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

/3/ - 3DCG


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File: 485 KB, 1350x794, WIP new.jpg [View same] [iqdb] [saucenao] [google]
377795 No.377795[DELETED]  [Reply] [Original]

Post whateva you is workin on son...

>> No.377824
File: 507 KB, 1024x768, redecorated room 2013 4.jpg [View same] [iqdb] [saucenao] [google]
377824

I'm working on your mom.

>> No.377829
File: 726 KB, 1000x667, 1 copia.jpg [View same] [iqdb] [saucenao] [google]
377829

Municipality square, or whatever it's called in english. WIP, it's meant to pay for some favors he did to me.

The complete design includes a church, cobblestone streets, flat facade houses, vegetation, grungy stuff and another mood...

>> No.377830

>>377829
And by he, I meant a friend of me.

I'm willing to make adjustments to the design, so any suggestion is welcome.

>> No.377868

>>377829
Try not to let the ground be too flat everywhere. It will look boring and fake.

>> No.377873

>>377829
add zones for bomb planting, like in CS

>> No.377875
File: 878 KB, 450x650, wink.gif [View same] [iqdb] [saucenao] [google]
377875

gotta work on the hands

>> No.377877

>>377875
>Oh whoops I just sliced open my upper back

>> No.377888

>>377875
What's going on with the texture under the belt?

>> No.377889

>>377888
It's a non-planar face; the triangle is flipping as it animates.

>> No.377890

>>377875
Looks nice!

When you mean work on the hands, I assume you mean animation? It looks like you're using an IK solution for both, but it makes her right hand a bit stiff in its lack of rotation. The way she pulls her arm down during the 'wink' (though she blinks?) looks a bit strange as she seems to draw the blade across her back (as >>377877 noted). The movement in it looks nice though, so it probably just needs to be pulled back a fair bit.

I assume you're also using IK legs? Is she properly planted? Looking at he knees it seems like she's not bending them, which suggestes to me that her hips are too high (causing her ankles and feet to do funny 'stretching').

>> No.377891

>>377890
>It looks like you're using an IK solution for both
Fug yes time for you to make an IK/FK Blend arm rig.
Also toe roll

Rigging is so much fun

>> No.377902

>>377829
the placement of the stairs in relation to the bottom left corner street makes no sense

>> No.377910
File: 121 KB, 968x720, Assignment2b.jpg [View same] [iqdb] [saucenao] [google]
377910

I've been doing a course on realistic rendering, how good am I doing so far? Crits?

>> No.377912

>>377910
The depth of field effect is _not_ realistic in this scene. Get some experience in photography. Such strong DoF effects do you have only in close macrophotography. Bt this scene is obviously not a macro scene, so it is unrealstic.

>> No.377913

>>377910
Very grainy, dof makes it look like a miniature model that you're looking down in, looks like chose the dirtiest most disgusting building possible with illegal graffii on the outside instead of a menu with prices

>> No.377922

>>377910
wires plz

>> No.377924

>>377910
looks like you photshopped 3 pictures together.
wall looks real, but everything else look out of place.

>> No.377939

>>377913
not guy who posted it.

when i take a picture, i take one of something interesting, which is what is done here.

>>377924
the wall is good,
the concrete is ok, but once it hits the light, all detail dies immediately, which makes it look photoshopped more than anything else

>>377910
that style of graffiti would be something a store would hire someone to make. if its there to advertise., make it bigger, and i mean the area spray painted, not just the image.

stop it with the extreme dof, everything in the background can be blurred, but the moment lign touches the ground, its clearly an immediate shift.

which makes me think that this as in everything in light, is a separate picture and not a render.

like >>377922 said, frames.

>> No.377946

>>377868
It seems I had displacement off, so you're correct. Also, that explains the shift in the height of the floor, which is supposed to have a little displacement too.

>>377873
hahaha, will do, will do.

>>377902
You are correct, I was wondering if it looked good, I'm gonna change that.

Thanks, everyone, will post something once I'm home.

>> No.377977
File: 79 KB, 960x540, DreddHelmetRender.png [View same] [iqdb] [saucenao] [google]
377977

Quick boxmodellin' practice.

Don't like it?
Ten years in the isocubes.

>> No.377982
File: 230 KB, 1104x1326, gomminointerno.jpg [View same] [iqdb] [saucenao] [google]
377982

the same fiat 500 from the other thread

I've started modeling the interior. This part with the rubber band was especially difficult because there aren't orthogonal references. I've searched so many images of a disassembled fiat 500 that now Google is convinced I want to buy one and is showing me exclusively fiat 500 advertisements

>> No.377990
File: 234 KB, 1024x768, mic_1.jpg [View same] [iqdb] [saucenao] [google]
377990

>> No.377991

>>377982
I really like that. Keep it up!

>> No.377999

>>377982
I really don't like it. Kill yourself!

>> No.378054 [DELETED] 
File: 78 KB, 808x858, Untitled.jpg [View same] [iqdb] [saucenao] [google]
378054

>>377999
Thompson sub machine gun model M1928A1.
Any beginner tips?

>> No.378055
File: 78 KB, 808x858, Untitled.jpg [View same] [iqdb] [saucenao] [google]
378055

Thompson sub machine gun model M1928A1.
Any beginner tips?

>> No.378057

>>377912
>>377913
>DoF

learn 2 photography

>> No.378058
File: 357 KB, 1385x691, mossberg.jpg [View same] [iqdb] [saucenao] [google]
378058

Illuminoopy on patrol

>> No.378078

>>378058
nice to see you back millenia :)

>> No.378080

>>378055
If it's a 1928 why is the rear sight from the M1A1?

>> No.378083
File: 237 KB, 1309x841, ss (2013-08-31 at 08.31.01).jpg [View same] [iqdb] [saucenao] [google]
378083

>>378058
yiges!

>> No.378149
File: 851 KB, 1703x1918, forest6.jpg [View same] [iqdb] [saucenao] [google]
378149

I'm still working on my world system.

I took a cue from minecraft and started storing all my object data on a 2d raster plane. My world is around 1 km wide now and this has made it really easy to edit the entire thing without having to deal with too much at once.

>>377875
that is cute :3

>> No.378150

>>378149
color bytes*
my bad

>> No.378160
File: 668 KB, 1385x1133, mossberg.jpg [View same] [iqdb] [saucenao] [google]
378160

hey guys who wants to have a pasta party

>> No.378174
File: 629 KB, 1920x1080, hk_configurator_1.jpg [View same] [iqdb] [saucenao] [google]
378174

hk 416/417 rifle generator
still missing bipods and few optics

>> No.378179
File: 640 KB, 1920x1080, hk_configurator_2.jpg [View same] [iqdb] [saucenao] [google]
378179

>>378174
another shot

>> No.378189
File: 292 KB, 1260x823, minio.png [View same] [iqdb] [saucenao] [google]
378189

Minion I am working on. Started in max now I am in zbrush.

>> No.378190
File: 2.08 MB, 1019x899, 66.gif [View same] [iqdb] [saucenao] [google]
378190

Inspired by Star Citizen, making my own space ship.

This is some kind of manned turret mounted on the side of the ship.

>> No.378222

>>378190
>http://news.am/eng/news/60640.html
I assume the accordion-like tube is supposed to be rigged and attached to the turret like a flexible air seal?

>> No.378225
File: 842 KB, 1280x2880, hk_configurator_output_quad.jpg [View same] [iqdb] [saucenao] [google]
378225

>>378179
enough playing with this for today

>> No.378235

>>378189
zbrush for what? there are no details

>> No.378236

>>378225
I want a turn

>> No.378247
File: 520 KB, 1442x850, mins.png [View same] [iqdb] [saucenao] [google]
378247

>>378235
I'm more comfortable with Zbrush and its workflow. Max and such is just to get the base mesh down. It's how I work.

>> No.378249
File: 149 KB, 726x591, minn.png [View same] [iqdb] [saucenao] [google]
378249

>>378247
This is what it went into zbrush as

>> No.378254

>>378247

it looks like his eye pokes out of glases

>> No.378256

>>377795
It's awesome

>> No.378264

>>378235
You don't just use ZBrush to get fine details... You use it to get the shapes you want, without worrying about topology until the end. It makes getting all those nice and smooth shapes a lot easier. Once you have the shape down, it's a snap to figure out how to make your topology.

>> No.378279

>>378225
Why is there a Silencerco Osprey on a 5.56mm rifle?

>> No.378280

>>378264
its best to get those shapes in a traditional modeller than goz

>> No.378281
File: 377 KB, 1680x1050, darlão.jpg [View same] [iqdb] [saucenao] [google]
378281

I really would love some criticism on this.

Baby Bonnie Hood, from Darkstalkers.

>> No.378282

>>378281
> 100000th post lel xDD

>> No.378283

>>378280
No, it's absolutely not. If you honestly think that, then you're stuck in 2004. Or you're a modeler who hasn't learned sculpting and are afraid of your future.

>> No.378286
File: 1.70 MB, 634x433, Crit please.gif [View same] [iqdb] [saucenao] [google]
378286

Anyone got some advice, I seem to be really bad at this ;_;

>> No.378287

>>378283
no, youre better to spend time in a modeller initially then press the goz button than to do it all in zbrush, trust me. Even before you start you should be in photoshop. Unless of course youre working on shovelware

>> No.378290

>>378281

Love the model, but the pose seems a bit off? Hard to tell what it is, I think it's the lack of a clear line of action. Are you able to post a turn around?

>>378286
I think it looks pretty good! A few things I noticed:

- When she cuts his neck and her torso rotates, her head rotates with it. She should be fixated on his head the whole time.

- The guy doesn't panic at all throughout the encounter, and there's a fairly long amount of time between her grabbing his face and slitting his throat. He'll need some kind of reaction to that, but if you reduce the time between her grabbing and killing him you might be able to simplify his response.

- The guy could use some more work in his feet, they stay stuck to the ground the whole time and then just rotate over. His upper body needs a few more motions as well when she lays him down, he currently just folds over from that one joint.

Looking really good though, keep it up!

>> No.378292

>>378281
what basemesh did you use?

And i feel the cloth needs some work. it looks like taffy or gum that was stretched out at certain tension points but not seeing much happen in the "clearings"

>> No.378294

>>378286
he should drop the gun once his throat is cut

>> No.378295

>>378286
aslo when hes layed down it kinda looks like his uper body is really stiff there should be more of a bend when his body has gone limp.

>> No.378297 [DELETED] 

>>377875
Looks good!

>> No.378298

>>378292
>what basemesh did you use?
>basemesh
>2013
>zbrush

No basemesh bro. Sculpt in ZBrush first, then retopo if you need to for your purposes.

>> No.378310
File: 538 KB, 1523x952, Minion1.png [View same] [iqdb] [saucenao] [google]
378310

Thoughts?

>> No.378311

>>378310
looks like gay. reminds me of a dreamworks cartoon. Destructable me or something

>> No.378315

>>378311
>Implying that anything not Pixar must be Dreamworks

Captia druggists ruingood

>> No.378331
File: 98 KB, 723x678, blackyellow2.png [View same] [iqdb] [saucenao] [google]
378331

still going on the sculptures that i has help with a couple weeks ago. Been managing well on my own and pretty excited for it.

>> No.378332
File: 103 KB, 967x672, blackyellow1.png [View same] [iqdb] [saucenao] [google]
378332

>>378331

>> No.378336
File: 1.08 MB, 265x156, treadin2.gif [View same] [iqdb] [saucenao] [google]
378336

Workin on some shitty beginner 3D assets to render into spritesheets for an >amateur game

>> No.378337
File: 72 KB, 1287x510, configurations.jpg [View same] [iqdb] [saucenao] [google]
378337

>>378332

>> No.378340
File: 103 KB, 651x682, sc4 white-purp.png [View same] [iqdb] [saucenao] [google]
378340

>>378337

>> No.378342
File: 88 KB, 557x569, sc4-white-purp-top.png [View same] [iqdb] [saucenao] [google]
378342

>>378340

>> No.378344

>>378340
This better be a dildo.

>> No.378346
File: 646 KB, 348x370, sc4-gif.gif [View same] [iqdb] [saucenao] [google]
378346

>>378344
if it fits I say why not?
>hey look, a gif!

>> No.378355

>>378160
I love your G3.

>> No.378360
File: 1.28 MB, 1920x1080, hands_instance.jpg [View same] [iqdb] [saucenao] [google]
378360

Messing with instancing.

>> No.378363

>>378360
jesus fucking christ :O
how many instances and polys are there ?

>> No.378365

>>378286
The movement to the soldier is too stiff and jerky, her movements should be flowing as she sneaks up on him.

also when she grabs him, it seems too gentle, if you go to grab someones neck with the intent to kill, it needs to be sharper, and look very forced.

Also, although not everyone dies instantly from a slit throat, if it's for a game, or animation, the body should become very limp by the time the knife has reached the other side. his legs should become weak, along with his arms. He should also drop his gun in the process.


Only thing that i like is the woman's movements as she lays him down, i thought you did that pretty well.

>> No.378366

>>378286
Better to stab knife in to side of neck then push out. If you slash like that you won't kill someone for a very long time

>> No.378380

>>378311
It's one of those stupid fucking minion from Dispicable Me. I fucking hate those things, they aren't funny or cute.

>> No.378382

>>378360
lel

that one token black guy hand in the middle

>> No.378384
File: 243 KB, 1359x646, interno1.jpg [View same] [iqdb] [saucenao] [google]
378384

Inside part of the car frame is mostly complete

>> No.378385
File: 80 KB, 1024x1024, render.jpg [View same] [iqdb] [saucenao] [google]
378385

I made a things.

In the year and a half I've been using Zbrush, I never actually learned how to poly model. So I'm trying to do that now.

So I'll spend a weekend making a hundred more low-poly weapons because I have no idea what else to make.

>> No.378387
File: 280 KB, 640x480, Diablo1-1.jpg [View same] [iqdb] [saucenao] [google]
378387

>>378385
>low-poly weapons
>World of Final Fantasy: Anime of the Lich XII-2 weapons

I fixed it for you. And it's disgusting.

>> No.378393

>>378387
That's cool, bro. I'll be sure to make the things you like next time so I can have your approval.

>> No.378394
File: 31 KB, 500x272, Terminator-1984-pic-2.jpg [View same] [iqdb] [saucenao] [google]
378394

>>378393
Nah, i think there is no hope for you, anime boy.

>> No.378397

>>378385

> posting something you made by following a tutorial
wow m8 so gud

>> No.378399

>>378387
>>378397

samefag

>> No.378405

>>378399

> implying

>> No.378408

>>378311
Destroyable my

>> No.378410

>>378363
There's a million instances, each hand is 50,000 polys, although only about 70% of that is visible in this shot.

>> No.378411

>>378363
You should try making art

>> No.378412

>>378408
wreck-it myself

>> No.378414

>>378311
its Deployable me you silly

>> No.378422

>>378310
Hands and glooves look way too shiny Imo.

>> No.378428
File: 170 KB, 1920x1200, Untitled.png [View same] [iqdb] [saucenao] [google]
378428

>>378222
That's correct

>> No.378444
File: 452 KB, 1325x830, odz4QLt.png [View same] [iqdb] [saucenao] [google]
378444

Can I get some advice on the body sculpt?

>> No.378477
File: 1.60 MB, 384x286, squidward___.gif [View same] [iqdb] [saucenao] [google]
378477

>>378444

>> No.378505
File: 148 KB, 1920x1080, greenmachine.jpg [View same] [iqdb] [saucenao] [google]
378505

Yeup, Porsche 911 997 GT2 RS, without the spoiler. coz spoiler looks like shit on a porsche

>> No.378511

>>378505
Try cloning the spokes next time you make a rim. They can be automatically rotated around the pivot point when cloned.

>> No.378517
File: 495 KB, 1366x854, p23.png [View same] [iqdb] [saucenao] [google]
378517

>>378477
I lol'd.

>>378444
Don't know if the shoulders look right. Any insight?

>> No.378519

>>378517
supreme lel at his face

>> No.378520

>>378519
I would fuck the shit out of that mouth

>> No.378521

>>378520
Typical /3/ crits.

>> No.378523

>>378520
>>378519
How I love /3/!

>> No.378524

>>378517
Should separate the head from the body otherwise you waste your subdivisions. Unless dynamesh, but I'm not too familiar with dynamesh.

>> No.378527

>>378524
You only waste subdivisions if you didn't create your base mesh properly, whether with zRemesher, Topology brush or in a poly modeling program.

But yes, with dynamesh it isn't much of an issue. Although some people still prefer to keep the head separate since it can easily be redynameshed together later on.

>> No.378532
File: 400 KB, 847x848, wee123.png [View same] [iqdb] [saucenao] [google]
378532

>>378531

>> No.378531

>>378527
>>378524
Still not all too familiar with zbrush, it is sitting currently at 2.755mil. I don't think this is too bad for the sculpt what do you recommend I do? Also what are the merits to doing either or? (separating the head vs not separating the head)

I was unaware you could dynamesh stuff together. Do they keep their subdivisions and detail?

>> No.378533
File: 324 KB, 1073x958, demon.jpg [View same] [iqdb] [saucenao] [google]
378533

>>378531
2.75mil is way too much for what you have right now. You're still blocking in forms, and shouldn't be bothering to go above a mil.

Seperating the pieces out will let you get more divisions into each piece, so if you need another subdiv on the face, you don't have to also divide the whole body, wasting millions of polygons you have no use for. The easiest way is to just mask off the areas you want to divide (probably the head and arms, or head and hands), Polygroup by masking, and then Groups Split the model to put them to their own subtool. You can see what I mean here, the head and arms legs and feet are all split off.

Also, spend more time studying and less time polishing your anatomy. There's not a lot of sign you really understand what you're sculpting as anything other than symbols, instead of knowing how the muscle systems work, why, and how to represent them.

If you want to Zbrush, you better be prepared to spend the next few years hitting the anatomy courses.

>> No.378536

>>378533
How do you go about rejoining them then? surely if you dynamesh it all together it will just leave you with the end result, like one large model with only one subdivision?

I am starting a new job within the next 2 weeks so I won't have much time for zbrush. As a result I am trying to get as much time with Zbrush as possible, what I have been doing has kept me interested and content. I know I do need to get stuck into the anatomy but I am just too busy enjoying myself at the minute. I plan to keep at while the drive is there to do it, then come back and learn all the nitty gritty when I come back to it. Thanks for taking the time!

>> No.378538

>>378536
Usually you don't need to. If it's just a beauty sculpt, or something you don't have an intention of turning into a model ready for rigging and animation, then you might not even need to. Especially if you intend to put armor or something on the dude. You can join the seams fairly easily, especially with a retopo. It's very rare to see one big, high-poly model with no subtools. Hiding seams is just part of the game. Most artists will retopologize their sculpts for texturing anyway, so it's not an issue.

If you haven't gotten a CGPeers account, do it, and find some anatomy courses. Even if you can't sculpt along with it, download Scott Eaton's Digital Figure Sculpting and watch it. It's a big, intense course, and the download will have the course plus student files and his video responses to them, so he explains a lot. Also find Ryan Kingslien and any courses he's done. He knows his shit, and his female anatomy sculpts are included as demo projects in Zbrush.

>> No.378541

>>378531
>>378531
2.7m is fine, you can easily get up to 10m+ without too much issue. But really, you should be going too much higher, just get the shapes you need, then zRemesher it (using guide curves) to give you a nice base to work on and subdivide. The advice >>378533 is giving you isn't that great.

And yes, if you merge a subtool with another, then the next time you hit Dynamesh, the too object's surfaces will mesh together, creating a cohesive surface. But you can also stop this from happening by having those objects be separate polygroups and turning on the "Groups" button in the Dynamesh setting. You won't loose any detail as long as you keep the divisions as high as they need to be. You can always undo if it wasn't high enough.

You can also subtract from a mesh using another mesh, in the same why, you just turn the objects polygroup into a white (subtractive) polygroup, and it will subtract that surface from whatever it is penetrating. Great for making holes and shit.

>> No.378544

>>378541
>2.7m is fine, you can easily get up to 10m+ without too much issue

Yeah, because he really needs fucking HD Geometry going on a junk piece in his first week of sculpting.

The fuck are you smoking?

>> No.378548

>>378544
Right back atcha. I was merely telling him what the program can handle, chill the fuck out man.

>> No.378552

>>378538
Thank you. I am downloading these now and I will definitely get on them!

>>378541
Thanks for that info! That is handy to know and answers a question I had from a while back (subtracting meshes)

Is there anyother sources I should look into or hints/tips? Thanks!

>> No.378554

>>378552
Basically the ZBrush website, they provide videos for nearly all features. And as the other guy said, Ryan Kingslien's videos are great. You can find a bunch of free ones on his Youtube channel as well.

>> No.378559
File: 61 KB, 641x585, mengersponger.png [View same] [iqdb] [saucenao] [google]
378559

Menger sponge!

>> No.378560
File: 132 KB, 1282x509, mengerspongergh.png [View same] [iqdb] [saucenao] [google]
378560

>>378559
with grashopper
but my pc is kinda shit so when i try to make the next level holes it crashes
life sucks

>> No.378579
File: 939 KB, 1600x900, Snow Scene Render.jpg [View same] [iqdb] [saucenao] [google]
378579

Working on a winter scenery

>> No.378580

>>378560
wow , that's a pretty massive definition. One thing i hate about grasshopper is how easy it is for everthing to become a horrific clusterfuck if you aren't carefull

>> No.378582

>>378579
hey african savannah dude.
your renders arr rook same

>> No.378583

try doing some artwork lad

>> No.378586
File: 1.36 MB, 1708x3831, 3anons.jpg [View same] [iqdb] [saucenao] [google]
378586

>>378290
Thanks.
I'll make a video when i'm closer to finish it - I hope these images are enough.

>>378292
Did it from a sphere + Dynamesh.
Yeah, i'm terrible at clothing sculpting ):
Trying my best.

>> No.378587

>>378586
it keeps getting worse and worse

>> No.378589

>>378587

Thanks for the opinion, anon.
I would rather it to have a few more detailed criticism so that I could get better, though.

>> No.378591

>>378511
sadly enough they are. never liked them. i should fix how they look but

>> No.378592

>>378589
>I would rather it to have a few more detailed criticism so that I could get better, though.

it looks like something that belongs in a uwe bol movie. HTH

>> No.378594
File: 147 KB, 600x900, bb_hood__s_guns_by_golden_silver-d4z2ul0.jpg [View same] [iqdb] [saucenao] [google]
378594

>>378592

It's Darkstalkers, the design is suposed to be retarded.

>> No.378595

>>378594
looks like something a failing art student would draw

>> No.378598
File: 572 KB, 2477x3500, 1352754396489.jpg [View same] [iqdb] [saucenao] [google]
378598

>>378595

Why so much hate, babe?

>> No.378606
File: 199 KB, 945x853, BrrADIH.png [View same] [iqdb] [saucenao] [google]
378606

>> No.378621

>>378586
stop flooding the goddamn board with your crap faggot. its like the 100th time you spam the exact same shit with no improvements or change

>> No.378623

>>378606
what shader is that?

>> No.378631
File: 154 KB, 890x882, Erenotro.jpg [View same] [iqdb] [saucenao] [google]
378631

>>377795

>> No.378641

>>378631
>Erenotro
Shingeki no Kyojin?

>> No.378646

>>378641
yes, im going crazy thinking how to do the hair

>> No.378647

>>378631
bozzeyed/10

>> No.378648
File: 139 KB, 890x882, Erenf.jpg [View same] [iqdb] [saucenao] [google]
378648

>>378647
yeah, is not near good, im not a pro or something

>> No.378649

>>378648
might be worth making to teeth separately

>> No.378650
File: 135 KB, 890x882, erenf2.jpg [View same] [iqdb] [saucenao] [google]
378650

>>378649
i though so, but it's a bit late, its just a test to learn, but thanks for the advice, i'll re-do it when i'm more experiencied.

>> No.378652
File: 677 KB, 1920x1080, allrender.jpg [View same] [iqdb] [saucenao] [google]
378652

Made this thing.

>> No.378653
File: 693 KB, 339x279, Oh Boy!.gif [View same] [iqdb] [saucenao] [google]
378653

>>378648
i love you

>> No.378657
File: 123 KB, 573x818, tempUp.png [View same] [iqdb] [saucenao] [google]
378657

finally back to work on this thing. I figured out how to make flexible arms by using animated booleans.

However, there's still artifacts around the seams. anyone got any clever ideas about how to get rid of them?

I'm using maya 2014

>> No.378658
File: 119 KB, 664x843, TempDown.png [View same] [iqdb] [saucenao] [google]
378658

now I can slide the arms across the body without stretching the skin at all.

>> No.378659
File: 73 KB, 741x877, TempTriangles.png [View same] [iqdb] [saucenao] [google]
378659

ignore the fact that the entire rest of the model is unfinished. this was just a spur of the moment proof of concept.

for some reason, booleans are causing triangles in this particular model. never had triangles with other polygon objects in boolean union with eachother.

forgive me for posting this outside /mlp/ but the advice I might get there wouldn't be very useful.

>> No.378661
File: 327 KB, 1280x545, render101.jpg [View same] [iqdb] [saucenao] [google]
378661

>>378652
Nice work, how do you get the highlighted edges like that? The ambient occlusion thing... Is it vray-dirt? mental ray?

>> No.378686

>>378661
just unwrap and paint that

>> No.378689
File: 990 KB, 1600x900, Snow Scene Render.jpg [View same] [iqdb] [saucenao] [google]
378689

Some additions.

>> No.378692

>>378689
You're the guy who color grades the fuck out of everything, right? how the hell do you make the plants?

>> No.378697

>>378689
Looks beautiful. its been some time I saw a snowy CGI render, although the only thing that annoys me is that pixelated lowres sky image

>> No.378701
File: 764 KB, 2000x1000, plants comp.jpg [View same] [iqdb] [saucenao] [google]
378701

>>378692
Yes. I compile different plant images in photoshop then cut them out poly by poly and create a 3d plant composition with them.
>>378582
Just saw your comment, yes I'm the afriqa dude.
>>378697
Thanks man, I'll put a high-res sky backplate later on.

>> No.378704

>>377875

She moves like she's made of jelly.

Like even her bones are made of jelly.

>> No.378705

>>377990

You've never seen a microphone in real life have you?

>> No.378706

>>378149

Uh oh. One of the trees in the top picture isn't touching the ground.

Otherwise it's bretty professional looking. The leaves are a bit unrealistic looking, but I figure it's for a game or whatever, so that's nothing new.

>> No.378707

>>378701
>>378689
this looks awesome. Whats the polycount of those plants ? they look detailed enough so im thinking they aren't that lowpoly

>> No.378751

>>378621

>>Stop posting wips in a wip thread

never change, /3/

>> No.378754

>>378751
You post your works when they progress and improve you retarded abomination. You don't spam the exact shit 100 times.

>> No.378765

>>378598
Hell, I like it. The coat needs texturing like wool or cotton but otherwise I like it.

>> No.378767

>>378659
You gonna put your ORIGINAL CHARACTER in gmod and do pony sex poses?

>> No.378769

>>378754
I'll make sure to spam the exact shit 100 times.

>> No.378774

>>378631
>>378648
>>378650
Shit son, you better finish this

>> No.378793
File: 292 KB, 643x573, TempOcclusion.png [View same] [iqdb] [saucenao] [google]
378793

I composited an ambient occlusion shader with a transparent ring around the problem area and put a solid green shader under it.

it kinda works, but it's still noticeable.

>>378767
I only use green because it's the color the human eye can see the best. this is just a base model for the mane six. I have no intention of making an OC. never used gmod.

>> No.378794
File: 18 KB, 343x262, JR1Gz.jpg [View same] [iqdb] [saucenao] [google]
378794

>>378754
But it looks good. I'd rather see more quality stuff than this >>378648 with samefag replies.

>> No.378795

>>378794
take it easy, the only samefag i did were the painted one screens, first time here, you mad?

>> No.378800
File: 524 KB, 1280x850, ak47.jpg [View same] [iqdb] [saucenao] [google]
378800

Started texturing a friend's AK. Worked mostly on the wood, haven't touched metal. disregard grip plz

>> No.378803

>>378800
what the fuck is the point of this you fucking wanker

?

>> No.378804

>>378800
wood looks like arse m80

>> No.378805

>>378803
>>378804

stop bully plz :c

>> No.378809
File: 35 KB, 444x738, 1238228_10200390317740428_1230780158_n.jpg [View same] [iqdb] [saucenao] [google]
378809

>>378800

It's looking good, anon.

Mods should do something about non-constructive criticism.

Look at this motherfucker >>378803 what the fuck is the point of doing a post like this? Absolutly none other than trying to lower someone's self-steem, to make oneself's look superior.

>> No.378810
File: 435 KB, 1466x875, 1.jpg [View same] [iqdb] [saucenao] [google]
378810

>>378621

Ok, sorry to botter you, anon.
Here's something else i've been working on

>> No.378811
File: 368 KB, 1466x875, 2.jpg [View same] [iqdb] [saucenao] [google]
378811

>>378810

And another WIP aswell.
I would enjoy some feedback on all 3 :3

>> No.378812

>>378810
Yer still not done with that nigga ?

>> No.378813

>>378810
too busy

>>378811
not feeling it, looks like a twig. Also, you been working on it for too long

>> No.378814

>>378811
no dick/10

If you want to be taken seriously in the industry you better add a penis in there.

>> No.378816

>>378812
Nope, i just get bored and move to other stuff.

>>378813
What do you mean by too busy? Too much interest points?
Yeah, the alien dude is kinda stiff.

>>378814
It's just a hobbie, I don't really wanna work with this, but thanks for the criticism. I just do these for fun, and work on them on my free time :3

>> No.378826
File: 455 KB, 1920x1160, OR2.jpg [View same] [iqdb] [saucenao] [google]
378826

bet you can't guess what this is!

>> No.378827

>>378826
my dick

>> No.378828

>>378826
Okkhulush Ryft

>> No.378838

>>378816
>Nope, i just get bored and move to other stuff.

Story of my life...

>> No.378855
File: 384 KB, 1529x857, ak.jpg [View same] [iqdb] [saucenao] [google]
378855

>> No.378869

>>378855
>trigger pin in wrong place on dimpled side
>x stamp instead of y stamp on trigger pin
>No hammer pin on stamped side.
>no auto sear pin
>rivets look like pins instead of rivets.
>no rivets on stamped side
>no receiver dimple
>gas block and front sight block missing pins
>bayo lugs missing
>selector level stop missing
>recoil rod button not long enough

1/10 would not shoot

>> No.378878

>>378869
You forgot
>There is no scratch on the path of the fire selector

It is a good texture job, though.

>> No.378879

>>378869
Wow, you're such a faggot :)
How about you make something better, then try to post your autistic comments ?

>> No.378884 [DELETED] 
File: 67 KB, 625x626, 1374130073268.png [View same] [iqdb] [saucenao] [google]
378884

>>378879

>> No.378898

>>378879
fag you can't take critique

>> No.378904

>>378898

You couldn't conjure a shadow of a critique even if you had all the requirements to.

>> No.378905

>>377889
Triangulate it then.

>> No.378907

>>378793
Don't animate booleans, don't even fucking use them.
Learn to rig.

>> No.378909

>>378869
>>378878
>>378898

yfw I only textured the gun.

>> No.378910
File: 156 KB, 1920x1080, Quad.jpg [View same] [iqdb] [saucenao] [google]
378910

My friend wanted me to make some artsy pretentious bullshit from his design and I just went with it. He said yesterday that he doesn't need it anymore so I just scrapped it halfway.

>> No.378911

>>378910
ITS SSSSSSSSSSHIT :DD

>> No.378912

>>378911
I KNO MANG D:

>> No.378927
File: 1.08 MB, 3172x833, Riva-hairdo.png [View same] [iqdb] [saucenao] [google]
378927

I made Riva a boyish hairdo

>> No.378929

>>378927
You al my idoru, ariotosu

>> No.378930
File: 80 KB, 413x202, lesigh.png [View same] [iqdb] [saucenao] [google]
378930

>>378927

>> No.378938

>>378929
Tankuu anonimu-san ⊂(^ω ^;)つ

>> No.378942

>>378927

Fiddlesticks! thought you had left this board.... We can only dream.... :(

>> No.378950

>>378927

oh god no you're back

>> No.378957

>>378650
>>378648
Have you read the manga?
It gives more referance

>> No.378960

>>378929
>al
>>378938
>Tankuu
>anonimu
(´・ω・`)

>> No.378981
File: 189 KB, 1120x840, 1378322514058.jpg [View same] [iqdb] [saucenao] [google]
378981

>>378811
same problem as before.
The torso and head are ok but it falls apart at teh legs and his wrists.
First get rid of those side thingies, make them flat, flowing down his body near his leg, like a picee of natural clothing.
You know like or a fish flipper in its natural relaxed position

Clean up his balls, i have no idea whats going on there
Feet are too boring, make them wider at teh bottom part, spread teh fingers apart more.

Fix the wrists, give the hands more mass, a lot more. What should help you is rotating his palms so the face the floor and his wrists are band downwards. A more natural position will help you make a more natural looking hands.

And ffs give some curvature to those legs, his bones would snap if they were straight like that.

>> No.378990
File: 143 KB, 791x936, BPR_Render.jpg [View same] [iqdb] [saucenao] [google]
378990

I don't think I'm getting better at this.

>> No.378994
File: 500 KB, 1348x1293, interni1.jpg [View same] [iqdb] [saucenao] [google]
378994

slowly doing the inside

(edges need to be connected here and there, I usually clean the mesh after I finished blocking out the forms)

>> No.379005
File: 134 KB, 333x500, 1369362752272.jpg [View same] [iqdb] [saucenao] [google]
379005

>>378657
>animated booleans

>> No.379006

>>378927
the one to the far right looks like kim jon un halfway through an enormous orgasm after being stung by a hundred bees

>> No.379012
File: 621 KB, 1379x874, preed.png [View same] [iqdb] [saucenao] [google]
379012

Still dicking about with the predator.

>> No.379013
File: 485 KB, 1920x1080, bull.jpg [View same] [iqdb] [saucenao] [google]
379013

Hey look, a rig of a bull.

>> No.379019
File: 519 KB, 1028x835, preedator.png [View same] [iqdb] [saucenao] [google]
379019

>>379012
Lolypaint!

>> No.379020
File: 177 KB, 750x520, predator.jpg [View same] [iqdb] [saucenao] [google]
379020

>>379019

>> No.379021
File: 1.03 MB, 1920x884, predator_harmony sketch.png [View same] [iqdb] [saucenao] [google]
379021

>>379019
The geometric structure of the face is a bit off. What makes predator look demon-ish is the curves of his face. I think you should find a good front image for referance, and play with the face structure.

>> No.379031

>>379020
Not too sure on how to do the spikes. Any recommendations on this?
Thanks for the image, it will help a lot.

>>379021
I'll see what I can come up with. Thanks

>> No.379033
File: 396 KB, 1061x830, TempArtifacts.png [View same] [iqdb] [saucenao] [google]
379033

>>379005
>>378907
if there was ANY other way to do this, I'd be doing it, but the problem is that the arms must have 180 degrees of rotation and pivot about the neck, meaning that if I actually added enough edgeloops to maintain the volume of the chest, I'd end up with them being mashed together when the character is on all fours.

I explored every other option I could. I finally had to settle for animated booleans, even though using them in a character model is a heinous crime against 3d animation.

>> No.379034

>>379031
Do the spikes seperately, don't pull out vertices from the mesh to create spikes.

>> No.379036

>>379006
top lel

>> No.379039
File: 163 KB, 1140x836, Phylla_WIP.png [View same] [iqdb] [saucenao] [google]
379039

It's coming along....

>> No.379040

>>378657
>>379033
>>>/mlp/

>> No.379044
File: 506 KB, 1280x850, ak.jpg [View same] [iqdb] [saucenao] [google]
379044

I'm racecar45

>> No.379046

>>378909
>posting about textures on /3d/
>lel

>> No.379052

>>379039
HNNNNG


Na Bro, you're done. Leave it bee.

>> No.379056
File: 340 KB, 1367x810, Syne_WIP.png [View same] [iqdb] [saucenao] [google]
379056

>>379052
But it can ONLY GET BETTER!

Also, I have a side project....because one isn't enough...

>> No.379071

>>378689
Any updates on this ?

>> No.379077

>>378927
Alioto is the reason I still come to this board.

Captcha: Cleaning erosion

>> No.379088
File: 418 KB, 1680x1050, splitting shape.png [View same] [iqdb] [saucenao] [google]
379088

some of you may have seen my threads asking for help producing relatively basic but interesting shapes in Maya a couple of weeks ago (pic related). Well here's the results, i ended up with 4 sculptures that im presenting in my school art exhibition tomorrow. Pretty proud of what I've got. So thanks heaps to the guy(s) who helped me learn a little Maya for this.

Gonna dump pics of the sculptures next.

>> No.379089
File: 399 KB, 1936x2592, IMG_4009.jpg [View same] [iqdb] [saucenao] [google]
379089

>>379088
They're made of laser cut acrylic layers which have been glued together.

>> No.379090
File: 535 KB, 1936x2592, IMG_4011.jpg [View same] [iqdb] [saucenao] [google]
379090

>>379089

>> No.379091
File: 494 KB, 1936x2592, IMG_4013.jpg [View same] [iqdb] [saucenao] [google]
379091

>>379090

>> No.379093
File: 501 KB, 1936x2592, IMG_4012.jpg [View same] [iqdb] [saucenao] [google]
379093

>>379091
this (current pic) is my favorite.. looks really great irl.

>> No.379095 [DELETED] 

>>379091
the boxes in which they sit are very large. Makes the actual piece look dwarfed (this one is 27cm tall), but the individual, large cases give them a nice implied importance when being viewed.

>> No.379096
File: 403 KB, 1936x2592, IMG_4014.jpg [View same] [iqdb] [saucenao] [google]
379096

>>379091
the boxes in which they sit are very large. Makes the actual piece look dwarfed (this one is 27cm tall), but the individual, large cases give them a nice implied importance when being viewed.

>> No.379098
File: 434 KB, 1936x2592, IMG_4016.jpg [View same] [iqdb] [saucenao] [google]
379098

>>379096

>> No.379099
File: 339 KB, 1936x2592, IMG_4015.jpg [View same] [iqdb] [saucenao] [google]
379099

>>379098
>>379093

>> No.379102

>>379099
wow, you printed those ? If I send you a model, can you print it as well ?

>> No.379103

>>379102
These arent 3d printed, each layer is cut out individually and glued together. I do have a 3d printer at my school i could use though. What do you have in mind?

>> No.379104
File: 395 KB, 909x800, Elephant statue.jpg [View same] [iqdb] [saucenao] [google]
379104

>>379103
This c:

>> No.379106

>>379104
wow. yeah definitely too complicated for my technique. I'll be honest and say i probably wont be 3d printing that just for the hell of it but maybe you can find somewhere on shapeways or elsewhere on the internet if you want it made.

>> No.379108

>>379106
Oh I already know a place to print it. I was showing it for your enjoyment.
Also this one is too detailed for a small 3dprint. The details will end up all jaggy and distorted.

>> No.379109

>>379108
im under the assumption you made that model yourself yeah? nice, it looks clean. how big do you want to make it?

>> No.379113

>>379109
It's not my model brah. I was looking for some decorative meshes, and came across this. If this were to be printed, I guess a human-head size would be proper.

>> No.379117
File: 262 KB, 1708x1029, vrunch.jpg [View same] [iqdb] [saucenao] [google]
379117

>>378981

Hey, great suggestions, anon!
I'll adopt them on the model, thank you very much.

I had some time free before school so I made this.

>> No.379118

>>379117
briddy ugly, just like the others....

>> No.379122

>>379117
i like it
simple and clean

>> No.379140

>>378803
You are an absolute child.

>> No.379180
File: 753 KB, 1158x1096, ak.jpg [View same] [iqdb] [saucenao] [google]
379180

finishing this up. its been a fun one

>> No.379185

>>379091
Fuck you and fuck your Marker.

>> No.379186

>>379180

-Get some ant-aliasing on that render
-The spec on the wood lokos really weird, parts look raised too much
-Tone down that fuckin CA jesus christ man

>> No.379188

>>379186
no ca
standard spec
plz show aliasing

>> No.379191

>>379180
looks bad, real bad. Got some artsy orange fresnel in there to top it off

>> No.379195

>>379188

See file

>> No.379199
File: 255 KB, 1024x1536, kawaii_desu_fag.jpg [View same] [iqdb] [saucenao] [google]
379199

>>378927
Arioto sama!
kawaii desu yo

>> No.379202

>>379033
No dude, you have to rig it, learn to fucking skin weight it properly. There's no way your wires are that fucked up on such a shit simple model. Well, I could be wrong on that, I've seen some monstrous things on this board...

>> No.379204
File: 265 KB, 1280x720, TempRange.png [View same] [iqdb] [saucenao] [google]
379204

>>379202
it must have a range of motion that pretty much eliminates any space for verticies to fit without pinching.

if you can show me an example of a model like this that accomplishes the same thing, I'd love to see it and learn from it.

>> No.379205

>>379204
lol this is horribad

>> No.379206

>>379204
What the fuck? Are your legs separate geometry?

>> No.379209

>>379206
dude.....I explained all of this in previous posts on this thread. yes, they're separate geometry, it's the only way I could get it to work.

>> No.379229

>>379209
If it's the only way you could get it to work, then you have more to learn. Don't just half ass it instead of learning... You don't ever booleon limbs onto a character, unless you're working in ZBrush and are then going to do a retopo.

Find a way to bring more poly density at the bottom so that you can extrude the legs out.

>> No.379230
File: 30 KB, 397x297, 4l0LB[1].png [View same] [iqdb] [saucenao] [google]
379230

>>379204
>>379209
What is topology?

>> No.379232

>>379230
>>379230
topology is irrelevant if you're only animating the model.

>> No.379235

>>379232
You can't possibly be this stupid... It's the other way around. Topology doesn't matter "AS MUCH" if you AREN'T "deforming" the model. If you are animating an organic character, then you are deforming the surface, and thus you need good topology so the surface remains clean and proper looking, instead of shit, like it looks now.

>> No.379237

>>379232
If you want your model to be as flexible as in this image >>379204 you could still rig it and get better results... and control. Rigging a model doesn't have to be all connected topology.

>> No.379238
File: 687 KB, 1600x1200, IMG_0121.jpg [View same] [iqdb] [saucenao] [google]
379238

although I consider myself a pornographer , in and of , the strictest sense, I have discovered that anatomical motion ranges come in the form of types.

1. the simple flex
( knee, and elbow ) adduction, abduction

2. pivotal
( hip and shoulder ) rotation with varied ability, odd angles

3. inductive
(thumb) greatest asset, and the only joint movement, which acts upon itself

the spine is flexible but not used in any useful capacity

the skull is situated to rotate in a "no" - direction 1st
,before the vertibrate allows a movement which says- "yes" 2nd

>> No.379251

>>379235
No no you are mistaken. I had it right, you need to brush up on your basics Holmes.

>> No.379253
File: 397 KB, 1365x945, 00842.png [View same] [iqdb] [saucenao] [google]
379253

So this is what I was working on about 2 years ago when I used to do this stuff. Opinions/advice?

>> No.379274

>>378286
When the throat is slit the soldier would still be alive. The victims usually squirm and panic while their throat is being slit open. The executioners have to start behind the windpipe and cut outward. They never slit the throat. It would take way to long for the victim to even bleed out or go unconscious.

>Source; gore threads nigger.

>> No.379283
File: 412 KB, 845x800, Mighty-2.png [View same] [iqdb] [saucenao] [google]
379283

>> No.379284

>>379283
its ssssssssssshit :D

>> No.379294

>>379283
That's kawaii nigga. Nice design and shaders.

>> No.379297

>>379294
>>379283
shamefag

>> No.379301

>>379253
I noticed two things that I have had experience dealing with.

1) however the topology of the ribcage is it's making the otherwise round shape get distorted. The edges in the circle can be pulled out to compensate before smoothing.

2) The ring making the base of the breast and the next ring are close together and the 2nd ring and the third are too far apart. This is making the normals calculate too sharp of a corner making the brest look squished. You oculd add another ring between the 2nd and 3rd to fix this. Be sure to adjust that ring's placement so that it accommodates a round shape rather than reinforcing the sharp corner.

Over all it is a very solid form that is coming along nicely.

>> No.379316
File: 117 KB, 1360x702, cruscotto1.jpg [View same] [iqdb] [saucenao] [google]
379316

I'm almost done with this car. Honestly I'm not sure if I'm more tired or happy

>> No.379324

>>379297
>>379294
samefag

>> No.379325

>>379316
Sup, Yury.

>> No.379326

>>379325
I'm not Yuri

>> No.379357
File: 1.70 MB, 1920x1080, cabinbeautybuystillgrainymcgee.png [View same] [iqdb] [saucenao] [google]
379357

A little cabin at night time. The best part is, all of these models were obtained from the Google 3D warehouse. I just had to set up the scene and make some grass, and render. Pretty rad son.

>> No.379400

>>378990
It's not bad, but it's too sharply designed, although in some cases it aint bad, but for your model, it looks like you sub d way too early. soften it up a little more.

>> No.379404

>>379357
can you post wireframes?

>> No.379405

>>379357
You're right

that is the best part

>> No.379407

>>379357
I can't decide between horrible and terrible

>> No.379414
File: 696 KB, 1920x1080, 90_percent_done_0000.jpg [View same] [iqdb] [saucenao] [google]
379414

almost all parts done.
It'd would be past basemesh stage long time ago, but i'm founding more and more parts worth including.

>> No.379420
File: 221 KB, 960x540, Whale1.png [View same] [iqdb] [saucenao] [google]
379420

I'm modelling a dead beached whale
and when I'm finished, I'll live in it.

>> No.379422

>>378281
Lots of interesting folds and creases on the apron, I would have liked to see that kind of attention placed elsewhere on the other articles of clothing. However, it does add a sense of differentiating materials on each different piece, I guess maybe consider adding more folds/varying creases? Mainly her leggings, they kind of subtract a bit from what you've got going on with the apron.
Her face is a little derpy in the sense that there's no life to it at the moment aha. But thats nothing too serious, overall you have a really nice clean looking sculpt the whole way through, big fan of your work. Grats on the recap, never knew you made that crazy alien creature thing, too; love that sculpt really refreshing design

>> No.379425
File: 581 KB, 1920x1080, anatomySculpt.jpg [View same] [iqdb] [saucenao] [google]
379425

Still chugging away at anatomy, its 'getting' there, but I am still miles away. Any crits are welcome, if you've got the time.

>> No.379426 [DELETED] 
File: 251 KB, 720x960, 1362272628749.jpg [View same] [iqdb] [saucenao] [google]
379426

>>379414
/k/ here.

The EOTech 512 is too long.
The Meprolight is too small.
The back up iron sights are way too small.
The folding front sight block is folded the wrong way.
The cantilever mount under the Aimpoint is backwards.
The Elcan C79 is too long.
Whatever that is behind the Magpul UBR is too skinny to fit over a receiver extension.
There are no barrel nuts.
Both of the upper receivers are too small, especially the .308.

>> No.379427
File: 251 KB, 720x960, 1362272628749.jpg [View same] [iqdb] [saucenao] [google]
379427

>>379414
/k/ here.

The EOTech 512 is too long.
The Meprolight M21 is too small.
The back up iron sights are way too small.
The folding front sight block is folded the wrong way.
The cantilever mount under the Aimpoint is backwards.
The Elcan C79 is too long.
Whatever that is behind the Magpul UBR is too skinny to fit over a receiver extension.
There are no barrel nuts, or barrel nuts visible under the delta ring or Knight's locking ring.
Both of the upper receivers are too small, especially the .308.

You're welcome.

>> No.379433

>>379425
something's missing

don't be a fag

>> No.379505

hhhehehe

>> No.379509

Looks like the only thing you took on board was making the hands bigger, legs are too thin to support such a large mass bro.
I don't have that gif i made before and you are spending way too long on it I remember you posted this around 2 months ago.

>> No.379511
File: 144 KB, 1526x829, knight.jpg [View same] [iqdb] [saucenao] [google]
379511

This is going to be my first big project. Not following any tutorials or guides. I don't expect it to be great. I'm doing this thing where I see how I would model a character, see whats wrong, get feedback. Then I watch how some experienced or professionals do so I can know what I am doing right and wrong to base future models off of, reducing the time I take looking up how to do something

>> No.379537

>>379427
Hej, thanks!
I've shortened elcan and eotech, scaled up the stock and m21.
Rest of it i'll leave as is - it was made using photo references, and i dont know whats wrong with them TBH.

>> No.379555
File: 373 KB, 1281x1279, 1378609333231.jpg [View same] [iqdb] [saucenao] [google]
379555

>>379425
dude,m get that ribacage smoothed out
put him in a natural pose with hands down, and work on the side view before you go any further

>> No.379594

dos eit take art skill to make stuff like this or do you just hafto know how to use the program?

>> No.379597
File: 214 KB, 1920x1080, scarsept.png [View same] [iqdb] [saucenao] [google]
379597

Started this in the summer. Still learning shit, working on things I see wrong now

>> No.379614
File: 488 KB, 1148x843, Riva_arm_wip.png [View same] [iqdb] [saucenao] [google]
379614

Sculpting Riva's arms now

>> No.379619
File: 68 KB, 718x660, 137506213090.jpg [View same] [iqdb] [saucenao] [google]
379619

>>379614
you again?
it's shit

>> No.379620

>>379619
this meant for >>379597

>> No.379667

>>379619
Are you sure? Because your reaction fits perfectly.

>> No.379674
File: 19 KB, 341x250, rambo.png [View same] [iqdb] [saucenao] [google]
379674

>>377795
trying to make rambo in 3d
so far so good

>> No.379675

>>379674
thats rambo right there

>> No.379676

>>379674
I have a ramboner.

>> No.379677
File: 25 KB, 367x194, rambo.png [View same] [iqdb] [saucenao] [google]
379677

>>379675
great, you noticed it was rambo
My friend asked if it was an alien :(

>> No.379742
File: 645 KB, 2048x2048, Pazer almost there.png [View same] [iqdb] [saucenao] [google]
379742

Panzer's finally textured and normal mapped, now all I need to do is add a few more decals a few weld lines and tread textures and I can drive around bringing glory to the 3rd reich

>> No.379789
File: 30 KB, 500x322, muhcheetahsides.jpg [View same] [iqdb] [saucenao] [google]
379789

>>379676
help im dying

>> No.379859

>>379742

bland as fuck

>> No.379938
File: 174 KB, 1359x639, quasifinito.jpg [View same] [iqdb] [saucenao] [google]
379938

almost finished
this model was a very long work, but while doing it I learned something about topology and precision modeling
soon I'll start to study rendering

>> No.379943

>>379938
modeling older cars its defiantly challenging. modern cars are so much easier.

>> No.379977

>>379677
The one thing you have right is the ears. Don't touch the ears any more.

>> No.380028 [DELETED] 
File: 153 KB, 1600x900, brokenhorndragonhelm.jpg [View same] [iqdb] [saucenao] [google]
380028

I downloaded blender today and after watching and reading a bunch of tutorials, made this. I know it's crappy but I'm really proud. Should I continue working on it or make something else from scratch for the practice?

>> No.380053
File: 113 KB, 1280x720, scarspet11.png [View same] [iqdb] [saucenao] [google]
380053

Starting to get more shit on the sides done

>> No.380384

>>379977
my sides, my fucking sides

>> No.380405

>>380053
You do realise you have literally no correctly made part in this SCAR-L rifle, right?

>> No.380409
File: 1003 KB, 480x270, animated (3).gif [View same] [iqdb] [saucenao] [google]
380409

still working on my rifle generator...
many things to do
1/4

>> No.380411
File: 684 KB, 480x270, animooted_prev7.gif [View same] [iqdb] [saucenao] [google]
380411

>>380410
3/4

>> No.380410
File: 953 KB, 480x270, animated.gif [View same] [iqdb] [saucenao] [google]
380410

>>380409
2/4

>> No.380412
File: 942 KB, 480x270, asdasd.gif [View same] [iqdb] [saucenao] [google]
380412

>>380411
4/4

>> No.380413
File: 806 KB, 480x270, ddasd.gif [View same] [iqdb] [saucenao] [google]
380413

>>380412
5/4 fuck counting

>> No.380550

>>380413
blender?

>> No.381151
File: 503 KB, 1638x1110, Pandaish.jpg [View same] [iqdb] [saucenao] [google]
381151

is this low poly? I don't fucking get it, tried several ways of doing it and i went with the extrude and resize method.
how does it look?

>> No.381884

>>379056
That looks quite decent. You making games, anon?