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/3/ - 3DCG


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File: 675 KB, 1024x602, 3_waywo.jpg [View same] [iqdb] [saucenao] [google]
385679 No.385679[DELETED]  [Reply] [Original]

Old thread hit bump limit.
Hopefully now with 50% less shitposting and 100% more wips!

>> No.385683 [DELETED] 

Another of these redone ships. This one, unlike the big one, was made entirely from scratch, as the old one was too messy to work with.

>> No.385684
File: 1.01 MB, 1600x1441, axe_comparison.jpg [View same] [iqdb] [saucenao] [google]
385684

Another of these redone ships. This one, unlike the big one, was made entirely from scratch, as the old one was too messy to work with.

>> No.385686
File: 1.31 MB, 1600x1332, axe_finished.jpg [View same] [iqdb] [saucenao] [google]
385686

>>385684

This one shows the whole ship. Sorry about the background, I'll get one without for the next ship.

>> No.385688

>>385686
I would never play a game with art like this. This is bad.

>> No.385690

>>385688
not up to par with your csgo huh

>> No.385691

>>385688
OP said less shiposting

>> No.385695

>>385690
ha ha ha kid cs:go is the worst piece of shit, truly archaic gameplay

>> No.385697

>>385688
>>385690
Well, It's not the texturers fault, the design intself is terrible.

>> No.385699

>>385697
no, it is. there are ways to make something next gen and modern with only 1 extra drawcall......takes some doing and cant tell you what it is but obviously hans doesn't what it is. Hes just a babby at this and doesnt keep his ear to the ground on new rendering and texturing techniques that are also cheap

>> No.385703

>>385699
Or you're just mad and jelly at his skills and trying so hard to find excuses to shitpost his work.
Yeah, thats what it is.

>> No.385706

>>385703
english is the language you should be using, child

>> No.385714
File: 131 KB, 1024x768, mech2.jpg [View same] [iqdb] [saucenao] [google]
385714

>>385684
hope you don't mind if I take this as texturing inspiration. been putting off metal texturing for ages. check your UV on the bottom left of the UNE logo. seems like the black like is a bit off on the edge.

need to texture this motherfucker but don't want yet since i'm still unhappy with the overall shape. plz guise tell me how to improve shape and shit.

>> No.385716

>>385706
Would you shut the fuck up with your English bullshit? you can't even defend your point. why try to argue about language when you can't implement it beyond laughable idiosyncrasies? /b/ is a better playground for subhuman basement dwellers like yourself, child.

>> No.385717

>>385699
hah, youre adorable

>> No.385719
File: 150 KB, 600x600, a9e56e8db0fb6241a90d4a8db8d21567f0acfad1.png [View same] [iqdb] [saucenao] [google]
385719

>>385717
hans you rascal

>> No.385726
File: 229 KB, 786x908, heads.png [View same] [iqdb] [saucenao] [google]
385726

Okay, i've been trying to learn blender. So I've been tackling the same head over and over

>> No.385741

>>385716

This

>> No.385772

>>385716
this, wrekt that faggot

>> No.385793 [DELETED] 

>>385726
Alright, here's another attempt

>> No.385794
File: 39 KB, 558x467, head2.png [View same] [iqdb] [saucenao] [google]
385794

>>385726
Here's another attempt

>> No.385795
File: 265 KB, 2100x924, Character.jpg [View same] [iqdb] [saucenao] [google]
385795

first time making anything in ZBrush.
Tell me whats wrong with it so i can try and fix it.

>> No.385807

>>385795
8/10 I like this.

This is how all armors should be. I don't know why people greeble them to retard-level when you can make something aesthetic and simple. That's also how things work in these times, and they will be simplified, even more, in the future because less is more.

Suggestion: Make the character slightly asymmetric, including his armor.

>> No.385812

>>385807
Thanks.
Yeah im still working on the head. and still adding some details in the armor

>> No.385813

>>385795
gay

>> No.385815
File: 1.10 MB, 300x225, Mascot Doctor.gif [View same] [iqdb] [saucenao] [google]
385815

>>385813
thanks

>> No.385846

>>385706
>Accuses someone of having shitty English
>"takes some doing and cant tell you what it is but obviously hans doesn't what it is"
>Has shitty english

>> No.385862

>>385726
that's not what head looks like, learn2anatomy faggot.

>>385795
>whats wrong
everything.

>> No.385864
File: 212 KB, 322x330, 1379647780267.png [View same] [iqdb] [saucenao] [google]
385864

>>385862

>> No.385868
File: 21 KB, 447x443, do-you-menstruate.jpg [View same] [iqdb] [saucenao] [google]
385868

>>385864

>> No.385873
File: 67 KB, 480x700, 1380765306603.jpg [View same] [iqdb] [saucenao] [google]
385873

>>385868

>> No.385874

>>385868
I just want to fuck that thing.

>> No.385875

>>385874
i'll make it in 3d for you to print/fuck if you got the right amount of cash.

>> No.385878
File: 777 KB, 960x540, Zpov pender.png [View same] [iqdb] [saucenao] [google]
385878

>>385726
Woah is that an elephant themed helmet? Third attempt is lookin mad.

>>385686
I love how mad people get when you post your work here. Your texture work is so good!

Also here's a thing I did.

>> No.385879

>>385878
This is adorable :3

>> No.385880

>>385874
ur sick >:O

>> No.385883

>>385875
How much would this right price be?

>> No.385884

>>385879
Hah, thanks Anon :P

>> No.385885 [DELETED] 

>>385878
Armature work.

>> No.385886

>>385878
Amateur work

>> No.385888

>>385886
Quality post.

>> No.385890

>>385878
add some AO to those textures

>> No.385891

>>385890
get out

>> No.385900

>>385888
>being this mad.

>> No.385904

>>385886
Well I am an amateur so. . . . . Thanks for nothing I guess.

>>385890
Hmm perhaps I will do that. By the way, do you mean baking it on or just painting it on the texture?

>>385900
Is he even that mad?

>> No.385914

>>385868
... is that Inuboshi?

>> No.385925

# Blender3D v249 OBJ File:
# www.blender3d.org
v 9.783120 6.347961 -0.040286
v 9.783120 -6.345652 -0.040286
v -9.752000 -6.345651 -0.040286
v -9.751994 6.347963 -0.040286
v 9.783120 5.451148 0.040027
v 9.783120 -5.448843 0.040027
v -9.751997 -5.448838 0.040027
v -9.751995 5.451155 0.040027
v 9.783120 0.001152 0.072153
v -9.751996 0.001158 0.072153
v 9.806146 -6.349380 0.277296
v -9.775024 -6.349378 0.277296
v 9.806146 6.351688 0.277296
v -9.775019 6.351690 0.277296
v 9.806146 -9.833370 0.277296
v -9.775024 -9.833367 0.277296
v 9.806146 9.835678 0.277296
v -9.775019 9.835681 0.277296
v 8.717620 -6.345651 -0.040286
v 7.736843 -6.345651 -0.040286
v 8.717620 6.347961 -0.040286
v 7.736843 6.347962 -0.040286
v 8.717620 5.451150 0.040027
v 7.736843 5.451153 0.040027
v 8.717620 -5.448842 0.040027
v 7.736843 -5.448840 0.040027
v 8.717620 0.001154 0.072153
v 7.736843 0.001156 0.072153
v 8.718777 -6.349379 0.277296
v 7.735686 -6.349379 0.277296
v 8.718777 6.351688 0.277296
v 7.735687 6.351689 0.277296
v 8.718777 -9.833369 0.277296
v 7.735686 -9.833368 0.277296
v 8.718777 9.835679 0.277296
v 7.735687 9.835680 0.277296
v 8.614918 6.348352 -0.007031
v 8.615832 6.351298 0.244040
v 7.839545 6.348352 -0.007031
v 7.838631 6.351299 0.244040
v 8.614918 6.555416 -0.007031
v 7.839545 6.555416 -0.007031
v 8.615832 6.558362 0.244040
v 7.838631 6.558362 0.244040

>> No.385937

>>385925

>no faces
>top lel

>> No.385947
File: 46 KB, 1428x823, 2ndmodel.png [View same] [iqdb] [saucenao] [google]
385947

This is the 2nd model I've ever made, still working on it but what do you guys think?

>> No.385952
File: 253 KB, 1050x1000, fishgirl 5.jpg [View same] [iqdb] [saucenao] [google]
385952

>>385684
>>385686

love it, whats it from ?

>>385795
Better than my first attempt, to early to give any serious crits, learn the software well first


And inb4 blob

>> No.385956

>>385952
>that face

Dear God, my sides.

>> No.385959

>>385878
It's rhino themed, I just went a tad overboard and added a bunch of unnecessary details

>> No.385962
File: 18 KB, 402x402, phallic.jpg [View same] [iqdb] [saucenao] [google]
385962

>>385714
dat gatling gun placement

>> No.386002
File: 438 KB, 1280x800, wall.png [View same] [iqdb] [saucenao] [google]
386002

I-I.. I made a wall!

>> No.386009

>>385947
Keep going.

>> No.386012

>>386002
Would run beside endlessly.

>> No.386014

>>386002
it iiiiiiiiiiiiiiiisssss... SHIT !

>> No.386027

>>385956
alioto, face

>> No.386028

>>386027
That wasn't Alioto. That was a different guy who totally ruined a quality model that was released by a professional on the net, and claimed it was given to him because he was friends with the guy who made it. Kept going on about renderman and his shitty skin rendering.

>> No.386034

>>386028
i say is alioto face because this born in his freak thread, as a reference from his work
but are you saing he use a basemesh from other guy?

>> No.386035

>>386028
the elf model?

>> No.386036

>>385952
that fucking face, holyshit.

>> No.386048

>>386028
you are just mad jelly

>> No.386071
File: 20 KB, 462x453, 99.png [View same] [iqdb] [saucenao] [google]
386071

no expertise less than 1/2 hr
vert by vert

>> No.386075

>>386071
erh...um.. and again with faces?

>> No.386076
File: 2.12 MB, 350x700, ani005.gif [View same] [iqdb] [saucenao] [google]
386076

>>386071
I used to model like that as well but than I developed this method

>> No.386078

>>386076
you are the modeling master alito

>> No.386079

>>386076
here an other one, same method

>> No.386081
File: 2.98 MB, 365x387, pony.gif [View same] [iqdb] [saucenao] [google]
386081

>>386079

>> No.386092

>>386081
how does this differ from conventional subdiv modelling?

>>385962
for a game and strategically placed. figure i can get some teens to give me their money if i let them blow shit up with their dick.

>> No.386095

>>386092
>how does this differ from conventional subdiv modelling?

It IS conventional subdiv modeling. I have discovered it last year.

>> No.386096

>>385937
No edges, either. Just a bunch of points. I'm curious to see what it looks like, though...

>> No.386097

>>386096
Weird, Blender won't import the vertices for some reason. I guess there's some minimum requirement for OBJ files, like it must have at least one face.

>> No.386098
File: 24 KB, 724x664, excellent_topology.png [View same] [iqdb] [saucenao] [google]
386098

>>386097
Ah, I just had to turn off the "split" option when importing. No idea what that is, but apparently it throws away unconnected vertices. Anyway, this is the awe inspiring result.

>> No.386100
File: 210 KB, 2560x1440, swurd.jpg [View same] [iqdb] [saucenao] [google]
386100

a swurd frum a giem

>> No.386101 [DELETED] 
File: 1.33 MB, 613x340, herp derp.gif [View same] [iqdb] [saucenao] [google]
386101

I did some animooting but still think it's shit : /

>> No.386104

>>386101
its pathetic

>> No.386102
File: 826 KB, 449x318, fan japan man.gif [View same] [iqdb] [saucenao] [google]
386102

>>386101
mancocks\ 10.
but in good way '

>> No.386103
File: 90 KB, 1400x900, MasterSwordOcclusion.jpg [View same] [iqdb] [saucenao] [google]
386103

Added the shield which I made a while ago, slightly more high-poly though

>> No.386107

>>386103
its pathetic

>> No.386109

>>386107
ok. i going to get kill me naw

>> No.386113

>>386101
i like it

>> No.386120

>>386081
I want you to make one of these but just half way through you show a big picture of that mouse thing you're making with text that says "MOUSIE MOTHERFUCKERS"

>> No.386140
File: 305 KB, 800x600, 1-2.png [View same] [iqdb] [saucenao] [google]
386140

>> No.386159

>>386103
pretty decent. add more detailing.

>> No.386162

How would I render a primitive shape in Maya to make it look realistic or very cool style?

>> No.386163

>>386162
depends. are you using iarnoldray?

>> No.386172

>>386163
I don't know. Using Mental Ray or something.

>> No.386179

>>386172
Use flamingo it's the industry standard.

>> No.386183

>>386179
>flamingo
I don't know what that is/

>> No.386184
File: 634 KB, 1518x937, RenderGreenKeyshot.jpg [View same] [iqdb] [saucenao] [google]
386184

For my final project at uni

>> No.386186

>>386184
>uni
You fucked up in life.

3D is a hobby.

>> No.386192

>>386186
>3D is a hobby.
for people who suck at it who have no folio

>> No.386197

>>386192
post your portfolio

>> No.386199

>>386197
you first

>waiting

>> No.386203
File: 13 KB, 131x164, Nigga you think you bein' slick..jpg [View same] [iqdb] [saucenao] [google]
386203

>>386199

>> No.386205
File: 39 KB, 600x600, f3229780f34f4937bb80290aa297660c327074d4.png [View same] [iqdb] [saucenao] [google]
386205

>>386203

>> No.386212 [DELETED] 
File: 2.50 MB, 573x314, HerpDerpTheDerp.gif [View same] [iqdb] [saucenao] [google]
386212

The shitposting is strong in this thread.
I dunno what to do it feels like the ending jumps are too fast/wrong but fucking hell it's animation is their such a thing as right and wrong?

I could probably make it dramatic if I left it for a few frames before the ball jumps back up. I didn't plan any of this it was meant to be a simple exercise...

Also anyone else know how to make the floor look like lava easily? I was thinking an emissive material with rocks covering most of it leaving small gaps for light (lava) to creep though any thoughts?

Any crit?

>> No.386214

>>386212
now it looks like shit. the long pole wouldnt drop down that fast. and the animation is 2fast2b accurate

>> No.386230
File: 484 KB, 1408x602, G100+G100-.png [View same] [iqdb] [saucenao] [google]
386230

>> No.386233

>>386230
10/10 for the creativity

>> No.386234
File: 485 KB, 960x540, woodcup.png [View same] [iqdb] [saucenao] [google]
386234

what you think ?

1/2

>> No.386235
File: 2.06 MB, 960x540, cupwithnapcin.png [View same] [iqdb] [saucenao] [google]
386235

>>386234
2/2

>> No.386237
File: 166 KB, 553x433, G200.png [View same] [iqdb] [saucenao] [google]
386237

>>386230

>> No.386262

>>386076
you 'developed' box modeling. Way to go, retard.

>> No.386269
File: 254 KB, 1025x669, elfvs.png [View same] [iqdb] [saucenao] [google]
386269

>>386071
Point modeling is pointless unless you're doing lo poly or you're Asian.

>> No.386287

>>386234
is that detail done using displacement mapping?

>> No.386293

>>386269
>dat disgusting topology

>> No.386295

>>386293
Well that's good news for you then isn't it? This is industry standard after all and if it's easy for you then it should be no problem to top him and get his job.

>> No.386311

>>386287
yes ofc, like in the tut

>> No.386322

>>386293
It has been converted to tris and many edges are randomly hidden/missing. It isn't as bad as it seems.

>> No.386324

wat you want
>>385679

>> No.386349
File: 451 KB, 1920x1080, wewee.jpg [View same] [iqdb] [saucenao] [google]
386349

Making shitty walls for a game yo

>> No.386351 [DELETED] 

>>386349
omg so original s0 creative xDD

>> No.386371

>>386351
not even the modeler, but eat shit and die, you faggot.

>> No.386372

>>386349
Looks really good, great texture work.

>> No.386375

>>386349

gr8 nDo skills bro
lel

>> No.386377

>>386371
>>386372
oh man the kids who dont know how this is made. this is hilarious.

>> No.386379

>>386375

that was nDO? lol

>> No.386395

>>386377
It's dDo, so what? It still looks good.

>> No.386398

>>386395

isnt quixel dDo a sort of cheat though?

>> No.386400

>>386398
no, if you use ddo the only people you cheat is yourself bc it looks like shit. Use mari, learn how to texture properly.

>> No.386408

>>386400
haha... ah... post work, lets see how much of a faggot you are.

>> No.386410

>>386408
youngest goes first

>> No.386412

>>386400
>Implying dDo can't be used to speed up your texturing workflow.
>implying all you can do is use presets in dDo
Try harder, kid. A true artist uses tools that speedup workflow.

>> No.386413

>>386412
use mari and texture properly. That is all there is to it.

>> No.386415

>>386400
>>386408
>>386410
>>386412
>>386413

All you buttholes need to post your work. Thanks!

>> No.386426

>>386413
you don't even use mari. you probably never textured before in your life.

>> No.386428

>>386426
used it since mari 1 kid, cry more

>> No.386429

>>386428
listen. you're simply shilling a program you like. telling me to cry more won't change this fact. pushing your tastes on other people is simply going to make you look like a fool. instead, why don't you do something productive?

>> No.386430

>>386429
har har har kid, im industry standard, you are babby's first procedural

>> No.386431
File: 19 KB, 320x241, 1381107957682.jpg [View same] [iqdb] [saucenao] [google]
386431

>>386430
sonny you probably don't even know how to MELscript let alone procedural.

>> No.386432

>>386431
Kid I used alias even before maya and before mel even existed. You are stupid.

>> No.386433 [DELETED] 
File: 14 KB, 475x475, mfw.jpg [View same] [iqdb] [saucenao] [google]
386433

>>386234

>mfw http://www.blendswap.com/blends/view/69765

>> No.386443
File: 6 KB, 225x225, sciFiwall.jpg [View same] [iqdb] [saucenao] [google]
386443

>>386349
Wow, all you did was google search "sci-fi wall" and plastered and image you found onto a half-assed model.
And to everyone saying it was dDo,
>kek

>> No.386444

>>386184
Did they not teach you anatomy at all at your Uni? Your biceps are the same thickness as your tris, those fucking gluteus muscles are atrocious, and your thighs taper down to the knees linearly the whole way, no volume change whatsoever. Regardless of whether or not the character has armor/clothing, armor and clothing MIRROR THE ANATOMY underneath, and from what I see in your final project you've got a lot of practice to do. I would be very afraid right now if I were you

>> No.386445

>>386444
>>386184
Also, overall the armor is noisy as FUCK. No pauses or breaks in the details or secondary forms, its very hard to look at and discern any sort of 'flow' happening in your piece. You have a lot of stuff going on for the sake of having a lot of stuff, it seems; no pre-pro was done, and no time was spent planning out designing the armor or making the armor have any sort of silhouette/design elements.
Your attempts at making a complimentary color scheme are laughable.

>> No.386446

>>386184

is it safe to assume that this was done in zbrush?

>> No.386447

>>386443
You got me. I was going to try make them myself but I fucking suck at making textures from scratch. This also isn't for commercial use, don't worry.

>> No.386448

>>386447
don't worry. i worked on half life 2 and all we did was google textures and slapped them on ripped game models. how about you come work on full life with us? you're just the type of fella we need.

>> No.386478

why the fuck does /b/ shitpost here so goddamn often

there'd be a hell of a lot less traffic, but every fucking thread is 50% "LOL U SUCK FAGET KID LELELEL SHIT MODEL -10/10"

>> No.386482
File: 163 KB, 1140x836, Phylla_WIP.png [View same] [iqdb] [saucenao] [google]
386482

Going nowhere...slowly.

>> No.386495

>>386482
We won't blame you if you tried to steal design from MGQ.

>> No.386497

>>386482

something is wrong with the joint of her lower arm to the body. maybe you move the arm bit away from the it? she will cant rotate her arms there.

>> No.386499
File: 443 KB, 1023x507, BWG48TWCIAADqYq.png [View same] [iqdb] [saucenao] [google]
386499

Finished sculpting this earlier. Will probably polypaint it when I get some time.

>> No.386500

>>386499
looks like crap

>> No.386501

>>386500
Thanks

>> No.386502

>>386501
no probs

>> No.386547

>>386103
Your shit is way out of scale with each other shield should be a lot smaller.

>> No.386561
File: 81 KB, 1400x900, scalingtool.jpg [View same] [iqdb] [saucenao] [google]
386561

>>386547

>> No.386581

>>386184

Someone might have already mentioned it, but there is no flow to your design. You've got superfluous detail everywhere with no focal points.

>> No.386608

>>386293
It's obvious that the person used convert to quads, and it did a shit job.

>> No.386610

>>386103
>>386561
>Grain: The render

>> No.386620
File: 154 KB, 1000x1280, princess.jpg [View same] [iqdb] [saucenao] [google]
386620

I made a peachy dress. Hopefully she doesn't look like dog shit anymore.

I also made a little game yesterday. The physics are kinda whack at this point but getting all the power ups is kinda fun. The little enemies don't attack yet, only the boss does.
http://www.mediafire.com/download/6v3m4dcb9hx4zdg/scroll.7z

>>386269
That is really good topology. Adding onto what this guy said, >>386608 some of the edges aren't being displayed properly because of the viewport. wherever there is a flat enough surface, an edge might not be shown. I have this error sometimes when I check my wireframes. If you look at it again knowing this, its a super model that's great for animation.

>> No.386622 [DELETED] 

>>386620
heres a screenshot of that

>> No.386624
File: 276 KB, 958x1500, Jenna.jpg [View same] [iqdb] [saucenao] [google]
386624

>>386620
did you try to make her ?

>> No.386623
File: 113 KB, 1566x931, that.jpg [View same] [iqdb] [saucenao] [google]
386623

>>386622
heres a screenshot of that

>> No.386625

>>386624
At the beginning. It was more of a guide

>> No.386626

>>386625
Then create her exactly with using ortographic references, then do a porn of it. You must do this in the name of humanity :O

>> No.386627

>>386624
ugh disgusting

>> No.386628

>>386627
I choose you VIRGINITY !

>> No.386641

>>386628
what the fuck is this? She's 41 years old, im 19. She's disgusting as fuck.

>> No.386643

>>386641
That's prime cougar territory. You gay brah?

>> No.386645

>>386641
how odd. I don't remember ever not being attracted to older women. since like first school.

>> No.386644

>>386643
no, i just dont like ugly, overweight, old women.

I guess you have low standhurds

>> No.386646
File: 252 KB, 500x632, jenna-fischer-the-office.jpg [View same] [iqdb] [saucenao] [google]
386646

>>386644
> ugly, overweight, old women
I have never seen anyone who tries so hard to stay a virgin.

>> No.386647

>>386644
lol.. now you trollan.

>> No.386648

>>386645
strange, since estrogen gets less and less as you age. I dont think ive ever been attracted to a woman over 30.

>> No.386649

>>386644
post a girl of your standards. i'll even give you time to find one since you only have the village people on your hdd.

>> No.386650
File: 315 KB, 640x1146, little-girl_big_boobs.jpg [View same] [iqdb] [saucenao] [google]
386650

>>386649

>> No.386651

>>386624

I hope she still looks like that even after the pregnancy :(

>> No.386653

>>386620
You still need to really work on those hands.. They sticks out really badly from the rest. The fingers are too skinny and long, and also bent in unnatural ways. They just looks like tubes you extruded out. Ring finger on her right hand looks like it's bent inward at the top even/

>> No.386656

>>386646
>Still below average looking after wearing 10 pounds of makeup.

I agree with the other anon.

>> No.386657

>>386656
join the virginity line

>> No.386660

>>386650
what a butterface.

>> No.386663

>>386650
Oh my god this is a joke.

>> No.386664

>>386660
>>386663

virgins.

>> No.386666

>>386650

damn, this makes me want to fap but I need to save my man juice for tomorrow

>> No.386668

>>386666
sperm bank brah?

>> No.386669

>>386668

yea, i'm going to bank it in my girl's cooch

>> No.386671

>>385714
Dick gus are fun.

>> No.386672

>>386669
...are stupid? Sell your sperm.

>> No.386673

>>386620
>confirmed for not understanding what's going on in that awful elf image
What's happening is that someone probably tried to rip a 3D model from a video game. Those models are in tris.
Whichever lazy bastard posted it tried to convert those tris to a quad, perhaps the Quadify modifier in 3ds Max.
The edges are being displayed properly, and the viewport has nothing to do with it. The viewport always renders correctly as far as we're concerned.
The issue is that the edges are awful and someone should have spent however many hours it would have taken to convert those tris to quads in 3ds Max or perhaps minutes to retopologize in ZBrush.

>> No.386674

>>386646
>not wanting to become grand sorcerer

>> No.386678

>>386624
Total butter face

>> No.386681

>>386650
So anorexic, reasonable boobs with a pushup bra. Shit face. got it

>> No.386682

>>386681
go ahead and post jenna fischer or olivia wilde again dicklick

>> No.386683

>>386682
get better taste first ya deadbeat loser.

>> No.386685

>>386683
you just admitted you like man faced women and old man faced women

>> No.386686
File: 133 KB, 1432x814, wrong.png [View same] [iqdb] [saucenao] [google]
386686

>>386673
I can see that the model is in tris. I can also see where the original quad edge flows are going.

And sorry but you're wrong. Like I said before, some of the edges are not being displayed, the topology is fine. It's a graphical error, the viewport does NOT always render correctly.

>>386653
I'll get it

>> No.386689
File: 47 KB, 827x749, Capture.jpg [View same] [iqdb] [saucenao] [google]
386689

Working on a realistic female head. Hate doing ears. Crits are appreciated.

>> No.386691

>>386686
>implying
That's not the viewport fucking up, that's just you forcing clipping to occur. Rather obvious clipping, at that.
Double faces don't really count as an issue with the viewport and you know it.

>> No.386692
File: 375 KB, 1025x669, 1381230059375[1].png [View same] [iqdb] [saucenao] [google]
386692

>>386691
And for the record, what you have selected is awful topology, especially for animating. The only way that could possibly be acceptable is if it were solid armor.

>> No.386693
File: 15 KB, 480x360, 0.jpg [View same] [iqdb] [saucenao] [google]
386693

>>386666
>>386669

>> No.386700
File: 175 KB, 940x818, wip.png [View same] [iqdb] [saucenao] [google]
386700

Still need to texture and re-texture a few thing, add a few more parts, completely change the hair, etc.

Miss Monochrome~

>> No.386703

>>386700
hands are well proportioned at least

>> No.386707
File: 637 KB, 2142x1062, wip.jpg [View same] [iqdb] [saucenao] [google]
386707

>> No.386709 [DELETED] 

>>386707
the totems are well done. you should try to detail the abs.

>> No.386726

>>386700
>copy pasting game models.
heh...

>> No.386728

>>386726
>Using an existing model as a base to match proportions for completely self-made meshes instead of copy/pasting pre-made parts from the internet
>isn't a model from a game by the way

>> No.386739

>>386495
I thought about doing those, but like, how do the joints link with each other?

>> No.386744

>>386739
I'm not a biologist. Ask /sci/ if there's any entomologists around and tell them you're doing it for the greater good.

>> No.386752

>>386692
Idiot, everything you circled is exactly what I was telling you that you were wrong about. Thank you for finally noticing, I guess. No that is not clipping and yes that is good for animation.

>> No.386758
File: 212 KB, 1024x768, Acoustic 6 String - Santa Rosa 1024 X 768.jpg [View same] [iqdb] [saucenao] [google]
386758

Here's what I'm working on. About three hours of work so far, tops.
>>385813
>>385862
>>385886
>>385900
>>386048
>>386107
>>386199
>>386203
>>386205
>>386408
>>386410
>>386412
>>386413
>>386415
>>386426
>>386428
>>386429
>>386430
>>386431
>>386432
>>386500
>>386502
>>386627
>>386628
>>386641
>>386643
>>386644
>>386645
>>386646
>>386647
>>386648
>>386649
>>386650
>>386656
>>386657
>>386660
>>386663
>>386664
>>386666
>>386668
>>386669
>>386672
>>386674
>>386678
>>386681
>>386682
>>386683
>>386685
WELCOME TO SHITPOSTING GENERAL

>> No.386760
File: 364 KB, 1424x837, 7.png [View same] [iqdb] [saucenao] [google]
386760

>> No.386787
File: 260 KB, 1122x875, 2013-10-10_175738.png [View same] [iqdb] [saucenao] [google]
386787

How's this looking so far?

>> No.386805
File: 16 KB, 800x600, Cube.jpg [View same] [iqdb] [saucenao] [google]
386805

>> No.386810
File: 159 KB, 640x480, 20131010_111520.jpg [View same] [iqdb] [saucenao] [google]
386810

Female character

First time modeling a girl and can't seem to escape the manface

halp?

>> No.386812

>>386810
>taking a photo of your screen
>640x480
>shit model

M8 just go away

>> No.386813

>>386758

>terrible reflection/refraction setting
>meh wood texture
>specularity needs some fixin'
>top half of guitar body (near neck) slightly (very slightly) off - check the curvature

>overall: composition/presentation could use some work. the wood vs fret board material doesn't really fit in aesthetically, the grey background is bland, the shadows could use some softening/gradient/opacity/global illumination, you're getting some speculaity/gloss errors at bottom and inside the guitar bottom, add some hdri to make your comp less bland

requesting closeup on fret board, head piece, and tuning pegs

>> No.386815
File: 138 KB, 629x906, ZBrush 3.png [View same] [iqdb] [saucenao] [google]
386815

Procrastifag here again.

>> No.386816

>>386815
saoirse ronan

>> No.386817

>>386816
not again m8.

>> No.386822

>>386815

I think its a shame that the wardrobe doesn't follow the same flow/concept as facial characteristics (semi-realistic facial features, hair flow, subtle color)

>> No.386831
File: 210 KB, 346x554, 4.jpg [View same] [iqdb] [saucenao] [google]
386831

>>386822

The concept ain't mine, pic related.
I would say the character's design is very unsubtle. Just look at those boots, holy hell.

>> No.386835

>>386831
Oh shit, well nvm. I just hope you're able to add the coat, boots, and badass headphones cause right now the model is looking real lonely.

>> No.386836

>>386835
Yeah. This is gonna be a lot of work.
But at least it's not boring.

>> No.386877

>>386810
oh my god... so bad

>> No.386883
File: 57 KB, 951x616, tea time.jpg [View same] [iqdb] [saucenao] [google]
386883

It is tea time. you will drink tea with me.

>> No.386946
File: 316 KB, 1920x1080, xm8.png [View same] [iqdb] [saucenao] [google]
386946

moddan

>> No.386969

>>386610
it's not like they're final renders or anything. but i think it looks better to post a quick render than a screenshot sometimes

>> No.386986

>>386752
No, they are not "edges not being displayed becuz the viewport fuk up" Fucking when was the last time a digital computer ever made a mistake in anything that wasn't due to a floating point precision error or massive hardware failure? It's never happened, that's what.
Are you even looking at the circled areas?
There are triangle shaped quads stacking directly under triangle shaped quads. Some edges have been outright merged with others. They're not even quads or tris anymore, they're basically trapezoids with five edges. Fact is, what you think is a quad is not what actually is a damn quad. Those lines that are visible do matter. They're the determining factor. It doesn't matter if the tris that the model eventually breaks down to are organized in a quad-like manner if the lines that are actually visible when you turn on the wireframe mode are godawful n-gons and trapezoidal/triangular quads. Because those visible lines are what subdivision surfaces, weights, and mesh deformation algorithms perform work on. Not the tris that the models break down to.

Please don't tell me you seriously believe that the computer can show you a wireframe and "miss a few edges here and there". It either works perfectly or it doesn't work at all.

>> No.387009
File: 148 KB, 1300x707, Win3.jpg [View same] [iqdb] [saucenao] [google]
387009

Shit render, but whatever. Started my Winchester 1897 model from scratch and got the receiver right this time.

>> No.387025
File: 307 KB, 654x657, ivymike.png [View same] [iqdb] [saucenao] [google]
387025

>> No.387029
File: 1.94 MB, 800x600, Megalo-360.gif [View same] [iqdb] [saucenao] [google]
387029

Finally finished the mask. 3K polys

>> No.387047

>>386883

That looks like a teapot smeared with fresh cow turds.

10/10

>> No.387058
File: 76 KB, 560x900, tits.jpg [View same] [iqdb] [saucenao] [google]
387058

>>386707
That's goood.

>> No.387059

>>387058

you could hammer a nail with those nips...

>> No.387069

>>387059
I'd like to hammer my nail with those nips.... if you know what I mean...

>> No.387083
File: 458 KB, 1920x1080, MyFirstPostableWIP.png [View same] [iqdb] [saucenao] [google]
387083

I don't know what the fuck I'm trying to make. I'm just going. I'm really bad at eyes as you can tell.

>> No.387085
File: 94 KB, 560x320, greetings from pol.jpg [View same] [iqdb] [saucenao] [google]
387085

you're all fucking terrible

>> No.387091

>>386620
>those hands

Holy shit. I thought she had six fingers. I still can't unsee it.

>> No.387093

>>386689
That face reads male to me.

>> No.387095

>>387083
Find a book on anatomy and learn the proportions of the head,

>> No.387114

>>386620
>legs are hidden

This cunt actually looks acceptable now.

>> No.387116

>>387083
Ive seen some shit

>> No.387117
File: 294 KB, 662x665, shallitbeivymike.png [View same] [iqdb] [saucenao] [google]
387117

>> No.387137
File: 291 KB, 1411x696, testingNormals.jpg [View same] [iqdb] [saucenao] [google]
387137

Testing shiny normal's in unity.

>> No.387141
File: 259 KB, 1414x674, TestingRoom.jpg [View same] [iqdb] [saucenao] [google]
387141

>>387137
My testing room I've set up.

>> No.387147

>>387137
>>387141
>2013
>saying shiny normals
>stealing textures and not changing them enough to make people think they're yours
>not using ndo for simple shit like that
Shiggeru Miyamoto

>> No.387151

>>386499
That looks awesome

>> No.387152
File: 313 KB, 944x924, progress.png [View same] [iqdb] [saucenao] [google]
387152

>>386700
Getting the checkered pattern to be seamless on the skirt was such a pain.

>> No.387153

>>387152
not as hard as it is to do on stockings believe me.

>> No.387160
File: 164 KB, 528x811, gbuz.jpg [View same] [iqdb] [saucenao] [google]
387160

my first zambie

>> No.387170

>>386092
>strategically placed
Whoa, Whoa, Whoa!
Hold the fuck on! Explain this faggotry.

>> No.387171 [DELETED] 
File: 14 KB, 552x688, Two Objects.jpg [View same] [iqdb] [saucenao] [google]
387171

I'm working in Sculptris and I have multiple objects. One is a reference figure and the other is a sculptris sphere which I am using to sculpt some clothing. I love working in Sculptris for making a quick proto-form which I will do the finishing touches on in another program.

What frustrates me is working with two objects in the program because when you accidentally touch your reference object while sculpting your subject object it switches to working on the reference object. Masking the reference object doesn't seem to stop it from being selected.

Can you set an object in Sculptris so it can't be selected at all?

>> No.387173

>>387095
Am I at least on the right track?

>> No.387178

>>387160
You know, for a zombie, it's cool.

The brow/bridge of nose is totally what the fuck but, still, it's stylish. I like it.

>> No.387179

>>385795
I like it, nothing jumps out at me as wrong. Do more.

>> No.387180

>>387178
Yeah, I was thinking that too. Move the bridge out a little and stretch the eyes out a hair and it would look great.

>> No.387181

>>387173
Your practicing. So in that sense, yes you are on the right track.

But use reference. Skulls/faces are not shaped that way at all.

>> No.387182

>>387029
The execution seems fine but I hate the design, seems like a bunch of cobbled together plates with no real cohesion.

End result looks sort of like what a 14yo paintballer thinks is cool

>> No.387183

>>387181
So instead of aimlessly making a head I should at least use a reference on google if nothing else?

>> No.387185

>>387183
Yes.

You shouldn't be making heads without reference until you're at least able to make a good one without reference.

And even then, you should really still use reference.

Use reference.

>> No.387186

>>387185
Alright thanks.

But what about cartoons. Then would that be a time that I can not use a reference?

>> No.387188

>>387160
nice mask

>> No.387189
File: 452 KB, 960x540, shig.jpg [View same] [iqdb] [saucenao] [google]
387189

how to get rid of light blotches from caustics on cube?

>> No.387194

>>387189
So all of those bumps on the rectangle are from the caustics?
What program are you using?

>> No.387221

>>387194
maya/mr

>> No.387222

>>387189
Increase rays/photons/samples or whatever. Blotches are result of too few photons hitting a surface.

>> No.387259

>>387222
but...but...I already have 100,000 photons being emitted.

>> No.387261

>>387152
Done. ish. Still needs more work on the elbows/knees to prevent clipping...
http://www.youtube.com/watch?v=J4VPkJXLB_s

>> No.387263
File: 269 KB, 938x734, lazyalien.jpg [View same] [iqdb] [saucenao] [google]
387263

Just messing about in zbrush

>> No.387281

>>387263
>blobmonster.tif

>> No.387291

>>387263
Reminds me of the brainbug from "Starship Troopers".

>> No.387294

>>387263
i hope you're at least having fun with the tools in zbrush. i've been having nothing but trouble with zsphere rigging.

>> No.387329

>>386986
you fucking retarded fuck.
>>386269

Look at the body mesh and then look at the head mesh. The head mesh is in edit mode and the body is in object mode. Compare the mesh and you'll see that the geometry is being displayed correctly in edit mode but not it object mode. If you were in the body's edit mode, you'd see the geometry that I'm talking about. Those wires are NOT being displayed. It doesnt meant that the computer made a mistake, it means that the code responsible for displaying those edges is somehow at fault. Meaning, the viewport is fucking up because the code is fucked up.

Is that obvious enough now?

>> No.387332
File: 589 KB, 2556x1339, whythefudge.png [View same] [iqdb] [saucenao] [google]
387332

ok, i feel like a retard.
why is this happening? I made a planar projection from the X axis, took it into Photoshop to test it and this keeps happening.. anybody got an idea why?

>> No.387341

>>387332

you cant planar map a model like that, youre going to get distorted faces

>> No.387343

>>387332
i know something that will help you understand why that's happening.
>select the model
>3d paint tool
>assign
>paint the squiggles how they are supposed to look like
>observe what it looks like in the uv editor

>> No.387510
File: 346 KB, 1920x1080, OPN8jWl.png [View same] [iqdb] [saucenao] [google]
387510

I made a thing

First time modelling anything ever

>> No.387514
File: 1.14 MB, 1920x1080, plumpkin.png [View same] [iqdb] [saucenao] [google]
387514

This is my first day

Any tips on how to make my pumpkin look somewhat more like a pumpkin without using textures? I haven't learned unwrapping and such yet. I've only done the cup and clock tutorials

>> No.387516

>>387294
Shit i didn't know you could do that. Sounds like a giant pain in the arse.

>>387281
Heh. So true.

>> No.387528

>>387510
wires
post
wires

>> No.387541

>>387514
its called texture. you have a matt colour.

>> No.387563
File: 944 KB, 2290x638, Panorama.jpg [View same] [iqdb] [saucenao] [google]
387563

Coming along

>> No.387571

>>387563
So what's the story? What is this place? What is this room used for? Why are there hazard stripes on the walls? Why don't the lights light the place up properly? Or is it backup lighting? Is there some kind of emergency? Are the hazard stripes around the pillars there so that vehicles don't crash into them? If so then how do they enter/exit the room? The two entrances have steps in front of them instead of a ramp or something so a wheeled vehicle might have trouble getting out (if there are vehicles). Etc.
Environments are more interesting if they tell some story.

>> No.387660
File: 271 KB, 1920x1080, Frogeater.jpg [View same] [iqdb] [saucenao] [google]
387660

you all probably know this one
just getting started

>> No.387674
File: 289 KB, 1134x1417, 2rv.jpg [View same] [iqdb] [saucenao] [google]
387674

Tried uploading earlier but 4chan decided to fuck with me

First model for me, tried to have all quads but im sure there are some triangles - any crits/tips?

>> No.387677
File: 1.08 MB, 1080x1080, músake.png [View same] [iqdb] [saucenao] [google]
387677

>> No.387686
File: 63 KB, 884x627, cy3.jpg [View same] [iqdb] [saucenao] [google]
387686

What would be the best way to go from a low poly cylinder to a higher poly one? I did an attempt but it looks like ass.

>> No.387693
File: 90 KB, 585x666, 3.jpg [View same] [iqdb] [saucenao] [google]
387693

yup i suck

>> No.387694

>>387693
What the fuck.

>> No.387697
File: 293 KB, 1920x1080, VintorezWires.jpg [View same] [iqdb] [saucenao] [google]
387697

>>387528
Currently WIP, High-poly being worked on. Will post wires for low-poly later.

>> No.387699

>>387693
this is hot.
sauce?

>> No.387703

>>387693

good composition & color, excellent work at capturing a dramatic/powerful emotion, pro-level lighting, although i don't see wires its noticeable you've incorporated good edge flow.

i like how you added deformations to the arms,neck and legs to convey a greater sense of realism (aging) and to break out that symmetry,

you should be working at pixar/10

>> No.387704
File: 198 KB, 600x2304, pose test.jpg [View same] [iqdb] [saucenao] [google]
387704

I'm throwing caution to the wind and trying more extreme pose deforms. As I'm doing this, I'm fixing up the mesh to make it easier to animate afterwards.

I worked on te fingers as suggested.

>> No.387705

>>387704
ugh god go away with this shit back to reddit you queer

>> No.387707

>>387705
That's no fun. Nobody gets upset over there.

>> No.387708

>>387707
you dont have anything worth getting upset over, its clearly badly modeled and shaded hackwork. Try posting less

>> No.387709

>>387704
get her to do a human pretzel

>> No.387710

>>387704
Not perfect but way better than poser, me thinks. She needs more shape keys around her knees and lower arms in her third pose. (Her wrists look swallen and her knees look broken.) Face looks very real.
Shit man! I have to learn rigging, too ASAP!!!

>> No.387711

>>387709
Fuck. I'll see what I can do.

>> No.387712
File: 138 KB, 704x908, Untitled 1.jpg [View same] [iqdb] [saucenao] [google]
387712

>>387709
there. gotta go to bed now, that was hard.

No-can-do on the shape keys. I dont want to use any blender exclusive features on this.

>> No.387716
File: 348 KB, 1920x1080, vintroezwireslopoly.jpg [View same] [iqdb] [saucenao] [google]
387716

>>387697
Scoring just under 5k tris!

>> No.387717

>>387712
This is my first time visiting this board, and this is the first thing I scroll to

>> No.387720

>>387712

oh god! my sides have left the multi-verse

>> No.387749

>>387716
p3d dot in/tsBlM/

Uploaded on p3d, please give me critiques!

It's meant for a L4D2 skin

>> No.387750 [DELETED] 
File: 3 KB, 154x195, fug.jpg [View same] [iqdb] [saucenao] [google]
387750

I'm TRYING to some vertices, but this fucker apparently is the only selection I can make because of that stupid yellow dot in the middle of it. Anyone knows how I can fix that?

>> No.387752

>>387710
this guy is right about the joints. you need to fucking put some actual anatomical detailing there because it just seems like a blowup doll without it.

>> No.387765
File: 198 KB, 1106x450, sdadasd.jpg [View same] [iqdb] [saucenao] [google]
387765

Think I am going to go learn proper face loops/flow now.

>> No.387769
File: 102 KB, 260x267, ISeriouslyHopeYouGuysDontDeformThisWay.png [View same] [iqdb] [saucenao] [google]
387769

>>387712
You win the thread

>> No.387771

>>387263
I love it. Very Matrix-like.

>> No.387775

>>387708
>you dont have anything worth getting upset over, its clearly badly modeled and shaded hackwork. Try posting less

you totally lured me bro epic post 10/10 would read again.

>> No.387785

>>387704
Why is the pinky finger so long? It's fucking creepy.

I'm jealous of your skill and this is an awesome model, but I can't unsee that pinky

>> No.387794

>>387769
I do like the head. I think when you got anatomy down you will make good models.

>> No.387800

>>387794
I'll help him in anatomy if he helps me in rendering like that.

>> No.387826

>>387261
What are you using to do the skirt physics? Kuroratt's plugin?

>> No.387827

>>387704
pam has much bigger tits and ass btw

>> No.387828

>>387827
lol have you seen pam lately? She's hideous

>> No.387837

>>387828
just how I like it

>> No.387839

>>387837
you mean double chin, old, n totally unsexi

>> No.387841

>>387839
fap

>> No.387875
File: 282 KB, 1024x768, 3223254-3722715842-Jenna.jpg [View same] [iqdb] [saucenao] [google]
387875

>>387827
Its not supposed to be pam.
>>387828
You dont know what you're talking about.
>>387785
Just fixed it.
>>387800
I'm using an area lamp, an environment map, and the back wall to create a softer glow as the backlight.

>> No.388160
File: 1.11 MB, 1080x1080, shit5.png [View same] [iqdb] [saucenao] [google]
388160

>> No.388405
File: 2.16 MB, 1632x918, Untitled.png [View same] [iqdb] [saucenao] [google]
388405

>> No.388992
File: 341 KB, 2134x1234, Screen Shot 2013-10-22 at 5.58.24 PM.png [View same] [iqdb] [saucenao] [google]
388992

>>387343
meh, i don''t fucking get this

>> No.389062

>>388992
make sure you have the right map selected under the "texture" menu in your uv texture editor window.


if that's not the problem:
try just completely starting over. make a new uv map and do the same thing. see if that works.

>> No.389782

>>386499
wow that looks like a great start