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/3/ - 3DCG


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File: 561 KB, 1500x882, WIP.jpg [View same] [iqdb] [saucenao] [google]
393584 No.393584[DELETED]  [Reply] [Original]

Bump Limit reached, New Thread

You know the score by now...

>> No.393589
File: 296 KB, 1484x1172, Bee creature thing.jpg [View same] [iqdb] [saucenao] [google]
393589

A slight bit more progress on this Bee/Two legged creature project.

I'm wondering how best to add the eyes into the geometry of the head, as the head is fairly blocky and merging the eyes into the pre-existing topology is proving to be more difficult than I imagined...any thoughts? I'm trying to keep this thing as low poly as possible, but it seems it's gonna need a huge poly jump in order to keep it smooth...anything I can do to save polys?

Also, the wings are just place holders currently and won't look/be anything like they are now. Is the topology okay, specifically around the pincers, and the front of the head? I'm still fairly new to 3D, so please be nice, thanks

>> No.393620
File: 419 KB, 472x858, hob.png [View same] [iqdb] [saucenao] [google]
393620

I really need to finish this one, I think I'll make a reference, model a low poly version, then use this for the normal's if I can ever get those right

>> No.393695
File: 855 KB, 2000x2000, Armor Neck.jpg [View same] [iqdb] [saucenao] [google]
393695

Doing a body armor. This is the neck part

>> No.393733

>>393695
Looks nice but wouldn't it be better to let the texture handle the holes and bolts for the lowpoly?

>> No.393734

>>393733
Ah sorry, just realized that's the subdiv zero version, must be getting tired, looks good, very efficient poly use

>> No.393735
File: 664 KB, 806x617, Capture.png [View same] [iqdb] [saucenao] [google]
393735

>>393734
this is pure shit

>> No.393737

>>393735
what you talking about? use your eyes on the subdivided one, the speculars holds up really well so what's the problem?

>> No.393738

>>393737
massive poly count for one. No one is impressed with this trash. No one.

>> No.393739

>>393738

Who cares about polycount for a HP asset since this century, are you a traveler from the distant past anon?

>> No.393741

>>393739
You make a lowpoly model using floaters so you can put into a game like Halo running on a console. You never model everything like you did here. Its inefficient. you will never ever make it this way

>> No.393740

>>393738
so /3/ of you :')

>> No.393742

>>393741
then how do you bake the ambient occlusion if the geomety is floating ?

>> No.393743

>>393742
uv the floaters that you have a library for for current and future use, combine everything into one mesh. Make sure your uvs are arranged properly. Bake.

Ok ? how do you ever expect to go pro if you cant even figure this out on your own?

>> No.393744

>>393742
Read your post again and found out you're even more noob

You bake ambient occlusion just the same as you would always do. Jesus christ.

how do you ever expect to go pro if you cant even figure this out on your own?

>> No.393745

>>393743
im just someone whos wondering how floating geos work. plus you dont get actual ambient occlusion hence the lighting wont fit with the model.
you sound like you dont know what youre talking about

>> No.393746
File: 69 KB, 295x400, legacy3pot.jpg [View same] [iqdb] [saucenao] [google]
393746

>>393741
Gotta love how /3/s conventional wisdom is ~10 years into the past.

>> No.393749

>>393745
you use your floating geo to bake onto a simplified model without the geo modelled in and thus wasted polys. Its a simple concept that you'll have to grasp if you ever want to even have a chance in my industry ;)

>> No.393750

>>393749
it has to make some sense if youre trying to troll someone.

>> No.393751

>>393746
No, polycount minimization is not a thing of the past.

>> No.393753

>>393745

You can do AO using floating geo, but it's mostly useful as a hack when mass producing stuff like guns that has a lot of cut flat surfaces.
For curved surfaces like your piece it's actually much harder to use free floating geo than to just model it properly.

Having a true mesh also enables you to bake GI instead of AO for real quality pieces.

this post over at polycount deals with the topic; http://wiki.polycount.com/AmbientOcclusionMap
other anon is nothing but a loudmouth shitposter overextending the reach of his knowledge.

>> No.393755

>>393750
cmon kid you need to do better than that

>> No.393757

>>393751

You realize typical workflow involves taking your multimillion triangle sculpt and bake it to you 30K triangle lowpoly character or whatever?
Has been that way since ~doom3 days or something.

Nobody cares how many million triangles your HP is.

>> No.393758

>>393757
>Nobody cares how many million triangles your HP is.

again, for hard surface especially, the modeled in, HP > low is an outdated, wasteful workflow that only amateurs use.

Use floater lib > low poly. Otherwise, good luck getting a job

>> No.393762

>>393757
stop replying to retards

>> No.393763

>>393758
No, I'm done debunking you, the fictional boss for the company you aren't working for that has a hard on for floaters
and are gonna put me out of my job isn't gonna change reality.

And the reality is that you're a shitposter running your mouth about things you know too little about.

>>393762
Yes, quite right.

>> No.393764

>>393763
>derp derp derp

naptime for you son

>> No.393773
File: 417 KB, 1600x1200, Armor Neck.jpg [View same] [iqdb] [saucenao] [google]
393773

>>393733
Just some of the the bigger bolts will be actual geo. smaller bolt and hole detail will be baked to the surface.
>>393738
Polycount is completely irrelevant when you only use it for baking.
>>393739
Exactly
>>393742
>>393745
There is no way to do it in max. Although I think xnormal can simulate highpoly AO with only using lowpoly normals and the mesh.

More and more...

>> No.393775

>>393584
could someone tell me or possibly link me a tutorial that will teach me how to make blades of grass like in OPs picture?

thanks

>> No.393835

>>393775
there was this faggot 2 threads ago that made 10/10 grass, hope he comes back and ask him

>> No.393836

>>393835
how the fuck do we know who he is

>> No.393868
File: 1.72 MB, 1280x3016, 1382683731716.jpg [View same] [iqdb] [saucenao] [google]
393868

>>393836
we repost his excellent work so that it may catch his eye if he's browsing the WiP thread, I assume it's this we're talking about, the image kinda explains it though.

>> No.393870

>>393868
.....so evermotion grass?

>> No.393871

>>393868
seems to be some smart shading going on there, notice how the plants seem to get darker the more dense they are, but this not being part of the texture.
Looks like they may be rendered offline in a costly GI tracer that handles alpha real well though, cause they're really quite gorgeous.

>> No.393873
File: 828 KB, 1280x960, Foliage Normals.jpg [View same] [iqdb] [saucenao] [google]
393873

>>393870
I'm not sure if I got them from evermotion but it doesn't really matter what they look like, considering they are just transparent images on planes. The trick is in the shading of it.
>>393871
> Looks like they may be rendered offline in a costly GI tracer that handles alpha real well though
Then I have good news for you, because this trick is used in videogames as well and needs absolutely no external script or anything to run in like this any game engine. Basically, the normals of the planes are realigned to a spherical fashion to make them smoother just like the normals of a sphere. You only need a plugin called 'Normal Thief' to make these, and export the planes with edited normals into any game, and thats it.

>> No.393880

>>393873
Ace, googled it and found this site with nive examples of what's going on http://ericchadwick.com/img/tree_shading_examples.html

The occlusion like effect in your plants are really striking though.

>> No.393883
File: 929 KB, 867x1302, How to NormalTheif.jpg [View same] [iqdb] [saucenao] [google]
393883

>>393880
Yeah, thats the stuff !
Heres a short how-to

>> No.393893

>>393620
Gotta fix some anatomy stuff on that m8

>> No.393946

>>393868
>>393871
>>393873
>>393880
>>393883
Thanks guys, really helped out, a shame I can't use any plug ins or external things for my model, it's a college thing. But I'll defo keep these tutorials and tips for my personal work.

>> No.393952

>>393946
why cant you use any plugins ?

>> No.393960

>>393952
Because it's an assessment to see how well we can use the base software, I'm only in my first year still, my lecturer will be going into plugins and script later on in the year.

>> No.393963

>>393960
scripts are the base software, maxscript or maya embedded language. You're supposed to script it.

>> No.393964

>>393960
You can edit normals by hand to achieve similar effects without a script, it's just very tedious in comparison.

>> No.393965

>>393893

Lay it on me and give me advice on where to improve?

>> No.393966
File: 127 KB, 1546x602, grass.jpg [View same] [iqdb] [saucenao] [google]
393966

neato. This was just a quick test but I didnt know you could fuck with the normals in such a beneficial way with blender. Gonna commit this to memory forever

>> No.393968
File: 80 KB, 256x256, Marsh plants DIF.jpg [View same] [iqdb] [saucenao] [google]
393968

>>393966
noice.
try this, ill post the alpha in the next post

>> No.393970
File: 71 KB, 256x256, Marsh plants ALP.jpg [View same] [iqdb] [saucenao] [google]
393970

>>393968

>> No.393975
File: 163 KB, 1392x658, grass.jpg [View same] [iqdb] [saucenao] [google]
393975

>>393968
I just realized this setup needs some work. It only works from one angle right now but with some more attention, it'd be fine I think. Right now I have other problems to sort out but I'll try working on this later on.

>> No.393976

>>393975
sure. just keep a few things in mind :
the rock part where you copy the normals from must be smoothed as well
you can't use 2 sided materials or it wont work
and its better if you dont use small grass instances so we dont see the ugly patches where they meet the ground.

>> No.393977

>>393963
yes but we've not been shown how to use anything other than the basic workings of it so far it's one part of a 3D Animation course and I get two two hour lessons a week in 3ds max. It's stupid but that's how it is unfortunately.

>> No.393978

>>393977
if you want to work in this industry you're going to be working like 10 hours a day at least and learning on your own

>> No.393979

>>393976
In case you haven't noticed, this isn't max. None of that makes sense.

>> No.393981

>>393979
none of what I said had anything to do with max.

>> No.393987

>>393978
I'm aware of this and I am also watching tutorials but for the process of my assignment I cannot use these methods. I can only use what we have been taught in class, I've only been there since the tail end of august. If I use any plug ins or anything Ill fail instantly.

I have been learning on my own though aside from class.

>> No.393988
File: 618 KB, 1333x1384, Grass Patch Square Normals.jpg [View same] [iqdb] [saucenao] [google]
393988

>>393975
Heres what it looks like with some fog and a bit of contrast

>> No.393989

>>393987
> If I use any plug ins or anything Ill fail instantly.

has this ever happened where the student whos too good gets failed instantly for being too good? No. Never.

>> No.393992

>>393989
I don't think you're understanding what I'm telling you, yes, i could easily go away and grab shit tones of plug ins and make some epic shit, however if I submit this at the end of the month as my 1st assessment I will fail, as it's specifically been said we're NOT to use them in this assessment. Just deal.

>> No.393993

>>393992
>I don't think you're understanding what I'm telling you, yes, i could easily go away and grab shit tones of plug ins and make some epic shit

No, I dont think you could make any epic shit, much less easily make anything epic.

>> No.393994

>>393993
Obviously not not, seen as I've only been learning for 2 fucking months, jesus. It's a figure of fucking speech.

>> No.393995

>>393994
Same as your fail instantly speech by your prof was a figure of speech. No one gets failed in 3d. No one.

>> No.393996

>>393995
Yeah cos totally deviating from the outline will get me super grades and A+'s. No.

>> No.393997

>>393988
Looks amazing ! If only game engines could handle alphas that well

>> No.393999

>>393996
heres a short story: I was in a 3d class about 4 years ago. The first assignment was to texture a box and light it and then present it to the class.

I made two complete posed characters instead. I got props from the teacher and the rest of the class but he said i didnt follow the assignment. I tell him that I tried my best and we move on to the next.

The end of the course comes up a year later after I've continually done my own thing and pushing the limit past the written assignment. Im the only person with a job out of 10 people.

>> No.394004

>>393999
Go you, I'm not you, nor am I pissing off my lecturer, I already do more work than others by just doing what's there, leave your stories for your kids and people who care man. Seriously. I don't deviate until it's my own projects. I don't even know how to rig a full model, and seriously would YOU deviate away from a gnarly looking Scottish lecturer who's specifically said 'If you run away and watch tutorials on things outwith what I've asked you to do and download pre built rigs and plugins you'll instantly be out of my course!" This is my 1st year out of 4 and I'm 2 months in, ffs,.

>> No.394006

>>393999
I'm still trying to work out the array system for tiles man.

Give me a break, please!

Kudos on getting a job though, what do you do? Pre-vis stuff or full on animation work?

>> No.394008

>>394006
generalist + pipeline

>> No.394009

>>394004
>This is my 1st year out of 4 and I'm 2 months in, ffs,.

You need 4 entire years of hand holding? What the hell?

>> No.394014
File: 15 KB, 618x407, picard.jpg [View same] [iqdb] [saucenao] [google]
394014

>>394009
No. How it works.

>HNC - Higher National Certificate
Is what I'm currently doing in college, it's a 1 year course. Relatively cheap course too. In this first year you get taught the basics of it, my graded unit at the end will no doubt be a fly through of a building complex full to scale with all the fancy lighting and stuff to make it all 'pretty' and realistic.
Which then allows with a pass to get onto the next year of the course known as a ....

>HND - Higher National Diploma.
Which is basically the first year of Uni. However taking the HND with a pass at the end can let you skip the 2nd year of Uni and go straight into 3rd year. Etc until 4th year ends at Uni.

fml.

>> No.394015

>>394014
It's how you get a degree, plus if I want an extra year or two I can get a masters and a bachelors plus a side study certificate.

In my 2nd year the HND I'll be getting exams to be Autodesk Certified.

If I pass 1st year.

>> No.394018

>>394014
>>394015

I hope you kids know that your certificates, degrees, and autodesk certifications are completely worthless in this career, right? I mean, I assume that you do know this?

>> No.394020
File: 1.14 MB, 1920x977, Editor Screenshot.png [View same] [iqdb] [saucenao] [google]
394020

Small horror game in Unity 3d 'cause I'm bored

>> No.394021

>>394020
I bet it's a shitty jump scare

>> No.394022
File: 29 KB, 640x480, nestonwood.jpg [View same] [iqdb] [saucenao] [google]
394022

>>394018
Regardless, for 4 years I'll have a steady income of at least £700 in Student bursaries and loans (which I don't have to pay back till I'm earning over £20K a year) plus £200 for my rent Plus £180+ for travel per month.

Plus I'll be learning a way that I enjoy and meeting new people each year.

And for someone who before September had opened Max up once, freaked out at the interface and immediately shut it down and never went back to it, I think I've made some good progress in the time given. You may not think so especially as most of you here are no doubt professionals or hardened hobbiests.

pic related, it's what I done on Monday, it's part of a bigger thing though.

>> No.394024

>>394022
so let me get this straight - you joined a 4 year 3d program without ever having done any work before joining? I mean, at least I learned on my own for about 9 months before enrolling in mine.

Now you are in a 4 year program for how to basically move verts around and potentially do basic scripting to script vert movement.

I dont even know what to say. I was in my program for a year and half and even that was too much. You're going to find out rather quickly that people that teach as a full time job in 3d have no idea what they're talking about or how to get to the next level or stay above the curve which is what you have to do

>> No.394026

>>394020
did u made the props ?

>> No.394029

>>394024
Yup I did. It's a Animation course there's more than just Max and 3D software in it as we study 2D animation techniques, cinematography and 3D stuff too. I had done some 2D and traditional animations before and my art work was good enough to get in with out any previous 3D knowledge. I was confused at first too and honestly thought it was a mistake.

To be fair, I joined college because the job market here is failing drastically and I was unemployed, I originally went for a different easy pass course till jobs started opening up for me, but the guy said it would be far too easy and let me join the higher program they had started, so really, I don't even know what I'm going to get out of it at the end of it. Apart from learning something new that I did have an interest in but was unsure how to go about it.

And no, I joined a 1 year program that has a bridge into the next level without interview if I pass it with a high enough grade. If I wish to continue with education in the animation field.

I wont dispute the fact that many lecturers and teachers read off scripts and are teaching and not making block busters for a reason.

>> No.394064
File: 171 KB, 1077x437, test.jpg [View same] [iqdb] [saucenao] [google]
394064

Wanted to do a bit of a complex shape after some small studies.

>> No.394065

>>394064
Little wobbly... Looks like too many polys for the shape. When you smooth you're adding polys anyway. Use the edges you have like curves in photoshop.

>> No.394143

>>394064
>Vagina mouse

>> No.394160
File: 639 KB, 1920x1080, R39.jpg [View same] [iqdb] [saucenao] [google]
394160

posted some wip in the last shot, from another angle. interpenetrating stuff got fixed after this render

>> No.394161

>>394160
Completely shit render makes me hate the whole thing. your ao needs to be completely white in areas that arent occluded for example the roof. This is pure shit

>> No.394162

>>394161
Your post's are pure shit dude, bet you're the same fag that spaz out and have a seizure every time he detects any level of CA.

>> No.394163

>>394162
No thats not me i like ca in moderation actually

>> No.394165
File: 1.37 MB, 2400x1800, Armor Neck LP.jpg [View same] [iqdb] [saucenao] [google]
394165

Finished baking the neck armor. 4k and 1024x1024 tex.

>>394160
Badass ! Reminds me of the vehicles from Elysium.

>> No.394166

>>394163
Lost the bet then, anyways that's not AO it's GI anon, and I think it looks nice, gives a really good sense of the volumes of things in that render.
Although I prefer softer grays and blues in clayrenders myself, feels easier on the eyes.

>> No.394167

>>394165

Real nice anon, great quality, I'm the guy who misstook you for that other asshole and posted the masterchief toilet thingy, sorry bout that.
It's nowhere near being a halo urinal anymore either, if anything, it's a Deux Ex urinal. With a mighty cushion to rest the dragon upon while doing the deed.

>> No.394168

>>394165
do you have a concept art of where this thing is going? Looks bitching has a real world quality to the design that's missing in most sci-fi stuff that get's made.

>> No.394170
File: 2.01 MB, 1920x1200, Screenshot from 2013-11-14 16:15:22.png [View same] [iqdb] [saucenao] [google]
394170

1/3

>> No.394171
File: 1.08 MB, 1920x1200, Screenshot from 2013-11-14 16:15:59.png [View same] [iqdb] [saucenao] [google]
394171

>>394170
2/3
Experiment with 'weird' textures.

>> No.394172
File: 637 KB, 1704x1200, img000002.png [View same] [iqdb] [saucenao] [google]
394172

>>394171
3/3
Reference.

>> No.394173

>>394166
>Lost the bet then, anyways that's not AO it's GI anon, and I think it looks nice, gives a really good sense of the volumes of things in that render.

it looks like utter horse shit. AO is approximated GI

>> No.394174

>>394167
Thanks lol. It did look like a urinal so I don't blame you.
>>394168
Not really. I just model as it goes along.

>> No.394175

>>393746
i've not seen that papercraft model in fucking years

>> No.394176

>>394160
loving the design, fkn A

>> No.394181
File: 507 KB, 1600x1200, Armor Neck Digi Camo.jpg [View same] [iqdb] [saucenao] [google]
394181

Digi camo for the cushion

>> No.394191

>>394181
I have no idea what I'm looking at but it looks cool

>> No.394194

>>394026
Everything except the soda machine, that's just a placeholder though

>> No.394195

>>394194
how hard is it to import cumstom models+textures into unity to be used ingame ?

>> No.394196

>>394195
1/10 difficulty

>> No.394198

>>394196
do you have steam ?

>> No.394199

>>394195
You export your scene as an .fbx file and place it in your project folder, same with textures, just place them in your project folder.

>> No.394200

>>394198
>>394020 here, do you mean me?

>> No.394201

>>394200
not you

>> No.394202

>>394200
Yep. whoever did the unity horror game.

>> No.394203
File: 90 KB, 780x421, nDo2.jpg [View same] [iqdb] [saucenao] [google]
394203

is there a good substitute for nDo2 for a macfag like me?

>> No.394204
File: 200 KB, 1920x1080, 2013-11-14_00003.jpg [View same] [iqdb] [saucenao] [google]
394204

>> No.394205

>>394202
Yes, that's me. Steam id is jForsstrom

>> No.394206

>>394205
Have you done anything else in unity ?

>> No.394207

>>394206
Me and a couple of friends started working on a post-apocalyptic game. Although, most of them didn't have time when school started again... So now I'm working on this for fun

>> No.394222
File: 473 KB, 1239x1227, Low_Lady.jpg [View same] [iqdb] [saucenao] [google]
394222

Making a female base mesh, trying to go as low poly as my brain will allow. any topology tips or fresh eyes welcome.

>> No.394224

>>394222
http://www.youtube.com/watch?v=mM-bfn8vZ_w&t=21s

>> No.394231
File: 2.90 MB, 290x189, So clever.gif [View same] [iqdb] [saucenao] [google]
394231

>>394224
noted anon, thank you

>> No.394237

>>394222
that tit gap is hella distracting, if you make that smaller you could get rid of a few more edges.

>> No.394242

>>394222
you could cut out a lot from the chest, that bit is pretty much flat. Don't worry about tris there it really *shouldn't* deform.

>> No.394252
File: 161 KB, 948x836, galerage.jpg [View same] [iqdb] [saucenao] [google]
394252

I'm trying to do a human-monster based on a reference.

I'll take all advice to make this more realistic,

Also, i have trouble when I want to make his teeth, someone got tips to make teeth on zbrush ? I don't really know what's the best way to do it.

I just did some little things on zbrush before (basic topology, human face, backgrounds,..., all based on references), so, i'm a noob. Thanks for your time bros.

>> No.394261
File: 2.66 MB, 2563x1920, Mousy's New Car 1.png [View same] [iqdb] [saucenao] [google]
394261

Making a car for Mousy

>> No.394270

>>394261
ouch...

>> No.394271

>>394261
I like

>> No.394273
File: 89 KB, 1024x768, 20131030152352.jpg [View same] [iqdb] [saucenao] [google]
394273

always wondered if you could make a paper model from an unwrapped UV.
Turns out you can hah.

>> No.394275

>>394252
... whats your reference?

>> No.394278
File: 1.58 MB, 2000x1498, Mousy'sNewCar2.png [View same] [iqdb] [saucenao] [google]
394278

It will be a little sport car for ladies.

>> No.394282
File: 320 KB, 1239x1227, editsuggestions.jpg [View same] [iqdb] [saucenao] [google]
394282

>>394222
Here's some ideas for you.

>> No.394284

>>394273
Only if your UV has no warping.

>> No.394285

>>394252
This thing has a reference?

>> No.394286

>>394282

It's "natural" for breasts to look like that, but it is unaesthetic.

>> No.394289

>>394261
>>394278

I pray to our lord and savior that youre only doing a quick vehicle sketch and not a full hard surface sculpt...

>> No.394294
File: 243 KB, 1586x836, skullbirdcreatures.jpg [View same] [iqdb] [saucenao] [google]
394294

>>394252
Tighten up your shapes and make sure that your shapes they flow as parts of an integral system, instead of this 'elements sitting ontop of a surface feel' one get from just basing a sculpt on elevation changes.
I have no idea how the reference of this creature looks, but as it has this very cranial birdlike thing going for it I'd try to capitalize upon that. I did a quick paint over that highlights these suggestions.

>> No.394297

>>394252
>>394294
Now I don't use glorious Zbrush much myself because I'm one of these anons that has serious grievances with it's interface, but when using sculpting software to make organics
I mainly rather use a move brush and smooth-brush as my main tools to get smooth nice organics with flowing curvature.

I think z-brushes move brush is called the' snake hook brush', you know, because it doesn't move things - it 'snake hooks' them.
Snakehooking is apparently german for moving according to pixol logics.

>> No.394299

>>394294

was zbrush free at one time?

>> No.394306

>>394261
i call bullshit, this isnt alito, the way this was made is so different from his shit that its not even close...

that said, still laughed my ass off at it.

>> No.394308

>>394273
yeah, so in a way it's kinda good practice for unwrapping UV's as you need to make them flat and keeping them in oner piece saves time later but you also have to fit it on one sheet withouut the thing being tiny.

>> No.394309

Had to create a scene and make a bunch of different lighting. Turned out pretty good, most of the things are via an instancer/emitter from my ground plane. Everything is done with mental ray and maya. I added the DoF with lenscare and my own z-depth map

>> No.394310
File: 2.22 MB, 1920x1080, RenduMidiDoF.png [View same] [iqdb] [saucenao] [google]
394310

>>394309
Forgot the picture

>> No.394315

>>394299
zbrush is and always be free

>> No.394316

>>394297
wot the shit
the move brush is called the move brush

>> No.394320

>>393695
>>393735
Nice toilet seat.

>> No.394321

Anyone know where the fuck I can get Cortex to use with Autodesk Motionbuilder?

>> No.394421 [DELETED] 
File: 1.74 MB, 2212x1656, Mousyscarwip3.png [View same] [iqdb] [saucenao] [google]
394421

Don't they sculpt their prototypes in the automobile industry as well?

>> No.394451

>>394020
How long will it take you to finish it? How much will it cost? Where can I find it when you finish?

>> No.394452

>>394451
3.14 months
three fiddy
ur mums cunt

>> No.394453

>>394452
fuck, dude... you wrecked that guy

>> No.394457

>>393880
>http://ericchadwick.com/img/tree_shading_examples.html

Card foliage normals! Wow, been doing 3D for 5 years now and just found out about this now. Almost as embarrassing as finding out how to do proper speculars. Sigh.

>> No.394465
File: 433 KB, 1742x736, Lady-V2.jpg [View same] [iqdb] [saucenao] [google]
394465

>>394237
>>394242
Shortend the gap and better shaped the boobs

>>394282
Suggestions noted, I've added a head and smoothed out some flow.

I think I'll probably cut out some polys on the back but over all I think it's moving right along.

>> No.394466

>>394297
move brush is the move brush dude... snake hook, snake hooks it's not german or nothing.
Also for sculpting I suggest using the clay build up brush and smooth it out, over just the move. Moves just there to get the general shape at a low sub-div added details with it is awful.

>> No.394483

Is that guy who was working on the 3D mapmaker here? I liked it and wanted to see if he had updates.

>> No.394501

>>394457
It's kind of difficult to understand exactly what he is doing or how you would apply it to other programs.

>> No.394502

>>394483

That's a little vague, did he post in here?

>> No.394503

>>394457
It's an unknown but efficient method. Games hardly use it.

>> No.394522

>>394501
More info here...

http://wiki.polycount.com/VertexNormal#Editing_Normals_in_3ds_Max

>> No.394536

>>394165>>394181
Which renderer are you using?
Realtime or not?
Specular looks amazing.

>> No.394547

>>394502
He posted in the last thread. I saved some of his pics for when that thread dies.
>>391975
>>392221
>>393435

>> No.394557
File: 1.79 MB, 2048x2048, Yak -1.png [View same] [iqdb] [saucenao] [google]
394557

Yak-9, using box method and smoothing - its only half done but shaping up nicely

>> No.394558

>>394547
The guy that used 60 polygon for a plane ? I think he died of autism

>> No.394572 [DELETED] 

>>394536
The duud. It's basic Scanline renderer with a neat reflection map

>> No.394573

>>394536
Thx duud. It's basic Scanline renderer with a neat reflection map

>> No.394575
File: 468 KB, 1678x969, work1.jpg [View same] [iqdb] [saucenao] [google]
394575

I'm making a level based on Paris.

>> No.394582

>>394575
Paris a shit. I've been there, it's about as ghetto as NYC and the people are twice as rude. Now, Rouenne is where it's at. It has architecture that is beautiful, but less well-known than the monuments in Paris. Those cathedrals they have? Absolutely rockin'. Plus, the people are kind and friendly.

Now, if you want a REALLY awesome-looking place for a level, try something based on Luxembourg city. It's basically on a big stone plateau, with cliffs on every side, so there's your player boundary. Put all your French buildings on that.

>> No.394583

>>394575
I've been to paris and there wasn't any purple-white buildings and streets.

>> No.394589

>>394575
>udk
Have fun baking your lighting ya pleb.

>> No.394607

>>394451
>>394452 wasn't me.

I don't know how long it will take, but it's going to be free (hopefully). And I don't know where you'll be able to find it yet, but you can follow our page on Facebook: /visionarygames

>> No.394657

>>394575
That building in the middle looks like it was ripped out of Battlefield 3.

>> No.394662

>>393966
You wanna explain that a bit anon? I'm trying to get it to work in Blender but I can't figure it out from these pictures.

>> No.394669
File: 1010 KB, 3416x2403, Light IES Rooms.jpg [View same] [iqdb] [saucenao] [google]
394669

Baked some lights to box rooms. These are self illuminated so rendering these take less than a second.

>> No.394675
File: 2.28 MB, 1707x938, 11-17-2013 10-49-22 PM.png [View same] [iqdb] [saucenao] [google]
394675

>>394204

>> No.394679
File: 166 KB, 1213x729, DragonTime.jpg [View same] [iqdb] [saucenao] [google]
394679

working on making the green ranger's dagger and then his sword
want to learn how to mod to skyrim and a weapon seems like a good thing to start off on
got the general shape i want for the blade, time to start minimizing polys on the flute body so i can weld the blade to the flute
not sure if im going to add in the extra flute fittings with geometry or just texture it in and abuse normals yet.

>> No.394715

>>394679
>want to learn how to mod to skyrim and a weapon seems like a good thing to start off on
>uses maya
I love maya but man you're better off using 3ds max for that shit

>> No.394772
File: 846 KB, 1100x1305, hdri merged.jpg [View same] [iqdb] [saucenao] [google]
394772

HDRIBL
I'm outside the US, so making money by selling these is not gonna happen.

Will prolly offer them for free when I make my website in the hopes of getting hits (and a jerb).

>> No.394774

>>394772
What is that?

>> No.394775

>>394772
HDRI of your garden ? Theres even an automated ball from google that takes HD 360 panaromic shots now. Your HDRI must be extraordinarily rare for people to buy.

>> No.394776

>>394774
The scene is lit by the skybox/environment image/whatever you want to call it.

You don't NEED any lights.

The end result usually nice, soft lit meshes reflecting the image and the colors from the image (you'll see some pink and green in that image from the plants and flowers, and pink wall).

It can be used in 3d packages, as well as game engines that support it (unity, toolbag, not UDK though...hopefully UDK soon) and for compositing 3D objects into live video (you want the object to match the shading of the environment it's in).

It's not mandatory, it's just a nice bell and whistle/extra step to give better results than color correcting later, or trying to add multiple lights to mimic the environment.

-But also, people seem to like "presentation software" (toolbag and keyshot) so it also doubles as a backdrop (that they can choose to include or not).

>> No.394777

>>394775
>automated ball from google that takes HD 360 panaromic shots now.

Do you have a link?
I only found the Panono thing.

>> No.394781

>>394777
Panono indeed. Couldnt remember its name

>> No.394785
File: 240 KB, 1366x768, DrgnEast1-1Screenie1.png [View same] [iqdb] [saucenao] [google]
394785

Attempting to model a cartoony eastern dragon. Rigging is preliminary and in progress, and I still need to implement it's IK stuff, and more bones for the face and head. How shit is it right now?

>> No.394804

>>394776
Oh, nice, thanks for the info.

>> No.394805
File: 54 KB, 1280x720, Iron_man_0001.jpg [View same] [iqdb] [saucenao] [google]
394805

>>393584
Currently working on iron man model, which im gonna rig and animate.

>> No.394806

>>394805
ugh

>> No.394807

>>394785
Do you have any concept sketches? I like the shape; I would suggest giving it small, all-black "bead" eyes instead of Disney eyes.

>> No.394808

>>394805
> them horrible smoothing artifacts
If its even obvious on a reflective material, you just know youre doing something wrong

>> No.394809

>>394589
> Implying UDK doesn't have realtime lighting

only one pleb here and its you dumbass,

>> No.394810

>>394808
this is far from finished, i havent even edged looped most of the edges properly yet.

>> No.394811

>>394809
Yeah I bet you like those super sharp dynamic shadows and buggy dx11 features.
Fuck off ya pleb.

>> No.394812

>>394810
then why the hell are you posting like its finished and ready to render in HDRI if your topology isn't even done yet ?
You get the modelling done, then you move on to rendering

>> No.394814
File: 649 KB, 1366x768, Blockout_scene.png [View same] [iqdb] [saucenao] [google]
394814

Some castle/dock thing, based off some concept art i found.

>> No.394815

>>394814
shit and gay

>> No.394816

>>394814
I want to play a game there. Don't fail me.

>> No.394817

>>394812
this is a test render... the materials and textures aren't even finished, these are base materials from maya's miamatX shader i'm using as place holders for when i am ready, i just have the HDRi set-up in the back ground as opposed to a shitty black or white color.

>> No.394818
File: 117 KB, 1366x768, paintoverrender.jpg [View same] [iqdb] [saucenao] [google]
394818

>>394814
heres another render with a little cleaner ambOcc. this one is in the process of a quick paint over in photoshop.

>> No.394819

>>394817
it looks shit

>> No.394820

>>394819
go troll somehwere else you plebian, you just post hate on everyones post here because you suck balls and are butthurt of everyone elses work.

>> No.394822
File: 504 KB, 1000x557, 1.png [View same] [iqdb] [saucenao] [google]
394822

I am still unsure why I'm doing barbie's place.

>> No.394823

>>394817
fix da goddamn topo first.

>> No.394824
File: 178 KB, 1366x768, 1400733_10201694176532869_2053653983_o.jpg [View same] [iqdb] [saucenao] [google]
394824

>>394823
i am doing as i type, im in the process of edge looping all edges so the smoothing is alot cleaner. heres a low and high poly version with wire frame.

>> No.394825

>>394822

legoretta

>> No.394827

>>394818
Are you gonna do realistic coloring or super oversaturated? I think the latter could be cool.

>> No.394828
File: 243 KB, 1920x1080, 1364694842157.jpg [View same] [iqdb] [saucenao] [google]
394828

>>394827
haven't decided yet, thats why im doing some paint overs early so i can figure out my color theory and graphic style. this is the concept art i am building it from. but i think im gonna go for something as close to concept art, it will be a nigh time setting when its done.

>> No.394831

>>394814
>>394818

Looks good, looking forward to seeing it with full detail.

>> No.394832

>>394828
Keep the pink lights, it would look great against blue/purple buildings and sky.

>> No.394834

>>394824
Your topo looks okay actually. Maybe they werent smoothing artifacts

>> No.394835

>>394818
>>394828
i just know youre gonna suck and its gonna look like shit

>> No.394838

>>394835
>>394819
>>394815
>>394806
>>>/out/

>> No.394843

>>394818
>>394814
>>394828

Did you start working on this way back when /3/ first started? I have the strangest feeling of deja vu.

>> No.394844

>>394838
quit crying, accept reality and stop shitposting

>> No.394846

>>394843
Same here, was just about to ask if anon had posted this on /3/ before

>> No.394847

Also, >>394828

Do you know where is this from?

>> No.394849

>>394843
>>394846

Nope i started on this about 4months ago, i have a few other small projects im working on game related so this project has been put on the back burner for a while.

>>394847

nope sorry, i just saved it from a concept art thread on /b/ about a year ago.

>> No.394908
File: 637 KB, 1920x1080, Screenshot from 2013-11-19 13:13:30.png [View same] [iqdb] [saucenao] [google]
394908

yayornay

>> No.394910
File: 151 KB, 1750x897, gaym.jpg [View same] [iqdb] [saucenao] [google]
394910

>> No.394935
File: 207 KB, 1488x1073, train1.png [View same] [iqdb] [saucenao] [google]
394935

making a high poly train, why does the beveled edges look like shit?

>> No.394937
File: 180 KB, 1488x1073, train2.png [View same] [iqdb] [saucenao] [google]
394937

>>394935

>> No.394939

>>394937
Do you even subdivide?

>> No.394942

>>394935
boiler looks awfully short. are you using a reference or making it up

>> No.394970

>>394939
no...
>>394942
reference

>> No.394993
File: 210 KB, 1366x768, DrgnEast1-1Screenie3.png [View same] [iqdb] [saucenao] [google]
394993

>>394785
Progress Report:

-"Finished" the rigging to be ready for better posing (IK Limbs and Head). Bones for the lips coming soon.
-Added some details like the spines (which have deformation problems, might need some weight paint tweaking) and the whiskers.
-Finished UV mapping along with the words simplest texturing.

>>394807
No concept sketches; I'm just modeling by the seat of my pants with reference pics. I didn't really dig giving him black beady eyes so I went with something else, what do you think of the eyes I gave him anyways?

>> No.394994
File: 394 KB, 1024x1024, DrgnEastTex1-1_3Edition.png [View same] [iqdb] [saucenao] [google]
394994

>>394993
Here's the dragon's texture (with the UV unwrap as a bonus) for everyone to point and laugh at.

>> No.395037

>>394993
homogeysual

>> No.395042
File: 1.44 MB, 1168x2853, tridg.jpg [View same] [iqdb] [saucenao] [google]
395042

>>393584
Tri-Dagger Final Render

>> No.395057
File: 177 KB, 1701x943, map.jpg [View same] [iqdb] [saucenao] [google]
395057

>>395042
cool model.
I saw the start of this and thought it would be shit. Good job.

>> No.395058

>>395057
these dont look 3d...

>> No.395063

>>394822
You in Patrick's class?

>> No.395066

>>395063
Nah, my gf asked me to make something girly. You in architecture bro?

>> No.395072
File: 1022 KB, 1280x1900, BRRRRRING BRRRRRRRRING.jpg [View same] [iqdb] [saucenao] [google]
395072

Working on this for no real reason.

>> No.395085

>>394165
really impressive dude. good work.

>> No.395086

>>394222
that ass is meant for shorter legs.

>> No.395087
File: 599 KB, 4000x829, Mässrum 2.1 HighResoLowMemory (Blocked).jpg [View same] [iqdb] [saucenao] [google]
395087

>>393584
Hey guys.

Cba creating a new thread, so ill post it here instead.

I'm currently doing a picture for my employer which they're going to use during a "con" of sorts (not sure what it's called in english).

Now neither me or her has the knowledge to know how a "good" autocad project looks, so i thought i'd ask you guys.

What should I adjust? What looks odd? Should this be ok to show for a bunch of builders who have no clue what 3d modelling is?

>> No.395092

>>395087
Needs some ambient occlusion and maybe softer shadows.

>> No.395093

>>395087
I don't know anything about autocad, but from a Maya user's point of view all your edges appear unnaturally sharp. The texture you used for the wall and floor also tiles way too obviously.

>> No.395095

>>395093
Pretty much this. Overall looks like a good start with function over form.

Scale or change your textures so you can't see stretching or tiling and go to town filleting edges or changing some objects to revolves with pre-filleted edges. If you're not sure how round or what edges to change, just use the internet for references of the objects you're creating with trial and error until you get a good enough idea for the style you are going for. This will also help your shadows and reflections on objects look more real.

>> No.395098
File: 83 KB, 575x451, tank6.png [View same] [iqdb] [saucenao] [google]
395098

Still work in progress tank that I'm planning to use in a tbs game project. Turret including the lid are rigged, I just need to unwrap and texture this. Though I suck at texturing.

Any feedback would be nice. I'm still a beginner in 3d.

>> No.395101

>>395092
>>395093
>>395095
Alright i shall, thanks guys

>> No.395103

>>395098
For being a tank i'd say the edges looks quite smooth. Can we see wireframe too?

>> No.395108

>>395098
apply edgesplit modifier to be able to see form better.

>> No.395122

>>395072
No criticisms on this model? I know I could do with a better lighting setup and some real textures but is there anything I can do better at in the mesh itself?

>> No.395125
File: 25 KB, 640x480, link_bsk_geresnis .jpg [View same] [iqdb] [saucenao] [google]
395125

A work in progress, first project ever

>> No.395128

>>395125
hahahahaha this is pretty sick, for some reason it made me laugh in a good way

>> No.395132

>>395122
gay, lame ,shit

>> No.395139

>>395125
kill yourself

>> No.395140

>>395125
I want to like it, but....I cant.

>> No.395161

>>394818

Hey my only advice would be for you to increase the height on the half moon doors on the dock, they seem very low and really impractical, but honestly this is very well done, great job, keep it up.

>> No.395163
File: 316 KB, 1920x1080, Blender screenshot.png [View same] [iqdb] [saucenao] [google]
395163

First project ever, want to use it in Unity...

should I rig and animate it in Blender or in Unity?

I've got blender a little bit in the fingers now, want to start creating stuff with Unity, hence I really don't know what should be the best decision

>> No.395174
File: 88 KB, 1408x616, tank7.png [View same] [iqdb] [saucenao] [google]
395174

>>395103
>>395108
There you go. Hopefully you can see something out of the wireframe. It was hard to find a good angle.

>> No.395185
File: 594 KB, 1498x815, wip.jpg [View same] [iqdb] [saucenao] [google]
395185

WIP of a mech I'm doing that's basically ripping off Phantom Crash/SLAI, the idea is its a mech that you use for a sport similar to Hockey/Dodgeball, 10,000 poly model on the left, high poly on the right (missing parts because they're duped on the unwrap)

>> No.395186

>>395163
what the fuck is that

>> No.395187

>>395185
horrible

>> No.395189

>>395163

>unity
>rigging
>animating

u wot m8

>> No.395192

>>395189
its called 2d mode you shitfuck

>> No.395210
File: 62 KB, 486x493, head.png [View same] [iqdb] [saucenao] [google]
395210

Okay, I think I'm making progress

>> No.395219
File: 103 KB, 891x542, botty.png [View same] [iqdb] [saucenao] [google]
395219

>>395210
And that's it for tonight

>> No.395222

>>395186
I wanted my first practice to be something else than the regular happy elf, troll or Link. It's based off the game Custom Robo, because I thought that would be a nice start

>> No.395230
File: 327 KB, 3840x1080, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
395230

world machine is fucking top notch
also splat maps are the future

>> No.395235
File: 678 KB, 320x240, Blender.gif [View same] [iqdb] [saucenao] [google]
395235

>> No.395250
File: 1.86 MB, 1952x1746, Arcadia_Model_01.jpg [View same] [iqdb] [saucenao] [google]
395250

High poly from work, render done by my lead.

>> No.395251

>>395250
doesnt even look hp. Very poorly rendered

>> No.395252
File: 2.13 MB, 480x360, shit.gif [View same] [iqdb] [saucenao] [google]
395252

>>395235

>> No.395258

>>395250
Design looks nice but the occlusion/ shadows in the render makes it look wonky, like it's a model spaceship lit by a table top lamp.
A huge spaceship lit by starlight should have sharp shadows without poor bias leaking around all them edges.

>> No.395259
File: 242 KB, 2048x895, arcadia_baked.jpg [View same] [iqdb] [saucenao] [google]
395259

>>395258

Yeah, I think the edge wonkiness is because of floating geometry. Baked fine, anyway:

>> No.395261

>>395259
Looks promising, I like how the design was distinct from bellow, good thinking to mix things up a bit when it can be expected to be viewed in full 360 degree space environment.
If that aspect is actually reflected in the game is another question of course.

>> No.395264
File: 1.03 MB, 1583x734, fucked up cliff.png [View same] [iqdb] [saucenao] [google]
395264

I need some help on zbrush.
I deleted my old uwmap,
created a new uvmap (planar)
and baked texture map from polypaint
and it's don goofed.
Is there a way to fix it?

>> No.395269

>>395264
Do you have the old texture intact in any way ?
As polypaint lets say ?

If no, then its lost.

If yes, then create the new uv map, add a new texture into the texture slot, turn on the rgb on max and press the make texture form polypaint or hwhat ever it was called.

>> No.395270

>>395269
Thanks, it is intact as a polypaint under the texture layer. But when I did your method
>deleted old uv map
>created new uvp
>added random texture into the texture slot in texture map submenu
>clicked create new texture map from polypaint
same result, all stretched up.

>> No.395271

>>395250
>>395259

Holy shit, you're doing something that isn't a weapon for Fallout 3?

>> No.395275

>>395271
The joke's on you, entering the bridge of the starship there's a butt of an AK sticking out of a panel and it is revealed the ship is actually a underslung rail attachment.

>> No.395286
File: 451 KB, 1320x777, Villawip.jpg [View same] [iqdb] [saucenao] [google]
395286

>>395066
Environmental. Italian Villa is our current project.
Making the shingles now, then have to fix the core building.

>> No.395287

>>395286
all them wasted polys...

>> No.395288

>>395275

That'd be amazing. Need to do that now!

>>395271

Yeah bro, been doing space shit since mid-August.

>> No.395299

Is it possible to create a simple turning animation in zbrush, like the turnaround but from specific angle to specific angle in a specific time with different light conditions?

>> No.395306

>>395288

Nice, I haven't been on /3/ often enough recently to see your newer models.

>> No.395309
File: 855 KB, 1599x978, UDK Sample 2.jpg [View same] [iqdb] [saucenao] [google]
395309

Working on a sample scene I plan on creating in UDK
Everything is lowpoly here.

>> No.395312

>>395309

Didn't you post a fly-around gif of that building once? Looks good, I like the lighting and all those plants you added in. I'm bad when it comes to working with game engines, I always leave too much open space with nothing filling it.

>> No.395316
File: 2.86 MB, 640x480, Illumination City 02 Run.gif [View same] [iqdb] [saucenao] [google]
395316

>>395312
Thanks ! The best way to fill gaps imo would be plants and fences and such. Do you use UDK ?

>> No.395325

>>395316

I used it a little once, but not in a while.
I've been trying out Source SDK more recently though.

>> No.395326

>>395325
its best to stay away from that jew shit child

>> No.395330

>>395325
were you on the Source Mod steam group ?

>> No.395335

>>395264
I figured it out, I just had to use UV master to uvunrwap it properly.

>> No.395336

>>395330

Nope.

>> No.395337

>>395336
Did you upload any of your works on net that I can check out ?

>> No.395342

>>395288
my little man's growing up ;_:

>> No.395343
File: 44 KB, 1109x704, little tug.png [View same] [iqdb] [saucenao] [google]
395343

so far 1 hour(inclusive with background pictures preparing in MS paint) on little inshore tug.

>> No.395365
File: 2.46 MB, 1707x938, 11-22-2013 12-31-45 AM.png [View same] [iqdb] [saucenao] [google]
395365

>>395337

Just this:
>>394675

I'm not a big map maker, I made a few before when I was first trying out Hammer but they were either lost or scrapped. This is part of a map that I started a while ago and just now picked up. I'm struggling with building a nice foundation though because I keep wanting to dive right into the details. There's a barricaded off diner to the left where I want the players to start, then continue onto the backside of this house where there's a concrete ledge behind it with large storm drains sticking off the side. From there it's still to be determined but I wanted to lead the players back above ground and add some more suburban housing that winds them back to a factory connecting the upper and lower half of the ledge, so they can make their way down to a safe room.

>> No.395366
File: 1.74 MB, 1920x1018, screenshot (2).png [View same] [iqdb] [saucenao] [google]
395366

>>393584
Would any of you be interested for doing some modeling for me?

I already have the concept work for what I need ready and everything.

This weekend I'm starting on the actual "game" portion of the game, and I'd like the new protagonist model made so that I can go ahead and start animating him.

I only need his model, too. So you can make the model and never speak to me again.

I'll also pay you your dues if we make any money out of this.

>> No.395367

>>395366
Oh, forgot my email. It's in the field.

>> No.395372
File: 667 KB, 1480x699, Jokette.png [View same] [iqdb] [saucenao] [google]
395372

I get sidetracked easily...

>> No.395373

>>395372
bat ears/10

>> No.395374

>>395365
Can you import custom models and textures into source ?

>> No.395377
File: 2.42 MB, 800x400, shit2.gif [View same] [iqdb] [saucenao] [google]
395377

>> No.395378
File: 1.16 MB, 200x150, rock face shift.gif [View same] [iqdb] [saucenao] [google]
395378

>>395377
> blender

>> No.395388

>>395366
>expecting anyone to help you make your shitty game
>being a dick about it
>still begging people to help you out
lyl

>> No.395397

>>395366
>I only need his model, too. So you can make the model and never speak to me again
>I'll also pay you your dues if we make any money out of this.


...because that doesn't sound sketchy at all..

Really you need to put a small amount of funds aside if you want to have anonymous online model for you. If I were you I'd get $50-$100 and host a /3/ contest. Best version of your concept art gets the money, credit and a small percentage of future royalties.

You'll have better luck doing this than sitting around for another month waiting on someone with the skills to bang out a quality character that will also do it for free.


my $0.02 after seeing this too many times

>> No.395398

>>395374

I haven't tried it myself before and I don't know for sure, but I think I remember seeing posts made by people who have.

>> No.395403

>Really you need to put a small amount of funds aside if you want to have anonymous online model for you. If I were you I'd get $50-$100 and host a /3/ contest. Best version of your concept art gets the money, credit and a small percentage of future royalties.

$50-100 doesnt even get you in the door kid

>> No.395405

>>395403

Fillet those edges, son.

If you're not autistic you would understand this would obviously not be for paid professionals, and clearly he will not have anyone in that tier even contemplating this project in the first place. Now, on the other, realistic hand, $50-$100 to a broke kid in college working on his portfolio is better than making $0.

>> No.395406

>>395405
no, its really not. Once you start dealing with clients paying you, you introduce major retardation and headaches into your pipeline from people who dont know what they're talking about and also want to talk all the time on instant message or email. No job is ever worth $50-100

>> No.395409

>>395406
You're right. Working for free on your portfolio or practicing modeling for free in your spare time is clearly much better than working on your portfolio/getting practice while making some money and further proving real world useability of what you create, no matter how minor the production or company.

As for messaging and headaches, that's the whole point of a contest type situation. Winner take all and if it's a waste of your time, simply ignore the thread or chime in and tell your tales of shitting diamonds and making millions of dollars from modeling for video games.

Just an idea to get something entertaining and productive out of /3/ and really I could care less about this whole project or gaming in general, but I figured you're probably worse off dwelling on 4chan to shit post than working on a small project.

>> No.395410

>>395409
>You're right. Working for free on your portfolio or practicing modeling for free in your spare time is clearly much better than working on your portfolio/getting practice while making some money and further proving real world useability of what you create, no matter how minor the production or company.

look at this sarcastic nigga

lets be very clear. again.

$50-100 is a waste of time for anyone, at any skill level because the client doesnt know what they want and is feeding you bs as well as insulting pay and wanting to talk to you all the time

accept this, ms kid

>> No.395411

>>395410
You're interesting anon, every time someone disagree with you about anything they suddenly get multiple sclerosis, they should base an x-men villain on you.

>Professor X: "So I was on a board bitching with this really retarded douchebag and suddenly I was in this wheelchair."

>> No.395412

>>395410

>$50-100 is a waste of time for anyone, at any skill level because the client doesnt know what they want

This is like arguing with a brick wall. The entire format and point of this hypothetical, contest style situation is to model based on his concept art which is already finished and has been posted, meaning ZERO COMMUNICATION needed between builder and modeler until the winner is chosen, paid and credited at a chosen date.

>Let's be very clear. again.

No problem. Practicing modeling and making money is better than practicing modeling for free and not making a dollar. No matter how you look at it, baby girl.

Accept that.

>> No.395415

>>395412
look at this dumb nigger with multiple sclerosis probably typing this from his wheelchair while sitting on a portable toilet

You
>No problem. Practicing modeling and making money is better than practicing modeling for free and not making a dollar. No matter how you look at it, baby girl.

You
> The entire format and point of this hypothetical, contest style situation is to model based on his concept art which is already finished and has been posted, meaning ZERO COMMUNICATION needed between builder and modeler until the winner is chosen, p

>> No.395420

>>395415
Autistic/10

>> No.395423

>>395420
ive never had autism

>> No.395424

>>395423
You'll end up having it if you're trying to disprove it online though. Don't feed the trolls in the WiP thread please,
everybody who frequents here should have learned what 'sclerosis kid' is all about by now and just dismiss him.

>> No.395425

>>395424
who is that guy and is he just a crippled troll?

>> No.395429

>>395425
He's a biological weapon developed by the soviets during the cold war, they breed their most annoying people since the mid 50's in an attempt to weaponize stupidity.
They dropped him in by air in 1984 slung from a rouge weather ballon, so he could proceed to make everyone all retarded, a psychological equivalent of SARS basically.
Luckly he got stuck in a giant sequoia tree and was raised by squirrels who turned out to be immune to pure nuts.
it took him 3 decades to figure out how to get down, but now he's here and we're all fucked.

The name of the program was ПЛАН: МОНГОЛОИДНЫЙ

>> No.395430

>>395429
hes a crippled captain america

>> No.395438
File: 49 KB, 960x540, Untitled2.png [View same] [iqdb] [saucenao] [google]
395438

>> No.395445
File: 217 KB, 1673x1069, drill1.png [View same] [iqdb] [saucenao] [google]
395445

first time trying to model with smoothing

>> No.395446
File: 245 KB, 1673x1072, drill2.png [View same] [iqdb] [saucenao] [google]
395446

>>395445
wireframe

>> No.395448

>>395446
This anon posted wire-frame without anybody asking - He clearly knows the drill.

>> No.395450

>>395448
you gave me a good chuckle, thank you

>> No.395454 [DELETED] 
File: 1.36 MB, 4000x2093, rendergb.jpg [View same] [iqdb] [saucenao] [google]
395454

>>393584
Fusion Grenade thingy

>> No.395456
File: 1.36 MB, 4000x2093, rendergb.jpg [View same] [iqdb] [saucenao] [google]
395456

Fusion Grenade thingy

>> No.395457

>>395456
Explain to me how this werks?

>> No.395458

>>395457
it blows up with shiny lazor beams and colorful sparks and magic Coz its s0 futuristick xDDD

>> No.395459

>>395457
Magic.

>> No.395460

>>395456

Second Life?

>> No.395461 [DELETED] 

>>395457
>Second Life?

Well I can tell you how it will be animated.

The activation sequence will be a twist push inwards from the top.

The actual trigger sequence will be to pull out the top when the base is pushed down.

After that it just explodes like a plasma grenade or so.

>>395460

Nope this will most likely be put into Fallout or CS:GO.

>> No.395462

>>395457

Well I can tell you how it will be animated.

The activation sequence will be a twist push inwards from the top.

The actual trigger sequence will be to pull out the top when the base is pushed down.

After that it just explodes like a plasma grenade or so.

>>395460

Nope this will most likely be put into Fallout or CS:GO.

>> No.395467

>>395132
Finally. Thanks dude.

>> No.395513
File: 92 KB, 640x681, foot.png [View same] [iqdb] [saucenao] [google]
395513

I made a foot

>> No.395531
File: 154 KB, 1280x566, FNC.jpg [View same] [iqdb] [saucenao] [google]
395531

Working on this

>> No.395534
File: 253 KB, 1670x1067, drill3.png [View same] [iqdb] [saucenao] [google]
395534

any ideas on how i should combine these two for a seamless fit?

>> No.395546

>>395286
Why are there so many polys? Did you model it all as one object?

>> No.395554
File: 1.24 MB, 1920x1200, Screenshot from 2013-11-24 02:18:10.png [View same] [iqdb] [saucenao] [google]
395554

Can anyone please help me? The selected plane is positioned above the carpet under it, yet maya show the other plane

>> No.395556
File: 738 KB, 1920x1200, Screenshot from 2013-11-24 02:20:34.png [View same] [iqdb] [saucenao] [google]
395556

>>395554
/2

>> No.395559

>>395556
>>395554
check the selected carpet's material attributes andsee if there's anything listed under transparency. if there is, break the connection

>> No.395596
File: 1.53 MB, 1270x845, sponza_obj.png [View same] [iqdb] [saucenao] [google]
395596

>> No.395605

>>395559
Thanks for the reply, Both carpets have transparency amps because I wanted to give them rounded corners, what don't want to remove the transparency map?

>> No.395615
File: 311 KB, 1280x720, wcw.jpg [View same] [iqdb] [saucenao] [google]
395615

this is the 2nd thing i've ever made in 3DS max.
I'm using mental ray and photometrics, but I cant get the lights to look right

>> No.395692

>>395605
couldn't u have just used a png or another file type that allows for transparency?

>> No.395762
File: 166 KB, 749x1546, ogre7.png [View same] [iqdb] [saucenao] [google]
395762

Lowpoly ogre I've been working on today. How bad is it?

Still needs a proper face, somekinda belt, pants and maybe some other accessories.