more smoothly.
Waist to hip ratio is plain bizarre.
The mouth is unflattering.
Armpits aren't even there.
The thumb should be an extrusion normal to the palm, not tangent to it.

that's about all I can see here

>> No.374060
File: 424 KB, 2560x1440, Screen Shot 2013-08-14 at 7.43.52 PM.png [View same] [iqdb] [saucenao] [google]
374060

trying to learn some rigging by practicing on my orca

>> No.374071

>>374060
>all joints need to be oriented in a consistent way
>the only way to orient joints is through a clunky, imprecise interface or external plugins
>once you skin and rig you can't fix orients without breaking shit
Tell me, why is this the "best" animation package again? Not even Blender has such an asstarded rigging system.

>> No.374073

.

>> No.374077

this-software

>> No.374083

>>374071
It's only the best because of its historical extensibility and people/studios writing their own rigging tools, it's really pretty shit by itself, in almost every aspect. I would just use IKinema in Maya, that's also the solver modo uses. It's sweet as hell and easy to use

>> No.374084

>>374071
cant even rig a cylinder. Pathetic.

>> No.374106
File: 852 KB, 1550x2247, now with 90% less boobies.jpg [View same] [iqdb] [saucenao] [google]
374106

>>373675

Thanks for the tip.
I'm trying to emulate Jon Troy Nickel's style, aka Hazardous.

>>373667
Took her boobs off.
I want her to be more tomboy-ish, while still being feminine. Totally not a trap. Baby Bonnie Hood.

>> No.374111

>>374106
wheres the FUCKING PORN ALREADY >:O
atleast some sexy poses plz

>> No.374115

>>374111
Soon, only dreams now...

>> No.374122
File: 2.32 MB, 1920x1080, lp_tree_002.png [View same] [iqdb] [saucenao] [google]
374122

>>373401
The next degeneration.

>> No.374126

>>374122
It's not nearly hipster artsy enough with that color scheme.

>> No.374136
File: 329 KB, 1375x705, Shaaaark.png [View same] [iqdb] [saucenao] [google]
374136

Updated my shark.

>> No.374160

>>374136

fix the specularity :(

>> No.374161

>>374122

this would look perfect with the right lighting and post-processing (contrast, vignette, toning)

>> No.374168

>>374106

Her face is still looking quite creepy.

>> No.374174
File: 149 KB, 1503x932, Shark render stuffs.jpg [View same] [iqdb] [saucenao] [google]
374174

>>374160
Don't know how to T_T. Still very new to Zbrush and 3d in general

>> No.374175
File: 75 KB, 1503x932, lel.jpg [View same] [iqdb] [saucenao] [google]
374175

>>374174
Thought this was kinda cool.

>> No.374179
File: 581 KB, 1920x1080, Watch Render.jpg [View same] [iqdb] [saucenao] [google]
374179

Modelled an edgy wristwatch

>> No.374182

>>372085
>>372085
>>372085
left middle tree looks the best btw.

>> No.374193
File: 166 KB, 1920x1200, meh.jpg [View same] [iqdb] [saucenao] [google]
374193

giving webgl / three.js a shot
i don't fucking know shit about writing shaders though

>> No.374207
File: 75 KB, 441x667, hpl03.jpg [View same] [iqdb] [saucenao] [google]
374207

Well I made this. About three hours, maybe four tops. This is harder than expected. Not sure how to fix it, and good references are hard to find.

>> No.374210
File: 1.89 MB, 1920x1080, lp_tree_003.png [View same] [iqdb] [saucenao] [google]
374210

>>374161
What would be your advice for the compositing and postprocessing?

>> No.374220

>>374210

Here you go my son:
http://www.turnislefthome.com/

>> No.374233

>>373953
Thanks for the crits and yes a subdivide modifier is being used but I don't really want to apply it because then it'll make it harder to animate.

>> No.374251

>>374207
zuckerberg?

>> No.374254
File: 2.02 MB, 306x279, anims.gif [View same] [iqdb] [saucenao] [google]
374254

muh animashuns

Blender is fucking based when it comes to animating for vidya.

>> No.374260

>>374254
I jumped in the thread because I happened to read this sentence of yours.
How exactly do you animate a rigged model? I am assuming not through keycrame because I cannot for the life of me figure out how to make the animation look natural.
I am also aiming to make vidya animation but I have zero idea of starting point. Can you help me please?

>> No.374261
File: 243 KB, 1267x906, armour 4.jpg [View same] [iqdb] [saucenao] [google]
374261

Slowly making my way through the eat3D hard surface techniques DVD, it is no way quick.

>> No.374263
File: 400 KB, 1280x1024, over 25k triangles of pussy and ass.jpg [View same] [iqdb] [saucenao] [google]
374263

>>374260
There is no other way than keyframes. (well, you can tweak the curves after to fix things but a curve point is still a key)
I do almost everything in the dope sheet with auto keying on.

When I started out, I planned my animations in 2D beforehand to get a good grip on gesture curves. (the idea is that the poses should follow one curved line, and the line itself should be enough to read the animation's intent)
Other than that, it's pure theory and looking at reference.
Oh, and don't use IK for arms unless you absolutely need to. FK is much more natural.

>> No.374264
File: 1.02 MB, 2048x2048, Pazer baked 2.png [View same] [iqdb] [saucenao] [google]
374264

Panzer now with based texture and some normals done, however for some strange reason the normals on the tread covers refract the light strangely

>> No.374266

>>374263
IK is vital if your hand is fixed to a surface but yeah, FK is more natural.

>> No.374268
File: 15 KB, 250x329, H_P_Lovecraft.jpg [View same] [iqdb] [saucenao] [google]
374268

>>374251

>> No.374280

>>374179

Nigger, this shit is heavy as fuck, I like it.

>> No.374299

>>374179
needs even more shitty postprocessing, don't forget more bloom, blur, chromatic abberation and noise

>> No.374301

>>374299
It has none of those post processing stuff except for DOF. People will take you seriously only if you cut out spazzing out your butthurt shitposting and give constructive criticism.

>> No.374308

>>374264
still corners too sharp. Are working under a poly budget or what?

>> No.374331

>>374175
Fish are friends, not food.

>> No.374332

>>374301
>It has none of those post processing stuff except for DOF. People will take you seriously only if you cut out spazzing out your butthurt shitposting and give constructive criticism.

Im not that guy, but that watch is terrible. Its like someone aped the intro to Dark of the Moon, and put into a watch. Its really bad.

>> No.374334

>>374301
Well, I thought it was good. Don't know what these jealous faggot's problems are.

>> No.374347

>>374334
>implying

>> No.374371

How do I apply something regular in ZBrush? Say I have an insert brush, how do I apply it regularly across a grid, or in a circle? And how do I make a surface get a regular deformation by applying the same brushstroke in a pattern? I already know about NoiseMaker but I mean something with more drastic effect, not just a surface pattern.

>> No.374471
File: 132 KB, 682x809, sleg.png [View same] [iqdb] [saucenao] [google]
374471

Shark guy here, watched Monster University. Inspired me to make me own little monster T_T

About 20 mins in. But it is almost 8am so I am gona hit the bed.

>> No.374477
File: 304 KB, 1080x1479, golden kifah.jpg [View same] [iqdb] [saucenao] [google]
374477

Working on some animations to drop into Unity. Decided to apply my snazzy gold material onto the whole model to see what it looks like.

Looks like some kind of bizarre award statue. "I just want to thank everyone who helped me with this snake lady with a penis award!"

>> No.374478
File: 146 KB, 664x847, sleeeg.png [View same] [iqdb] [saucenao] [google]
374478

>>374471
Right bed time!

>> No.374480

>>374478
needs fatter tits.
not bigger. fatter.

>> No.374487

>>374477
You've posted a lot of WIP shots for this and I don't think I've seen anyone ask yet, so why are you making this furry futa snake? What purpose will it serve?

>> No.374488

>>374478
>>374471
Slurms MacKenzie?

>> No.374503

>>374487
you could ask this question about any other model posted here. What's so unique about mine?

>> No.374550
File: 353 KB, 1920x1080, Final Render.jpg [View same] [iqdb] [saucenao] [google]
374550

>>374264
>>374308

something like this:

>> No.374551

>>374503
the persistens of the artist maybe?

>> No.374552
File: 450 KB, 2048x2048, Panzer beveled.png [View same] [iqdb] [saucenao] [google]
374552

>>374308

>still corners too sharp. Are working under a poly budget or what?

No, its just that maya isn't really rendering the bevels well with the textures applied.

But I'm about to go redo the AO bake again so I'm hoping it will take some of the /b/ level edgyness from it

>> No.374553
File: 170 KB, 925x637, Screen Shot 2013-08-16 at 11.16.09 AM.png [View same] [iqdb] [saucenao] [google]
374553

had to make it more cartoony, bout to texture this shit.

>> No.374554

I'm installing Softimage and Lightwave, wish me luck. I'm sick of Maya, and modo is all buggy and shit and crashes every 5 minutes, plus the render tree sucks. What should I expect, are those more suitable for a one person workflow? I'm trying Lightwave because Umemaro uses it.

>> No.374555

>>374551
I'm dedicated is all.

>> No.374568

>>373592
And your comment is bad, be constructive for him you tool

>> No.374571

I can't even fucking import an OBJ into Lightwave, it's just blank. How can it possibly be this shit

>> No.374573

>>374553
Nigga that looks clean as shit yo

>> No.374596

>>374503
most things here aren't furry
except for alioto's stuff, I guess, and well he's just a joke, let's not talk about him

besides, it was an actual question. ya gonna make 3d porn and get some fools' money?

>> No.374598

>>374554
softimage>lightwave

>> No.374600

>>374598
Yeah thanks I already uninstalled Lightwave, it was the worst piece of shit I've ever seen. Softimage seems good so far but the UI looks like some sort of Fischer-Price toy. I'm not sure if Softimage can bring anything to the table that Maya can't

>> No.374601

>>374600
>Softimage

is this some kind of joke?

>> No.374605

>>374601
Then why does it even exist? It costs the same as Maya. I've barely used it yet. I'm jumping into Houdini because it gave a better first impression.

>> No.374608
File: 754 KB, 1920x1027, screenshot1.jpg [View same] [iqdb] [saucenao] [google]
374608

>mfw I suck at texturing
>mfw ddo makes better looking textures in 30 seconds
Fuck.
;_;

>> No.374609

>>374601
softimage is objectively the best of them. you'll understand when you see a real pro work in pixar or weta, not just the grunts. it's the creme brule of them all.

>> No.374610

>>374608
hahahahah yeah you do suck. you could always kill yourself if that helps.

>> No.374611

>>374610
I might just do that m80 but first I'm gonna make you suck my dick, faggot.

>> No.374623
File: 2.05 MB, 720x486, wrinkleFStretch.gif [View same] [iqdb] [saucenao] [google]
374623

Worked a week on this workflow to get this result.

>Bought FStretch2 for $150 and simplified my wrinkle game significantly. Plugging the vertexcolors it gives as a primvar into renderman studio.

Before, I was manually splitting up 5 maps (minimum) and using set driven key to trigger them. This caused all sorts of discontinuties around each map because...they were 5 separate maps.

Now, I just need one map, and it flows into each section and its adjustable in the node which is far better than the other free options like SOuP.

>Ive finally found wrinkle heaven :)

>> No.374625

>>374623
Just recently, maybe a month or two ago, someone here bought fStretch and said that it's a piece of shit

>> No.374628 [DELETED] 
File: 901 KB, 1924x1132, Untitled3.jpg [View same] [iqdb] [saucenao] [google]
374628

4th animated scene. beginning frame.

in b4 404/b&. Wat happened to freedom of the arts?

>> No.374629

>>374628
ur sick xO

>> No.374639

Now I can't even begin to imagine why Lightwave would be in the OP. It's the unfriendliest program I've ever used, everything is just a grey blob of text, I guess it's like the tracker of the 3D world

>> No.374640

>>374625
Strange b/c theres no other node like it in maya.

>> No.374648

>>374640
I know. The guy said he had $200 to blow on a Maya plugin that you can't pirate, so I told him to get fStretch because it looked good. He came back saying that it's shit, outdated documentation, way too much work to set up anything usable

>> No.374660

>>374648
Thats kind of true. I had to make my own workflow thats not in the manual to work with prman. Its a lot better and more dynamic than the official way, since you use vertex colorset instead of baking out maps per frame with a vertexcolor2texture tool.

>> No.374665
File: 1.59 MB, 300x300, roughrender.gif [View same] [iqdb] [saucenao] [google]
374665

Pretty rough render of my call agent dude.

>> No.374736

>>374623
The result was definitely not worth the money you paid.

>> No.374742

>>374623
>he's still at it
Why do you even post here still when everyone is just gonna keep attacking your stupid choices? Seriously, why not go on go on CG Society if you're so proud of your work?

You probably aren't proud of your work, and that's why you buy these things thinking they'll magically make your BadKing model that you downloaded, look better.

If you were truly proud of your work, you'd be showing off on a site that can gain you a following.

>> No.374744

>>374742
>implying that dicking around with this model constitutes work, or that he's ever done any work besides this

>> No.374745

>>374742
>gain a following
>deviant art
top lel

>> No.374746

>>372181
Spotted a fuck-up, its shit.

>> No.374747

>>373401
not that bad actually

>> No.374748

>>373488
shit

>> No.374749

>>373502
Shit.

>> No.374750

>>373520
>high poly
lel

>> No.374752

>>373575
Shit.

>> No.374753

>>373642
Shit.

>> No.374756

>>374207
Shit.

>> No.374757

>>374264
Add camo.
Also what inspired you to model a Panzer?

>> No.374758

>>374471
Shit.

>> No.374759

>>374477
Shit.

>> No.374760

>>374623
Shit.

>> No.374761

>>374628
Shit.

>> No.374762

>>374665
Shit.

>> No.374773
File: 97 KB, 300x100, peachfish.gif [View same] [iqdb] [saucenao] [google]
374773

>>374762
Lrn2Reply fajjet

>> No.374774

>>374745
Yeah, maybe he should post it on DeviantArt, don't forget the watermark Minotaur man.

>> No.374794 [DELETED] 

>>374746
>>374747
>>374748
>>374749
>>374750
>>374752
>>374753
>>374756
>>374757
>>374759
>>374760
>>374761
>>374762

wow just wow, we are not proud of you for spending money on your renderer, plugins and shit and now you spam the thread - wow just wow, you are one hell of an angry kid. Grow a pair man.

>> No.374795

>>374746
>>374747
>>374748
>>374749
>>374750
>>374752
>>374753
>>374756
>>374757
>>374759
>>374760
>>374761
>>374762

We are not proud of you for spending good money on your renderer, plugins and shit and now you spam the thread - wow, you are one hell of an angry kid. Grow a pair man.

>> No.374800
File: 222 KB, 1280x960, fiat525.jpg [View same] [iqdb] [saucenao] [google]
374800

>>373559
Update

>> No.374805

>>374071

>Using blender for animation.
>Calling other interfaces clunky.
>Can't orient joints in maya.

top kek 2013

>> No.374806

>>374800
always a fan of cars. keep posting. also how many polys is that mofo? im guessing around 10k?

>> No.374809
File: 21 KB, 1123x817, DasGreenhorn.png [View same] [iqdb] [saucenao] [google]
374809

Friend told me I couldn't into lowpoly because zBrush had spoiled me.
I called him a faggot and set out to prove him wrong.

I can't into lowpoly.
I have no idea what the fuck I'm doing.
This is gonna be a shitstorm

>> No.374812

>>374809
toplel

>> No.374815

>>374809
Man I've been there. I don't even use Zbrush and I can't into Lowpoly. Everything I do ends up having to many edges cause I don't think it looks right.

Keep at it mang.

>> No.374816
File: 272 KB, 855x697, Kekbold.png [View same] [iqdb] [saucenao] [google]
374816

I swear to god its not as furry as you think it is.

>> No.374818

>>374816
Man it don't matter what purpose it serves, fix those tits.
But tell me, is that some /tg/ lovin'?

>> No.374820

>>374809
good on you for admitting it. now you won't spew as much shit anymore.

i cant into sculpting for shits, if it makes you feel any better.

>> No.374821

>>374818
I had /tg/ in mind yeah. The tits are going to have clothes modelled over them so I didn't think it was a big deal but alright.

>> No.374825

>>374821
a valid point, I almost wrote that but didn't.
But if you make them look a little more like that side most one, it'd be great. At the moment they're all spheroid.
Besides, everyone loves stylised tits with character

>> No.374827
File: 453 KB, 210x210, 1349500934567.gif [View same] [iqdb] [saucenao] [google]
374827

>>374825
>a valid point, I almost wrote that but didn't.

>> No.374828
File: 1.28 MB, 1357x825, Dinohed.png [View same] [iqdb] [saucenao] [google]
374828

Shark guy here, done a quick sculpt of a dino head! Testing alpha's and such.

>> No.374829

>>374828
That is clearly a dinosaur, Shark guy.


That bump work is really great. Get that teeth in there!

>> No.374831
File: 501 KB, 965x713, there+is+a+brony+joke+to+be+made+here+_15eddee1579b6815d327ea2930c758f1.png [View same] [iqdb] [saucenao] [google]
374831

>>374829
>>374828

>> No.374832

>>374831
No I know its a dino but I'm just saying cause he calls himself sharkgu-
NEVERMIND

>> No.374833
File: 521 KB, 971x875, lx1xNV7.png [View same] [iqdb] [saucenao] [google]
374833

>>374829
You seen through my elaborate ruse!

I am still not entirely sure on the best way to do teeth, but I shall give it a try soon. Thanks!

>> No.374834

>>374833
horrible.

>> No.374836

>>374834
Can ya explain why?

>> No.374837

>>374836
explain how its not terrible?

>> No.374839

>>374837
I won't learn if you don't explain why you don't like it. I can not improve upon it if I do not know what people find bad about it.

>> No.374840

>>374836
>>374839
see

>>374812
>>374762
>>374761
>>374760
>>374759
>>374758
>>374756
>>374753
>>374752

I don't think he's here to give valid critique. Just try to shoot down everyone for laughs. Personally I think the textures start to fade out near the front but that might not matter a hole bunch. Slap some color on it already! You can already tell the textures between the scales and insides are different, but it would be nice to really see the change.

>> No.374841

The form is okay, I'd just enlarge the eyes personally.
The only thing is it looks like smallpox instead of dinosaur scales.

>> No.374842

>>374840
those quotes arent me, check the ip. That dino is straight shit, anyone with eyes can see that. If you say its not terrible - why isnt it terrible? Whats good about it? Its the worst serious dino ive seen online, ever.

>> No.374843

>>374842
>calls something terrible
>when pressed, can only say "why isn't it terrible"
you're not lending yourself much credibility

>> No.374844
File: 361 KB, 971x875, ietrvlyz.jpg [View same] [iqdb] [saucenao] [google]
374844

>>374833
the only points I have to complain about, the mirroring is too clear.

>> No.374845

>>374842
Oh ok, thanks for the constructive criticism! I will try to take all of that on board and proceed with the knowledge you have excreted upon me!

>>374841
First time properly attempting alphas for scales, I agree for the most part haha

>>374844
Ah yeah, I will go over it without mirror in the future. Thanks for pointing that out.

>> No.374846
File: 291 KB, 430x430, 1348606392943.png [View same] [iqdb] [saucenao] [google]
374846

How to seem like a valid critique:
>>374844
How not to seem like a valid critique:
>>374842

You can say it sucks all you want but if you can't explain why then your words are pointless

>> No.374847

>>374843
?? This is far below entry level standard. Learn to accept criticism or you wont get very far at all in this industry. You want a good 3d dino, do a google search. Theres nothing good about this.

>> No.374849
File: 471 KB, 854x637, wut.png [View same] [iqdb] [saucenao] [google]
374849

>>374847

>> No.374852
File: 5 KB, 100x100, 33641021_p9.jpg [View same] [iqdb] [saucenao] [google]
374852

>>374847
Looks like someone still needs to touch up their trolling technique a bit.
2/10

>> No.374853

>>374852
Accept criticism, or youre going to be defending your pile of shit for no reason. Whoever made that dino needs to start again.

>> No.374854

>>374853
They aren't defending my dino, they are assaulting your credibility. But anyway I must go now and do some teeth for my horrible dinosaur.

>> No.374855

>>374853
I gave you two points for figuring out the basics of making others angry and actually trying. Don't disappoint me by demonstrating that you are incapable of learning from your mistakes.

>> No.374859

>>372057
Rolling for gf.

>>372057
Yes, I have been working


WHICH IS IT?

>> No.374863

I've given up on learning something other than Maya, it's like none of the other programs even attempt to make any sense at all, except Houdini

>> No.374864

>>374863
>cant even figure out zbrush
>going far

>> No.374866

>>374071
orienting joints in maya is easy as fuck.

>> No.374870

>>374864
I already know and use ZBrush, I mean like a normal 3D suite that is in competition with Maya

>> No.374877
File: 31 KB, 1144x862, Triangles.png [View same] [iqdb] [saucenao] [google]
374877

Today has been an educational day.

I have yet to add the sideburns, tophat, assorted suit details, monocle, cane and gloves. I think I'll aim at sub-1K tris for the finished model.

Time to relax in zBrush before I kill myself.

>> No.374885

>>374827
Don't you give me that look, dog

>> No.374886

>>374855
>I'm not the troll, everyone else is
?????????????

>> No.374894
File: 8 KB, 236x240, 130825647098820110725-22047-1ke1yew.jpg [View same] [iqdb] [saucenao] [google]
374894

>>374886
Now that's better. Oh, look at the time, I got some modeling to do. Keep up the good work while I'm gone, /3/ definitely needs more trolls.

>> No.374923

>>374795
if it is that person, he isn't that wrong on everything he said... though he is being a dick about it

>> No.374925
File: 11 KB, 550x375, 1373921999986.png [View same] [iqdb] [saucenao] [google]
374925

>>373401
>>374122

Don't listen to the haters, this is fucking awesome. I'm new to /3/, (/b/tard here)..never even noticed there were other sections of 4Chan in my 2years of lurking that were meaningful to look at with all the shit /b/ delivered to me on a daily basis.

I've decided to let go of /b/ and move on since it's my Senior year & /b/ sort of made me procrastinate through Jr year. I'm looking forward to finishing learning HTML then move on to Java and so on. Looking to create an MMo for Android/iOS when I go off to college next year.

Could you give me any tips on 3D modeling?

I have
>Google Sketchup
>MonkeyEngine 3.0
>& am now downloading ZBrush.

>> No.374941
File: 14 KB, 679x427, 1293960876140.png [View same] [iqdb] [saucenao] [google]
374941

>>374925
>underaged b8 assuming his opinion matters

>> No.374958 [DELETED] 
File: 764 KB, 1440x878, 1.png [View same] [iqdb] [saucenao] [google]
374958

>> No.374976

>>374925
0/10 try harder

>> No.374984

>>374923
my point exactly.

>> No.375015
File: 372 KB, 2032x1714, perspective.jpg [View same] [iqdb] [saucenao] [google]
375015

>> No.375016
File: 191 KB, 1370x850, aeiou.jpg [View same] [iqdb] [saucenao] [google]
375016

>>375015
How does this render look?

>> No.375023

>>375015
>>375016
Eyes are still way too small. Bumps look good, but kinda off. Maybe too even, too many small bumps. Also put some texture on those teeth. This guy is crushing bone with them and doesn't have arms long enough to brush.

>> No.375027

>>375023
Haha, will do! Thanks for the feedback.

>> No.375029

>>375016
use more colours in the skin. make the tongue/gums redder. make the teeth sharper

>> No.375057

>>374596
That'd be cool and I do have what I think is a snazzy business idea, but that's not the point of this particular model.

Actually the point of this model is to distract me from another project I'm having trouble with that really could be monetized.

>> No.375066

>>375057
I have several models distracting me from each other, half of which could potentially lead me to money. I know the pain.

and then I wind up spending a day on the sims 3 and I hate myself

>> No.375070
File: 1.15 MB, 2560x1440, PortalTurret.jpg [View same] [iqdb] [saucenao] [google]
375070

Low poly Portal turret wip.
Thoughts?

>> No.375084

>>375070
It looks kinda awful.
Not really low poly at all.
Too square, too.

>> No.375093

>>375084
Alright, into the trash it goes. Onto next project

>> No.375095

>>375093

retard

>> No.375097

>>375095
why?

>> No.375100

>>375097
Probably for trashing it instead of trying to fix it.
He might be wrong or right about it.
Either way, look at all those edge loops. There are so many you don't need if you're going to make it "low poly". And look at the 4 edge loop from the top, especially in the top-right/bottom right images. It's changing the shape of the turret for the worse.

>> No.375101

>>375100
Well, I didn't spend to much time on it to begin with. I thought that maybe it would be more productive to start on another project rather than wasting my time on something that's going to go be forgotten in a week anyway.

>> No.375102

>>375101
Maybe you're right, Milhouse. But what if the same could be said of the next project? And the next and the next? And then all projects?
What's the point?

>> No.375114
File: 79 KB, 590x780, ear.jpg [View same] [iqdb] [saucenao] [google]
375114

How do I improve this ear?

>> No.375124

>>375114
Take the move tool, now stay at this view, and keep on grabbing and smoothing every bump until the curvature of the ear is perfect, no bumps, all curves
move to the side and top view and reapeat

>> No.375131

>>374833
You definitely need to work on the eyes, they lack quality and coherence. It just looks like someone stabbed a hole in the mesh and shoved an eyeball in there.

>> No.375167

>>375114
de-pointify dem lobes

>> No.375170
File: 611 KB, 480x270, h.png [View same] [iqdb] [saucenao] [google]
375170

Liquid crap brushed up with Vray

>> No.375205

>>375015
put the comparisons side by side, not vertically, it makes it easier to compare.

>>375016
still has the mirroring issues. i would fix them before showing us more renders because after the first guy pointed them out, they stick out like a sore thumb.

>> No.375231

>>375015
Dino looks stoned.

>> No.375251

>>375231
they didn't have much to do back in the old days, besides throwing cannabis onto lava flows.

>> No.375275
File: 226 KB, 1800x857, trollface.jpg [View same] [iqdb] [saucenao] [google]
375275

Still dicking about in zbrush.

>> No.375290
File: 281 KB, 771x1010, Fulton02.png [View same] [iqdb] [saucenao] [google]
375290

Fulton MX991/U military torch. Finished last week, just not sure what to do with it. Thinking of putting up for free download.

>> No.375291
File: 285 KB, 789x1120, Fulton01.png [View same] [iqdb] [saucenao] [google]
375291

2/2

Dimensions should be nearly 100% accurate.

>> No.375293
File: 376 KB, 426x714, Swiss Army Lantern.png [View same] [iqdb] [saucenao] [google]
375293

Swiss Army Lantern, speedmodeled/textured in 10 mins.

>> No.375304

>>375293
Wireframe plz.

>> No.375306

>>375290
>>375291
>>375293
you should offer to make some models for stuff for DayZ. That torch and other small camping/hunting/military gear are the kind of things they're going to need.

>> No.375311
File: 415 KB, 1928x1084, lzTTDlq.jpg [View same] [iqdb] [saucenao] [google]
375311

1/3

>> No.375312
File: 285 KB, 1928x1084, Da5AO1t.jpg [View same] [iqdb] [saucenao] [google]
375312

2/3

>> No.375313
File: 434 KB, 1928x1084, MIim4BN.jpg [View same] [iqdb] [saucenao] [google]
375313

>>375312
3/3
will polish things when i got from work, and made a proper presentation

>> No.375320

>>375311
>>375312
>>375313
Is that a fuckin' Hussar Brain-In-A-Jar Robot?
That shit is fuckin' cool, yo.

>> No.375328

>>375313
fuck yeah kurwa

but why are the letters russian?

>> No.375329
File: 223 KB, 799x1328, survival.png [View same] [iqdb] [saucenao] [google]
375329

>>375304
It's nothing special, just a very low poly simple flashlight. The Fulton on the other hand is a bit more complex.

>>375306
Do you think they'd really use it?. I'd love to model "equipment" and tools, it'd be a nice change from just guns.

>> No.375333

>>375328
Poland invaded and assimilated most of the russian land in 2157, and most russian culture was assimilated quickly, along with russian people. Russian language was better for describing technical things. Thats why.

Also, i like that font.

>> No.375334
File: 238 KB, 1024x531, FAL.png [View same] [iqdb] [saucenao] [google]
375334

FN FAL, incomplete. For /k/s EDN game.

>> No.375348

a 1st grader could model a 3d gun. You are all fail at life. kill yourselves.

>> No.375373

>>374809
I know the feel. I make zBrush sculpts that apparently wowed my classmates, though I feel like it's not my best work. Can't retopologize into a lowpoly for shit.

zResmesher, you spoil me oh too much.

>> No.375376

>>375114
Use the pinch tool to get some harder looking edges. It'll also thin out your edges a bit.

>> No.375392
File: 330 KB, 925x642, SHEEIT.png [View same] [iqdb] [saucenao] [google]
375392

>>375334
Geez man. I'm trying to do a gun too but I'm no where near that level of detail. Shit mang. Nice work.

>> No.375397

What do we have more models of on /3/? Guns or tits?

>> No.375401

>>375397
gun tits

>> No.375402
File: 771 KB, 1366x768, m4a1_by_james_miller-d55ff7w.png [View same] [iqdb] [saucenao] [google]
375402

>>375392
Looks alright so far, you could benefit it by stretching it on the axis that front and rear of the gun are parallel to. Detail looks complex to add at first but it's really just a few small shapes added to the mix. Also you can squeeze in a lot of detail via the diffuse and normalmaps.

>> No.375403

>>375402
>mag looks blurry as shite

nigganeedstofixit/10

>> No.375405

>>375402
Oh god. Normal maps. I forgot all about normal maps. Thank you for the advice!

>> No.375414
File: 229 KB, 1024x768, guntits.png [View same] [iqdb] [saucenao] [google]
375414

>>375401

>> No.375416

>>375414
Now I want to find out what kickback does to jiggle physics when you shoot with those.

>> No.375427

>>375416
http://www.youtube.com/watch?v=zTv9AhCuSU4

>> No.375430

>>375414
http://www.youtube.com/watch?v=qkqLbW6S_H4

>> No.375437

>>372128
>>372128
>>372128
How do you make great looking foliage like this?

I'm new at 3D so the only way I figured out how on my own is just to get plant textures and make everything but the leaves transparent, slap the texture on a plane, and stack them up.

Tutorial anywhere maybe?

>> No.375441
File: 300 KB, 1280x960, Foliage Normals 2.jpg [View same] [iqdb] [saucenao] [google]
375441

>>375437
Here's the process m8

>>372199

>> No.375448
File: 2.16 MB, 720x486, tensionWrinkles.gif [View same] [iqdb] [saucenao] [google]
375448

Reworked my technique, and got this result after 10 minutes. This ones going on my _reel_.

>> No.375449

>>375448
neat and very dynamic, but the folds on the nose should appear on idle pose, and not when he raises his eyebrows

>> No.375450

>>375441
i liek you are stuff

>> No.375451

>>375448
Still looks like trash, not gonna impress anyone.

>> No.375452
File: 251 KB, 1600x900, Tree Comp.jpg [View same] [iqdb] [saucenao] [google]
375452

>>375450
thanckxs c:

>> No.375453

>>375449
Thanks, will work on it for the next time

>> No.375458
File: 110 KB, 747x775, just an excuse to post the ass, actually.png [View same] [iqdb] [saucenao] [google]
375458

Decided to put something on the arms.
Squeezing it into the existing UVs was one hell of an exercise, but it worked out in the end.

>> No.375459
File: 189 KB, 574x435, who am i kidding it's still about the ass.png [View same] [iqdb] [saucenao] [google]
375459

>>375458
And a less dramatic shot in which you can actually see shit.
Haven't textured them yet obviously.

>> No.375472

>>375448
Why does the nose wrinkle up when he pulls the eyebrows up? wat.

>> No.375473

>>375448
I should have keyed a setting on the node when that happened, but i didnt.

>> No.375474

finished i think

>> No.375477
File: 653 KB, 1839x1084, drone_prev_01.jpg [View same] [iqdb] [saucenao] [google]
375477

>>375474
goddamn 4chan x
1/4

>> No.375479
File: 1.07 MB, 1839x1060, drone_prev_02.jpg [View same] [iqdb] [saucenao] [google]
375479

>>375477
2/4

>> No.375481

>>375477
>>375479
gay and lame :S

>> No.375482
File: 825 KB, 1839x1060, drone_prev_03.jpg [View same] [iqdb] [saucenao] [google]
375482

>>375479
3/4

>> No.375483
File: 626 KB, 1839x906, drone_prev_04.jpg [View same] [iqdb] [saucenao] [google]
375483

>>375482
4/4

>> No.375489
File: 10 KB, 156x118, kurwa.png [View same] [iqdb] [saucenao] [google]
375489

>>375483
Needs more red on the armor, kurwa.

>> No.375500
File: 56 KB, 606x959, ss (2013-08-20 at 12.59.41).jpg [View same] [iqdb] [saucenao] [google]
375500

>>375275
>>375311
>>375452


thats pretty nito

>>375334

noice fal bro

Been working on this, still needs her armor and sword. what do you guys think?

>> No.375502
File: 30 KB, 760x533, ss (2013-08-19 at 10.26.18).jpg [View same] [iqdb] [saucenao] [google]
375502

>>375500

heres the booty

>> No.375505

>>375502
UR SICK :O

>> No.375532

>>375500
I say don't give her any armor.

>> No.375534
File: 1.33 MB, 800x450, 4.png [View same] [iqdb] [saucenao] [google]
375534

Wupp wupp some structural

>> No.375537
File: 49 KB, 470x354, complete-wwf-raw-2001-dvd-set-639fe.jpg [View same] [iqdb] [saucenao] [google]
375537

i've no idea how to replicate the lighting in this photo and what lights to use in 3ds max, photometric or omni ?
whats a good place to start? , will reply with wireframe

>> No.375538
File: 264 KB, 1366x768, raw 2001.jpg [View same] [iqdb] [saucenao] [google]
375538

>>375537

>> No.375565

>>375448
Those wrinkles shouldn't appear out of nowhere. They should just be softer when relaxed.

captcha: out ofyikes

>> No.375579
File: 59 KB, 271x715, shgrn.jpg [View same] [iqdb] [saucenao] [google]
375579

base materials down. meh

>> No.375583
File: 837 KB, 1137x812, wuuq2.png [View same] [iqdb] [saucenao] [google]
375583

Still zbrushing.

>> No.375585
File: 885 KB, 1396x694, wuuq.png [View same] [iqdb] [saucenao] [google]
375585

>>375500
Thanks!

>> No.375587
File: 1.16 MB, 1218x826, hunter.png [View same] [iqdb] [saucenao] [google]
375587

>>375585
Dammit I can't change the colour of the mesh after posing it...

>> No.375595
File: 489 KB, 2473x920, Untitled-4.jpg [View same] [iqdb] [saucenao] [google]
375595

>>375587
fuck it.

>> No.375608

>>375587
>>375595

this is the stuff of nightmares

nice work

>> No.375621

>>375334
/k/ is still doing their game?
How can I contribute?

>> No.375623

>>375452
>>375441
>>375441
How do you do these? Could you show wireframe for it?
These look so fucking amazing for such low poly. I must know your technique.

>> No.375664

>>375623
These are all simple planes, he's just transferring vertex normals from the ground to the foliage, resulting in nice and smooth shading.

>> No.375711

Autosage?

>> No.376008

>>375502
heres the booty

>> No.377855

It happened