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

/3/ - 3DCG


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File: 1.73 MB, 1500x882, wipthread_sketch.png [View same] [iqdb] [saucenao] [google]
400888 No.400888[DELETED]  [Reply] [Original]

Last thread not bumping
Official Work in Progress continues here
Post what you're working on!

>> No.400895

>>400888
>dub trips

Pretty good

>> No.400899

>>400888
Found 2 funny designs on /v/ today, want to make one of those, which one you guys think will be better time spent ?
Im torn between making something fucked up and something more normal.

>> No.400900
File: 1.52 MB, 1583x704, 1388065531723222.png [View same] [iqdb] [saucenao] [google]
400900

>>400899
oh yeah, those i was talking about

>> No.400901

DELETE THIS THREAD, REAL WIP IS BELOW

>> No.400902

>>400901
Are you autistic ?
This one was made first, why make more, this isnt a contest.

>> No.400903

>>400902
>Are you autistic ?

DELETE THIS SHIT

>> No.400909

>>400900
first one

>> No.401036
File: 118 KB, 545x678, bigguy4u.jpg [View same] [iqdb] [saucenao] [google]
401036

>>400909
already started the big guy, i will get on the monster girl on few days i guess

>> No.401045

I was asked by anon to provide a gif of this, se here it is.
It's a simple hair based rig that allows me to blend between dynamic simulation and a cluster based manual curve.
There's a tutorial from Zeth Willie about it on Vimeo, for those interested.

>> No.401047
File: 650 KB, 396x224, EarsRig.gif [View same] [iqdb] [saucenao] [google]
401047

>>401045

>> No.401049
File: 767 KB, 1920x1080, a.jpg [View same] [iqdb] [saucenao] [google]
401049

blocking out a street

>> No.401179
File: 439 KB, 1911x719, bigguy4u 2.jpg [View same] [iqdb] [saucenao] [google]
401179

>>401047
This creeps me out for some reason


An small update to the big guy, made him a bit more "pretty" than in the concept, still i will add the beard later

>> No.401181

>>401179
surprisingly good for /3/s level

>> No.401182

>>401179
>>401181
>surprisingly good for /3/s level

>generic zbrush figure that forsakes all reason because HURR ITS STYLIZED
>good
Pick one, half the "unimpressive" shit in in this thread takes more effort and creativity than this blob shit that everyone seems to think makes them an artist.

>> No.401185

>>401182
I find it difficult to take your post seriously with all your lack of everything. I wish I was sorry for you :(

>> No.401223

>>401182
Go shove your mouse up your rectum, this guy has to be one of the better /3/ posts I've seen in a long while.

>> No.401224
File: 14 KB, 561x557, goblindemo.jpg [View same] [iqdb] [saucenao] [google]
401224

Goblin hands

>> No.401238
File: 51 KB, 1024x452, goblindemo.jpg [View same] [iqdb] [saucenao] [google]
401238

Design opinions.
Should hands/feet be smaller larger or the same as what'd be about "normal" for someone this height?

>> No.401240

>>401238
Smaller for sure.

>> No.401251

>>401238
Since your reference is obviously a fat black girl, you should just use that for scale and proportion.

>> No.401260
File: 581 KB, 4000x618, dragon_wip.jpg [View same] [iqdb] [saucenao] [google]
401260

toony dragon wip, please come at me with crits if you've got em

>> No.401267
File: 106 KB, 960x720, Testrender.jpg [View same] [iqdb] [saucenao] [google]
401267

>>401260
Looks good, legs look abit skinny though but thats my take on it

Working on a back alley hallway kinda thing still needs alot of work

>> No.401269
File: 139 KB, 1400x669, mac10.jpg [View same] [iqdb] [saucenao] [google]
401269

>>401267
The surfaces need to be smoother; it looks like something out of Max Payne 1 (which isn't altogether bad, but probably not what you're going for)

>> No.401270

>>401269
Smoother? as in reduce the normal maps depth?

>> No.401273
File: 318 KB, 960x720, chamfers.jpg [View same] [iqdb] [saucenao] [google]
401273

>>401270
No, I mean parts like this where you can see the clean edge of the chamfer. Also the pipes and handrail look like they're floating - use decals or ambient occlusion to make them look like they're attached to the walls.

>> No.401275

>>401267
your wall texture looks terrible. What resolution are you using?

>> No.401276

>>401275
only 1k

>>401273
and yeah i will do AO abit later on

>> No.401278

>>401276
1K is a lot, you're not tiling properly

>> No.401279

>>401276
Show us your UVs for that wall and wireframe.

>> No.401283

>>401273
your normal map is way too blobby fix that shit

>> No.401320
File: 362 KB, 1224x815, bigguy4u 3.jpg [View same] [iqdb] [saucenao] [google]
401320

>>401238
normal ?

>>401260
Work on your fingers to arms transition, and pronounce the hip bones and leg muscles, also lose some of the bumpiness here and there
use hpolish with holding alt and without to level some of the forms curvatyure in much better way than with just smoothing it


>>401181
thanks
>>401182
not thanks ;(

Im starting to get pissed at some of the zbrush bugs when working with solo mode rendering type, fuck me

>> No.401323

>>401283
what do you mean blobby? if your gunna use words like that can you atleast explain a little bit how to go about fixing or changing it?

>> No.401324 [DELETED] 

>>401323
He's just angry that he cannot sculpt. He wants the cgi to still look like in the 90ies.

>> No.401325

>>401320
turned out bretty bloody nice

>> No.401338

>>401320
thats just something weird to wear. looks like a car seat cushion. and why is there wood sticking out of his elbows

>> No.401341
File: 1.12 MB, 640x480, Volumetrix-Light-Experiment.gif [View same] [iqdb] [saucenao] [google]
401341

Made something to fake for volumetric light. It's not a shader, it's just a material setting using falloff, opacity and illumination.

>> No.401349
File: 163 KB, 403x876, 2013-12-28_1450.png [View same] [iqdb] [saucenao] [google]
401349

Getting ready for the comic-con challenge.
>this project will get completed one day; but will be set aside for comic-con challenge

In other news:
Added the second set of arms.
Working on merging all the parts THEN zBrush.

>> No.401360
File: 152 KB, 838x513, bigguy4u 4.jpg [View same] [iqdb] [saucenao] [google]
401360

>>401338
Intentional, wanted it to look like it could stop a sword blow, somthing like padded leather
thick stiff and heavy

>> No.401363

>>401360
looks like it cant even stop a toothpick

>> No.401365

>>401363
depends how sharp is the toothpick

>> No.401366
File: 1.09 MB, 1271x863, hydra.png [View same] [iqdb] [saucenao] [google]
401366

Hydra I decided to do on a whim. Would love some advice on how to improve it.

>> No.401372

>>401366
Head looks good, but the body seems like a lump of clay you rolled between your hands (i.e. bad) so try and give it more form/shape, have the neck taper more towards the head.

>> No.401384
File: 683 KB, 1271x863, therapodichydra.jpg [View same] [iqdb] [saucenao] [google]
401384

>>401366
Since you have the therapoda look going i suggest you capitalize on that and push it even further, treating the beast as though it was an actual living animal, grab some anatomical features from similar creatures and add them in to make it a bit more life like paying attention to making more convincing muscular suspension of such a powerful jaws on a long neck like that. Here's my suggestions.

>> No.401388
File: 434 KB, 589x832, wuuu2.png [View same] [iqdb] [saucenao] [google]
401388

>>401384
Your drawing is class. That's a cool way to figure out anatomy. and bone structure, I shall use this in my work from henceforward.
I should have made the eyes more forward facing, I hadn't even noticed. Thanks man. This is how forward facing the eyes are before I touch it up. I will post the update later.

>>401372
Thanks!

>> No.401402
File: 371 KB, 1239x733, bigguy4u 5.jpg [View same] [iqdb] [saucenao] [google]
401402

Next up will be last
A pose weapon, and some details left

>> No.401403

>>401402
fucking looks stupid

like some 5 min shit on the mindofmorris

>> No.401404

>>401402
you sure got the skills to create such monsters, but the design makes no sense. why would he have a huge wooden pads on arms but a useless cushion on the belly ? And be careful with the use of asymmetry. Grunts who have armor on one side are meant to attack with the other hand. The other arm would be armor-free since he needs mobility, so it makes sense that the pouch is on the armorless side.

>> No.401407

>>401404
Actually you would have only your fighting hand armored, the other one would hold the shield, thats why its bare, or nothing at all if you couldnt afford one. Still you would only want to protect the hand in danger, wouldnt you ?

So please dont talk like you know anything, you are spreading stupidity.

>> No.401409

>>401402
Lol, is it amateur hour? Why don't you go read some Loomis and come back when you're ready to sculpt with the big kids

>> No.401410

>>401402
That's awesome for just a few days. Hope I can work like that some day.

>> No.401415

>>401407
> Grunts who have armor on one side are meant to attack with the other hand
That makes no sense.
Why would he have the free hand armored?
What would be the armor for?
You cant stop a sword or a mace with your hand, you wold get it broken in a single blow, or cut off altogether.
Didnt you ever watch any movie about gladiators?

>> No.401424

>>401402

>>401403
>>401409
I like how the best work always gets the most insults here.

>> No.401426
File: 337 KB, 1280x800, 1388293967351.jpg [View same] [iqdb] [saucenao] [google]
401426

>>401415
I actually did. See how one armor is in one hand and the weapon is in the other ? This film is called fucking gladiator btw.

>> No.401427
File: 49 KB, 372x505, Untitled.png [View same] [iqdb] [saucenao] [google]
401427

Made this. idkwtf I'm doing

>> No.401428
File: 16 KB, 253x237, tom cruise cloth.jpg [View same] [iqdb] [saucenao] [google]
401428

>>401424
> best work
this delusional fagget...

>> No.401432
File: 213 KB, 267x199, bobbylaughing.gif [View same] [iqdb] [saucenao] [google]
401432

>>401428
>Being this delusional
98% of what is posted on /3/ is shit, it is you that is delusional.

>> No.401433

>>401432
> 98% of what is posted on /3/ is shit
indeed. which includes that retarded blob monster

>> No.401435
File: 710 KB, 1732x815, giantstonewall.jpg [View same] [iqdb] [saucenao] [google]
401435

starting a environment that has a hugeeee ass stone wall.

>> No.401465

>>401402
This guy's obviously good enough to know that this is good. So I would say trying to troll him is a waste of time. Then again, this is /3/

>> No.401469
File: 442 KB, 1280x1600, audi-a5.jpg [View same] [iqdb] [saucenao] [google]
401469

an audi a5 ive been working on for the last couple of days in Cinema 4D.

>> No.401477
File: 309 KB, 1920x1080, Skärmbild (15).png [View same] [iqdb] [saucenao] [google]
401477

Trying my hand at some arch-viz.
I watn to make a winter scene, but i don't really know how to make the snow.

>> No.401514

>>401477
>>401477
I assume you're using V-ray?
http://www.evermotion.org/tutorials/show/7945/making-of-three-seasons-and-night-

>> No.401520

>>401402
How the shite do you get your model to look so sharp ?
My shit always comes out blobby as fuck ;_;

>> No.401539
File: 650 KB, 2000x900, bigguy4u 6.jpg [View same] [iqdb] [saucenao] [google]
401539

>>401404
You protect your fighting arm with armor, not your shield arm, but your comment gave me an idea to give him a shield.

>>401410
>>401424
>>401465
thanks

>>401520
Go slowly level after level, and start using less smoothing tools and more ones that are really strong, like flatten hpolish while holding alt, or cut in with clay brushesh, Or just practice a bit.


Anyway, tried a pose, didnt like it, with such long hands he lost focus on his body.
Almost done, final touch details like skin wrinkles and maybe cloth fabric patter , maybe actual hair made from curves and some weapon cracks will come tomorrow, but nothing major will change now so this might as well be the last post i do of it.

Time to make some monster girls, or an actual artsy female anatomy study.

>> No.401540

>>401469
Why did you choose an Audi?
(I ask because everyone seems to model Audis)

>> No.401542

>>401539
>Go slowly level after level
I hear a lot of people saying that but then I watch some guy like Scott Eaton and he does his shit on a pretty high resolution and it still looks pretty nice

>> No.401543
File: 65 KB, 1179x662, owlWIP.jpg [View same] [iqdb] [saucenao] [google]
401543

sculpted a owl this morning, would love to make one that can be rigged and animated.

>> No.401545

>>401349
please please please. whenever you're done with this, would it be possible for you to post the scene file so I could rig it and animate it? Please ;_;

>> No.401554

>>401542
Dont try to take on someones else workflow and work out what works for you.
Going right for the forms is good when you know anatomy well, and also when you do familiar things likes human body, but when you are conception more abstract shapes.

Scott eaton does samy anatomical studies all the time he can get away with being sloppy.
Ideally you would want to have full control over your form all away, but both the imput devices and the software dont allow it.
Even in traditional sculpture you ether built on with overall forms at first from clay, or cut out to block out main shapes from wood and marble.

If your models look bumpy, work on lower res and smooth out before you go up.

>> No.401561

>>401543
You should watch Guardians of Gahoole.

>> No.401576

>>401539
I would say that the head needs to be larger. It just gives me that voodoo witchdoctor shrunken head feeling looking at the model

>> No.401577

>>401576
Also, if you are going to put plate on the arm, you should have plate on the stomach as well. He looks very mismatched.

>> No.401589
File: 132 KB, 1421x752, MauserWIP.png [View same] [iqdb] [saucenao] [google]
401589

Mauser C96 WIP.
[1/2]

>> No.401590
File: 247 KB, 1920x963, untitled.jpg [View same] [iqdb] [saucenao] [google]
401590

Mauser C96 WIP
[2/2]

I'm having difficulty getting the grips to unwrap properly. Have tried splitting them and pelting them but every time, I end up with distorted squares, any suggestions?

>> No.401591

>>401589
Oh dear. Dem n-gon cylinder caps.

>> No.401595

>>401539
>>401539
http://www.gameartisans.org/portfolios/art.php?uid=37446&aw=13883

dun dun dunnn

>> No.401596

>>401595
looks so dum, shading is horrible too

>> No.401600

>>401595
sad...which means his whole portfolio sucks

>> No.401601

>>401600
everything on there is stupid looking and poorly shaded

>> No.401608

>>401595
i like it, he stayed much closer to the concept than me

And a long glove, like the ones gladiators used, yeahhhh, makes sense, i used the uncolored sketch as reference, could have taken a look at the colored one at lest once
But dunno if its worth reworking, i will add a glove maybe, maybe not


And is it me or did he post it few days ago, how ironic

>> No.401609 [DELETED] 

>>>401595 (You)
That's why I posted it, odd coincidence

>> No.401610

>>401608
That's why I posted it, odd coincidence

>> No.401611

>>401610
yeah, especially since its a pretty old piece of concept

>> No.401612

>>401591
The top isn't finished yet, I need to go around and do a final pass on it, check topology and make sure the internal mechanism areas are all laid out correctly, I also need to fix the smoothing errors.

>> No.401629

>>401545
Sure thing, in return I only ask you make the rig free for others.

But like I said; it's on hiatus until comic-con challenge is over.

>> No.401644

>>401540
I just happened to have the blueprint cut out on my pc and I like the look of it so I thought why not.
and I haven't seen anybody model an audi yet, seen many people do mustangs tho

>> No.401646

>>401591
>not knowing that coplanar faces in hard surfaces can be n-gons

>> No.401650

>>401646
Not knowing that that's false if you're going to smooth the mesh. And judging by how high res that mesh is, he is going to be, and has stated he is. Lrn2HighPoly.

>> No.401658

>>401650
Actually that one is a low res mesh and is going to remain that way (I did try turbosmoothing it using smoothing groups just to see how it looks, perhaps for renders sake). I don't honestly believe I could pull off a nice high poly model yet. I would love to be able to make stuff like this >>401269

Still, thankyou both for your input. I've heard conflicting things about ngons on cylinder caps, some people say you can make cylinder caps with quads only, others say leave it blank.

>> No.401663
File: 312 KB, 1267x686, learntopology3.jpg [View same] [iqdb] [saucenao] [google]
401663

>>401650
LEL you know nothing about catmull clark subdivisions
Everybody knows that a convex n-gon surrounded by coplanar faces will stay flat allowing the mesh to smooth properly
It's not ideal for organic modeling because it gives little control on deformations, but for hard surfaces it's perfectly viable

Pic related. ignorant pleb.

People can try this at home, so it will be immediately clear how wrong you are

>> No.401664
File: 606 KB, 1600x1200, image5.jpg [View same] [iqdb] [saucenao] [google]
401664

Just fucking around in Maya.

>original crate wasn't UV mapped
>by extension, further crates are not UV'd
>shitty as FUCK SKS
>cinderblocks + crates are all exactly the same
>that lamp makes me mad
>forgot some bolts on the crate

I'm having fun, though.

>> No.401665
File: 281 KB, 1047x659, learntopology4.jpg [View same] [iqdb] [saucenao] [google]
401665

>>401650
more proof

>> No.401666
File: 617 KB, 1600x1200, Image7.jpg [View same] [iqdb] [saucenao] [google]
401666

>>401664
Uploaded the wrong render.

Note the shitty SKS's I talked about.

Also

>Transparent overlay creating annoying lighting effects on the open crate

>> No.401667
File: 332 KB, 1280x800, audi a567.jpg [View same] [iqdb] [saucenao] [google]
401667

>>401469

is there any way to make realistic lights using textures or do I have to model them? modeling them seems like a huge pain in the ass.

>> No.401672
File: 199 KB, 1400x788, clay1.jpg [View same] [iqdb] [saucenao] [google]
401672

>>401667
You can texture them but based on the detail level of your model so far they're going to look really out of place. It depends on the car too but Audi especially has these intricate headlight designs that have a lot of depth and detail that you really can't replicate realistically with a texture. Unless it's for an ingame model or something, but it seems you're going for realism so that's just something you'll have to deal with. I actually modeled the same car you are doing right now and I also underestimated the amount of work that goes into modelling all the stuff besides the actual body of the car. It seems you're making good progress though so I suggest just sucking that dick and modeling the lights. It's annoying but has to be done.

Also, trust me on this, you're going to fucking curse those outside mirrors. Such a little thing but it took me forever to get them right. Pic related, my model.

Why didn't you do the 2013 model by the way? That version is from 2008 or something.

>> No.401682

>>401672
thanks for the tips. Yea I know I'm going to have to tweak the model a bit. I can also use your model for reference now because it's hard to see all the details on a photo. It's the second car I've ever modelled and I usually do archviz where you can get away with using primitives and it's more about the texturing not modelling. Yes, it's 2008, but the year didn't really matter to me, I just wanted to model a car and this one had the first decent blueprint I saw haha

>> No.401687

>>401539
I really dig this, well done. Would love to see this animated or animate it myself.

>> No.401688

>>401665
Your supporting edges are to skinny, but other than that, you showed that damn nigger his place in life.

>> No.401689
File: 307 KB, 1483x1072, Apple.jpg [View same] [iqdb] [saucenao] [google]
401689

Making some assets for a game I'll never finish to practise.
Do you usually bother with normal maps and all that jizz with objects this small?
The EP square is the size of a normal human.

>> No.401690

>>401689
low poly assets*
also realising that I could've gotten away with less polys on the apple

>> No.401693

>>401665
>>401663
it's a shame xnormal will hate you

>> No.401694

>>401689
>>401690
ALSO: Which program does you macfags use for your normal and bump maps?

>> No.401695

>>401694
I just use Maya to bake out my maps. I think there's one called Crazy bump.

>> No.401696

>>401693
I always convert my smooth mesh to poly before baking, it automatically becomes all quads

>> No.401723
File: 518 KB, 1920x1080, 1388438066267.png [View same] [iqdb] [saucenao] [google]
401723

Sculpting some fur on the model.

>> No.401759
File: 29 KB, 910x706, goblindemo.jpg [View same] [iqdb] [saucenao] [google]
401759

went with the smaller hands/feet.

Any tips on realistic skin painting? Does this look like a good pseudo-realistic face?

>> No.401761
File: 103 KB, 1239x652, goblindemo.jpg [View same] [iqdb] [saucenao] [google]
401761

opinions on possible hair styles?

>> No.401785

>>401349
I remember this
Did you ever go to /sci/ for tips on the joints?

>> No.401788

Go through the /3/ archive and look for a post that says something like "anon's secret to faces", which is accompanied by a picture describing the process.
warosu's search feature is broke as shit though so you'll have to go through threads manually. Try looking for one that has a beanie in the OP image, that might be it.

>> No.401790

>>401788
Found it.
http://fuuka.warosu.org/3/thread/397996

>> No.401793
File: 1.39 MB, 1600x1200, mixtest2.jpg [View same] [iqdb] [saucenao] [google]
401793

So I've been playing with an idea today, and I think I like the composition and subject. Gonna do this to completion.

All models, lighting and everything except for the composition is a placeholder atm.

>> No.401806
File: 1.16 MB, 1327x1333, 1388468185593.jpg [View same] [iqdb] [saucenao] [google]
401806

>>401793
I like it. Reminds me of Zdzisław Beksiński's work.

>> No.401808

>>401402
>>401539
This is seriously good. Some people may say it looks like shit, but you clearly have more skill than 90% of people on /3/.

>> No.401812

>>401808
> no context or constructive criticism
> ur 2pro /3/ sux lel xDD
too bad your opinions are worthless

>> No.401813

>>401806
That's such a beautiful piece, but the moon in the window kills it for me.

The viewer should be able to get the concept without a kitschy moon to hammer it home.

>> No.401819

>>401793
Make sure to have a nice, detailed cloudy texture for the sky if you're going for the overcast look in the exterior.

>> No.401849

>>401812
>butthurt fag who is to shit to get any compliments on his own work

>> No.401854

>>401849
Sometimes I suspect that the cancer of /3/, the obligatory "it's shit" poster is all due to the same samefag.
The only one having that much reason to be butthurt is Alioto though, and he seems like a nice guy, insane yes, but polite.

>> No.401856
File: 47 KB, 393x522, Capture.jpg [View same] [iqdb] [saucenao] [google]
401856

>>400888
Maya newfag here.

Tried to import an FBX into Maya.

It appears like this.

How the fuck do I make it draw the joints in a sane way that is actually useful?

>> No.401857

>>401856
Drop down menu: Display - > Animation - > Joint size.

The other way is to select your root joint. Right click on the scene and press "Select Hierarchy". Then set the joint radius as you desire.

>> No.401859

>>401857
Thanks Anon

>> No.401862
File: 539 KB, 1000x752, wip6.jpg [View same] [iqdb] [saucenao] [google]
401862

Arch Viz WIP. with render settings turned to low for faster rendering. The skyline in the background needs brightened but I cant seem to get the VRay lights to only effect the single plane, iv tried the vray light properties box or whatever its called, the Include/Exclude one but it doesnt seem to be working.

>> No.401861

>>401857
>>401859
Another question, is there a way to make the joints visible at all times? I made them smaller and they shrank into the model, so I can't see them.

>> No.401864

>>401863
>>401861
Was just gonna write that.
If you have any more question about rigging feel free to ask.

>> No.401863

>>401861
Ah, nevermind. My bad. I found the setting for XRay.

>> No.401868

>>401862
Looks pretty good, just needs better lighting.
Oh, and you can make waaay better bedsheets with marvelous designer.

>> No.401869
File: 492 KB, 1137x789, screenmandy.jpg [View same] [iqdb] [saucenao] [google]
401869

this bitch
I can draw, but I can't model for shit

>> No.401871

>>401869
I appreciate the value of the model.

I however find the character design itself awful.

>> No.401873

>>401869
honestly the model is better than the reference, except for the torso which is a bit too long

>> No.401874
File: 229 KB, 1137x789, wat.jpg [View same] [iqdb] [saucenao] [google]
401874

>>401869
what were you thinking

>> No.401880
File: 191 KB, 1920x1080, huslera.jpg [View same] [iqdb] [saucenao] [google]
401880

Clay render of the house, at least there's some progression.

>> No.401936
File: 23 KB, 300x486, grasshopper, twisted metal 2.jpg [View same] [iqdb] [saucenao] [google]
401936

>>401869
ah, yeah!
Grasshopper was my FAVORITE char in Twisted Metal 2!

>> No.401943
File: 699 KB, 1600x1200, daytest3.jpg [View same] [iqdb] [saucenao] [google]
401943

A bit of an update on the sunny/middle portion of >>401793
This is my first time making/rendering trees so I'm experimenting quite a bit. Sans bark texture, how does the middle one look?

>> No.401949

>>401869
You should do the high poly first.
Not because it may or may not be a better way to do it
But because I know you're going to fuck up the face.

>> No.401950
File: 34 KB, 640x725, face3.jpg [View same] [iqdb] [saucenao] [google]
401950

First ever face model. How did I do?
seriously tell me if the proportions or something are way off.
>inb4 crease down the middle
yeah. How do i fix it in Maya (8.0)?

>> No.401951

>>401950
The proportions or something are way off.

>> No.401953

>>401951
Thanks. In what way.

>> No.401954

>>401953
In pretty much every way possible. Look at the area around the eyes, then the around of the eyes of a human being; you will understand what I'm talking about.

>> No.401989
File: 239 KB, 1024x1024, WiP.jpg [View same] [iqdb] [saucenao] [google]
401989

Bored.

>> No.401993

>>401989
My dick

>> No.401995

>>401989
Chigga, you'd best release that on /rs/ when you finish.

>> No.402009

>>401953
Holy fuck you dense retard, put it side by side with an actual face and compare the two, read a book on proportions, holy fucking shit. I'm only saying this because the answer you're looking for is right-in-fucking-front of you.

>> No.402010

>>401989
GOD DAMN IT I NEED THIS 3D MODEL

>> No.402011

>>401989

I know this is a long shot, but were you the guy who was working on a cteno model a long time back?

>> No.402015

>>401989
What was your technique for sculpting the stockings and the hair?

>> No.402031

>>401993
My job here is done.

>>401995
>>402010
I don't know. I don't think I'll finish it.

>>402011
Nope but I am now curious about that model.

>>402015
Due to laziness, the hair and basemesh isn't mine, it's done by
>http://kp-shadowsquirrel.deviantart.com/art/Pony-Model-Download-Center-215266264


For stockings, I used the Surface noise. The actual mesh still exists, but there is fake texture on it.
I could use the alpha to create a low poly if needed.

>> No.402032

>>402031
> I don't think I'll finish it.
Unfinished fine too.

>> No.402033

>>402031
So you just put a net alpha mask on surface noise? okay.
Also, unf.

>> No.402037

>>402033
Actually, I used one of the default ones they have.

>> No.402039
File: 160 KB, 825x712, ss (2014-01-02 at 02.38.01).jpg [View same] [iqdb] [saucenao] [google]
402039

>>402037
Which one? I can't seem to figure out how you got the perfect diamond pattern from any of the base alphas.

>> No.402040

>>402039
Snake skin.
Also, do a quick unwrap using the zbrush plugin.

>> No.402041

>>402040
>>402039
Go to the noise plugin, and you'll fine snake skin there.

>> No.402070

>>401989
i like, how you did the tail ?
By hand modeling, or you got some trick to it ?

>>402011
im that guy
i totally forgot about it
I had a pc crash when working on it, lost a lot of work, never came back to it, this is what i got

>> No.402071
File: 66 KB, 728x669, slug6.jpg [View same] [iqdb] [saucenao] [google]
402071

>>402070
oh and the image

>> No.402090
File: 292 KB, 1400x757, mac10.jpg [View same] [iqdb] [saucenao] [google]
402090

Working on the texture for this.

>> No.402099

>>402071
what in the actual fuck is that?

>> No.402104

>>402071
r u alioto's long lost brother

>> No.402105

>>402099
Cteno, I believe Slugbox made the original concept. Some weird fetish art.

>> No.402110

>>402104
> alioto
The fuck?
The guy who did this has done an amazing job on anatomy.

>> No.402120

>>402099
Pony art went weird, yeah its a "deformed" pony
Still slugbox is a popular porn artists on the webz, so any of his creations get popular

>> No.402128

>>402071
If you're who i think you are, you are really bad at making decent female faces.

>> No.402130

>>402128
By decent you mean my asian waifu face ?
Since this kind of obnoxious abstract comment could come from that kind of mentality only.

>> No.402156
File: 301 KB, 1080x1440, theVoice_progress04.jpg [View same] [iqdb] [saucenao] [google]
402156

>>400888
MMO character, soo close to being done with the high poly. this is an older pic, so there are a couple 'filler' pieces.

>> No.402168
File: 882 KB, 1920x1080, 1388645945092.png [View same] [iqdb] [saucenao] [google]
402168

>>401723
The fur part is finished, now onto the rest of the textures.

>> No.402170

>>402168
>finished
What about that obvious mirroring in the fur? Won't you fix this first?

>> No.402171

>>402170
not really, Just going to use it as bumpmap/overlay for the lowpoly model. Basically the entire sculpting (save for the hair) will be mirrored anyways.

>> No.402180

>>402156
Looks like a bug suit.

Also those arms holy shit.

>> No.402189

>>402156
I worked in 3DS Max before, but I am learning zBrush to make environmental designs and sculpts. Did you make this in zBrush?

>> No.402209

>>401869
you can't draw

>> No.402217

>>402156
If its a suit, then increase thickness on legs and arms.
Right now it looks like a robot, no way limbs would fit there.

>> No.402223

>>402156
Right knee: safe as shit
Left knee: pls don't shoot me here

>> No.402224

>>402223
Obvious place to put an arrow !!! hoho
But seriously, he will probably mirror it ...

>> No.402245

>>402189
Yes, all ZBrush.
>>402217
Thanks, will do.
>>402223
>>402224
ahaha, nope; right knee is TOP PRIORITY

>> No.402246

>>402223
>>402224
>what is fashionable asymmetry

fucking plebs

>> No.402248
File: 609 KB, 1920x1080, SWk0bPQ.png [View same] [iqdb] [saucenao] [google]
402248

something i started but am now planning on starting over

>> No.402269

>>402246
i hope your trolling

>> No.402275

>>402246
I hope you get sent to war with that armor, tits and all.

>> No.402276

>>401950

make the back of the head a little bigger, and a less sharp chin

>> No.402281

>>402248
>now planning on starting over
Don't scrap the whole thing. Try making a model of an anorexic man out of the body.

>> No.402286
File: 130 KB, 640x574, 1386002158576.jpg [View same] [iqdb] [saucenao] [google]
402286

>>402269
>>402275

>> No.402288
File: 1.77 MB, 981x630, SECOND ATTEMPT.png [View same] [iqdb] [saucenao] [google]
402288

Ok, after 2 days and 15 hours of installing zbrush, i managed to make it somewhat looking like a bison

how do i do the actual sculpting now? like details and all that

>> No.402289

>>402288
> i managed to make it somewhat looking like a bison

No you didn't.

>> No.402291
File: 1.77 MB, 981x630, SECOND ATTEMPT.png [View same] [iqdb] [saucenao] [google]
402291

>>402289
You're right, this is better

So when do i proceed with the details?

>> No.402292
File: 596 KB, 1000x753, wip7.jpg [View same] [iqdb] [saucenao] [google]
402292

updated, i recognise the problems the candle lighting have brought but I havent fixed them yet. Any suggestions?

>> No.402299
File: 496 KB, 1920x1080, aazzzaaa.png [View same] [iqdb] [saucenao] [google]
402299

>>402281
that might be a little hard

she's got dat booty going on

>>402071
i've always admired your work

>> No.402300

>>402299
how do you make the surface so smooth like that?

>> No.402303

>>402300
smooth brush lol

>> No.402305

>>402303
namely?

I cant find it

t. Newbie pro

>> No.402306

>>402305
press shift

>> No.402307

>>402292
I think there's too much lighting in general. And from a lot of different directions.

>> No.402311

>>402305
>t. Newbie pro
what?

>> No.402312

>>402299
But anon, men with hips and ass is my fetish. At least upload this version of the model somewhere for me, if you were gonna scrap it anyways..

>> No.402316

>>402312
as flattered i am that you want the model i'm afraid i can't do that

>> No.402317

>>402306
ty anon

>>402311

what what?

>> No.402318

>>402317
what does t. newbie pro mean exactly

>> No.402319

>>402318
t. - means "regards"

its a thing from Ylilauta, a finnish imageboard

>> No.402322

>>402319
and how are you pro

>> No.402323

Anyone remember the guy who was making the final fantasy level with the observatory thing on a mountain? did he ever finish and texture that?

>> No.402324

>>401182
other than the random bone sticking out of the arm that doesn't make much sense this is a pretty logical character design as far as trolls go.

>> No.402325

>>401267
Reminds me of The Bar in STALKER

>> No.402326

>>402322
Because im the most newbie pro as you can get

>> No.402327

>>402090
could you post a version without the ugly background I want to save this for my reference folder.

>> No.402328
File: 65 KB, 564x761, monster.jpg [View same] [iqdb] [saucenao] [google]
402328

Ok this will be some kind of monster, what theme should i pick ?
Vampire, zombie, Frankenstein ? Guy with no jaw, no eyes ? A giant slug in a suit ?

>> No.402329

>>402328
you should really decide stuff like that before you start.

>> No.402330

>>402323
probably, many wips never get posted in final, this comes not only for this board, but for most of them.

>> No.402331

>>402329
The point of fast doodles is to be spontaneous, i just tend to be very undecisive

>> No.402332

>>402330
shame, I was looking forward to seeing it.
>>402331
I know that, but you actually need to have some goal before you start or you're wasting your time.

>> No.402333

>>402332
your goal is to practice, get better, master the tools and forms.

>> No.402334

>>402333
yes but practicing when you have no idea what you're even trying to do isn't very good practice. making a generic monster head then thinking 'should i give it vampire teeth of alien eyes' at the end isn't good creative practice. I'm not having a go I'm just letting you know this, the sooner you learn it the better.

>> No.402337

>>402334
Learn what ?
You make up a rule on the spot, when you have 0 credibility and nothing to back up you talk with.
You make what you want, and you make your workflow what you want, what matter is the end is the end result.

>> No.402338

>>402337
whatever you sound like a stubborn kid. one day you will realise I was right and regret wasting your time on stupid trash.

>> No.402341

>>402338
Oh but im pretty open to proper criticism, but not to random preaching of a no name who wont even back up his claims with any type of reasoning.

And hard to take a kid like you seriously when you call practice "stupid trash"

>> No.402342

>>402341
>Oh but im pretty open to proper criticism
Doesn't sound like it to me. Ask anyone who knows what they are doing whether it's a good idea to practice by just making random generic shapes before deciding on a goal and they will agree with me.

You will get better at modelling that way I'm sure but you are operating at about a 10% efficiency, you should have some kind of tangible goal going in at least, and I'm not saying elaborate planning and preparation, I just mean 'Okay I am going to model a vampire and focus on the design elements/form/texture/proportion.

What you're doing is like practicing to paint by just drawing generic heads over and over which is the kind of thing teenagers do and it's not very good practice. I don't know why you're being so hostile and defensive, I'm giving you a simple piece of advice so you don't waste your time.

>> No.402343

>>402342
Also perhaps you should be using a reference at this stage in your career.

>> No.402347

>>402342
What you are doing is not giving good advice but spreading miss information and stupidity.

And you suck at comparisons, so stop it.

Jut draw, just sculpt, just play, just go run a bit, just do something is the best advice you can give.

Damn you are a major twat.

>> No.402348

>>402347
God you sound like a complete idiot
>miss information
lel, enjoy never making it.

>> No.402349
File: 75 KB, 483x851, monster2.jpg [View same] [iqdb] [saucenao] [google]
402349

K, still not sure where im taking it

>> No.402351

>>402349
just make it into a man if you're not sure. It doesn't look anything like a vampire or an alien. except for that big ol cranium.

>> No.402359
File: 61 KB, 1086x1080, headsculpt.jpg [View same] [iqdb] [saucenao] [google]
402359

Working on this right now.

How am I doing.

>> No.402360

you guys decide for me
I make her naked or clothed
and also, pls some advices

>> No.402361
File: 322 KB, 1193x825, tomokochan.jpg [View same] [iqdb] [saucenao] [google]
402361

>>402360
forget pic, hurr

>> No.402362

>>402359
good... he looks kinda pissed, though

>> No.402363

Yeah the monster part didnt work out so well after all
>>402359
you need to lower your scope and start focusing on each body part at a time.
Learn how the ear looks, nose, lips and so on, then assemble a face.

>> No.402364
File: 155 KB, 959x843, monsterfail.jpg [View same] [iqdb] [saucenao] [google]
402364

>>402363
oh the pic

>>402361
looks more like a pony than anime styled girl, you went way overboard with how fast the nose tampers off into a curve.

>> No.402366
File: 332 KB, 1209x671, toppanel.jpg [View same] [iqdb] [saucenao] [google]
402366

A panel for a scene

>> No.402367

>>402366
looks ... nice, i guess
the texture is nice even if the overall design is rather simplistic

>> No.402369

>>402366
> look guiyse i can type something on a readymade texture i found on the internet

>> No.402371

>>402363
What is wrong with the shapes of the head? can you please elaborate.

>> No.402372
File: 548 KB, 1080x1920, mainchar.png [View same] [iqdb] [saucenao] [google]
402372

>>402363

He is supposed to look fairly serious. He is for a game character I am working on.

Cant draw for shit though.

>> No.402379

>>402364
Where did you learn this kind of style?
I keep seeing that style.

>> No.402386

>>402379
I concur, shit is a very popular style among artists.

>> No.402387

>>402386
It's a bastardization of the Ryan Kingslien method. That one there is done by the retarded fish frog guy from one of Alioto's old threads. All his mouths look the same because all he does is follow the same formula each time, instead of understanding why you do those techniques and how to utilize them properly.

>> No.402392

>>402359
Are you sculpting Bateman?

>> No.402393
File: 220 KB, 1044x1080, headsculpt.png [View same] [iqdb] [saucenao] [google]
402393

>>402392

No, I started having Adam Levine as a really rough reference but after blocking in most of the main shapes I went and did my own thing with it. I guess it kind of came out that way though.

Here is the low poly version with AO and normal maps. Texture maps and hair coming soon.

>> No.402399

>>402292
The floorboards are too big, try scaling the texture.

>> No.402402
File: 1.38 MB, 1600x747, snoboi.png [View same] [iqdb] [saucenao] [google]
402402

Gonna do some props for this character today. Also learning Marmoset while at it.

>> No.402403

>>402361

Smooth the area between her nose and eyes. Those wrinkles/bags under her eyes can be done with textures.

>> No.402404

>>402342

I agree with this, but also sense some serious stubborn attitude from him aswell. How about let everyone learn their shit their own way? Everyone learns their workflows just by trying different things. Pretty much everything I do comes from a very simple idea and rest is just improvisation through own ideas and googled reference material. You don't need a ton of planning especially if you're sculpting because it's so easy to redo and reshape things, unlike in traditional 3D work.

>> No.402405

>>402402
Is it a guy or a girl ?O_o
>>402393
>No, I started having Adam Levine as a really rough reference but after blocking in most of the main shapes I went and did my own thing with it.
Never make up anatomy, always use the same reference from start to finish.

>>402379
You mean the classical bust ?
Its as old as sculpting, long before Christ even sculpts like this were being made.
And if you mean the clay brush use blame the guys at santa monica together with pixologic guys and ryan kingslien, they invented and "forced" this workflow into newer version of zbrush.
>>402387
The butthurt is strong in this one.

>> No.402406

>>402405

Guy or a girl? It's funny because I don't really know. Guess it's just a girly boy.

>> No.402407
File: 196 KB, 682x959, snoboi1.png [View same] [iqdb] [saucenao] [google]
402407

>>402402

Oh, here's the sculpt inside 3D Coat. It's completely sculpted, retopo'd, textured etc in it. Dunno why I keep reading so much hate for this program. I'm pretty new at sculpting, but I haven't had any problems using this tool. It's not the most complex and packed with tools, but it gets the job done right.

>> No.402408

>>402407
The developer of it is a religious extremist if somehow didnt hear, this is why people avoid using it even when it had features for years zbrush and mudbox just catch up with.

>> No.402409

>>402408

Pff, who the sheit cares what the developer thinks. I'll sculpt flayed nuns on satan's cock and he can't do a thing about it. And you can quote me on that on Edge Daily.

>> No.402411

>>401689
for something that small i wouldn't even bother with the stem
unless it's gonna be something the player can pick up

>> No.402412
File: 713 KB, 245x170, robert downey.gif [View same] [iqdb] [saucenao] [google]
402412

>>402409
Pff.

Pfffffttt...

PPpppfffffffffppfppfpffffffffffffftttttttttt..

>> No.402413
File: 107 KB, 392x423, kefffff.jpg [View same] [iqdb] [saucenao] [google]
402413

>>402412

PFFFTTFFFPFPPFPFPFPTPFFPTF

>> No.402414
File: 1.30 MB, 300x270, jazz woman face.gif [View same] [iqdb] [saucenao] [google]
402414

>>402413
ffffffffffpppffffffpffppppptttfff

>> No.402415
File: 588 KB, 217x199, OXBQcPa.gif [View same] [iqdb] [saucenao] [google]
402415

>>402414

PFFFFFTTSSSFFFTTTTPPPFFFFFFHHGGH

>> No.402416
File: 2.58 MB, 640x360, saxophone frenzy.gif [View same] [iqdb] [saucenao] [google]
402416

>>402415
pppppppffffpfppfpfpfffffffftttttttttt

>> No.402417

>>402408
And the guy who wrote the Ender's Series is a Homophobe, so what?

>> No.402421

>>402417
Since faggots are a freak of nature, but being purist religious fanatic has nothing to do with logic.

>> No.402438

>>402405
>The butthurt is strong in this one.

Only reply he can come up with when someone criticizes his work, instead of actually acknowledging that perhaps it really is an issue your sculpts have. All your god damn mouth's and lower face area in general look the same. You're sticking too closely to a single formula, perhaps in fear of it looking bad. I dunno, but it is something you need to work on. Your technical skills are good though, you do clean work.

>> No.402439

>>402438
By all you mean some works looks simillar, no wonder you faggots cant be taken seriously when literally bend the facts around some troll claims.
I pity anybody who will take anything here posted taken seriously.

>> No.402440

>>402438

Wait, do you really think that you're replying to Ryan Kingslien?

>> No.402441
File: 605 KB, 598x865, headsculpt.png [View same] [iqdb] [saucenao] [google]
402441

Got a diffuse and Spec maps on the head. This is it realtime in unity.

>> No.402443

>>402440
No? How the hell did you guy take that from what I have been saying? That's beyond autistic. I am replying to retarded fish frog guy, I only mentioned Ryan Kingslien in relation to the type of technique this guy tries to use it seems. I'm specifically talking about this >>402364
dude and all of his faces looking the same.

>> No.402451

>>402443

Right, my bad. Where can I see more of his works? I'd really like to see what you mean by "retarted frog fish guy".

>> No.402455

>>402328
Revenant, coz it looks like a revenant from DooM.

>> No.402458
File: 408 KB, 997x903, Dishonored-Outsiderrr.png [View same] [iqdb] [saucenao] [google]
402458

>>402455
Maybe next, decided to make Outsider from dishonored this time, will take 3 or 4 days.

>> No.402461

>>402441
>his is it realtime in unity
wow!
i never would have thought

>> No.402462
File: 811 KB, 1800x997, wip1.jpg [View same] [iqdb] [saucenao] [google]
402462

Quick texture WIP to get my mind off work stuff. Haven't done any 3d on my free time since November ;__;

>> No.402464

>>402462
Good work, still i like the original wood pattern much better.
You using procedural shaders to bake it ?

>> No.402465

>>402464

Nowadays I would, I reused an old hand painted pattern I made for this model though. Not too keen on it either, might tweak it some and overlay some photosourced wood maybe.

>> No.402469

>>402465
Dont blame you, wood is a pain in the ass to do on complex shapes if you dont got a good shader for it.
You got an ingame screenshot ?

>> No.402473

>>402462
whatchu doin now ?

>> No.402474

>>402469

Not yet, I'll put it in NV when it's a bit more complete.

>>402473
You mean for a living? Mostly spaceships at Born Ready Games.

>> No.402475

>>402474
>Born Ready Games.
They guys that got flooded ?
Saw a .v. thread being /v/ calling it a elaborate hoax to have a excuse for not making games ....

>> No.402478

This: >>402369

>> No.402480

>>401224
4/5

>> No.402481

>>402451
Not sure where you'd see more. He'd have to post the stuff again, since the threads have long since expired, and I don't make a habit of saving work posted by users here... Perhaps he will be kind enough to post some of his work again.

>> No.402510
File: 164 KB, 640x480, baton.jpg [View same] [iqdb] [saucenao] [google]
402510

How does it look?

>> No.402511

>>402510
Is that a trick question?

>> No.402518

>>402510
looks like a very painful turd.

>> No.402519

>>402510
it's shit

>> No.402525

>>402510

Looks like shit. Now get a fluid simulator.

>> No.402530

>>402525
>get a shit simulator

>> No.402534

>>402530

And make it rain.

>> No.402535

>>402519
>>402525
thanks

>> No.402552

why the fuck is maya built-in IK-FK system more complicated than a custom one? I'm getting tired of not understanding it, when I can setup a seamless switch myself with vector math n stuff

>> No.402553

>>402552
sure you can kiddo, sure you can. Time for your nap now.

>> No.402557
File: 907 KB, 1920x1080, Colt1911_wip-skull.jpg [View same] [iqdb] [saucenao] [google]
402557

Small update/test on this slowly progressing 1911.

Almost all the parts that are visible outside are now modelled and it is finally starting to look like the iconic 1911. The safety mechanisms on the other side are still missing, and so are the magazine and bullets.

No UV-mapped textures yet, besides that wooden grip that is partyally a test. I'm not sure wich I prefer better, the originall plastic grip (with diamond knurling) or just somehing made-up like this.

I'll propably modell the missing outside parts mentioned and start texturing, because I'm eager to get something finished out from this. Also some of the inside parts and mechanisms feel quite tricky, so I'm worried I lose my intrest in this while figuring them out...

>> No.402558
File: 153 KB, 768x914, Otsider 2.jpg [View same] [iqdb] [saucenao] [google]
402558

>>402451
slocik.deviantart.com
some stuff there
Now cloths for the outsider

>> No.402559

>>402557
doesn't look like wood. and the metallic texture don't make sense

>> No.402561

>>402557
The wood/bone looks good
But the metal ? Its full of those random scratches and stuff, start off with a simple metal texture

>> No.402562

>>402557
looking nice, I would say take the CA out though...

>> No.402566

>>402558

I don't see that "retarted frog mouth" that the other asshat was pointing out. Good work there.

>> No.402567

>>402561
Yes, the texture is just temporary view mapped generic dirtmap just to give the metal some feel that I am aiming for. I thought that it was obvious as all the scratches and such follow in straight line troughout all the parts.

I haven't yet unwrapped any of the metal parts and I can't do proper wear, dirt and scratches until that.

>> No.402569
File: 270 KB, 1020x852, Untitled-4.jpg [View same] [iqdb] [saucenao] [google]
402569

update on >>402299

thought i was gonna take this one to the end, but it turned out to just be another study. i couldn't be bothered to finish it :/

>>402558
love your dA
any tips?

>> No.402578
File: 157 KB, 791x883, Otsider 3.jpg [View same] [iqdb] [saucenao] [google]
402578

Preparing meshesh for cloths is such a pain in the ass

>>402569
work on lower sub levels
add eyes as a separate objects, just add a sphere as a subtool, put in position then go tool>geometry>modify topology>mirror and weld
and focus on silhouette only, ignore any details until it looks "good" to you

>> No.402579

>>402569
Oh, and if you use perspective, stop, learn to work without it, may seem counter intuitive, but no perspective gives you a better view of what the curvature of your model really is.

>> No.402580

>>402566
It's not that they all look like retarded frog mouth's, that's more a joke on the one model he gave in reply to Alioto trying to model a frog person, which looked like a retarded fish frog person. The issue with all his regular face models so far is the excessive jowls he has on his regular faces, it makes it look like he uses the same face sculpt path for every face.

>> No.402583

>>402462
Where can I download your mods?

>> No.402584

>>402580
If you ever left your home you would notice people have similar facial features, then again i doubt you do.

>> No.402585

>>402584
Some old people do, but you make all your faces look that way, that's the issue, even a freaking humanoid frog face that should have tight ass skin, not puffy droopy jowls. You're just too full of yourself to admit you might have an issue there, bit of the ol' dunning-kruger going on.

>> No.402588

>>402584
That's not true though.

>> No.402589

>>402579
>>402578
alright thanks i'll try to implement what you said in my next study

>> No.402595

>>402579
Bad advice somewhat. A person should use both, switch between them to get a real sense of what's going on. Perspective view gives you a better sense of proportions, which is equally important. Alternating between views allows you to identify issues more easily.

>> No.402608
File: 86 KB, 1394x792, random stuff.jpg [View same] [iqdb] [saucenao] [google]
402608

just some random ass creature i did

>> No.402611

>>402595
You are mixing it up, no perspective will give you a better sense of proportions, but perspective will help you realize how it will end up looking.
Still zbrush perspective is just wonky, i recommend working without it.

>> No.402612

>>402611
>no perspective will give you a better sense of proportions
No, that's only true for the most part if you're looking straight on from a single axis. But seeing how proportions look from offset angles is quite important and doesn't work if perspective is disabled.

>> No.402617

>>402608
Cool

>> No.402662
File: 1.06 MB, 1135x1116, daytest5.jpg [View same] [iqdb] [saucenao] [google]
402662

Still working on this piece o' shit.

Gonna get render me out a forest background and gonna start working on the gloomy half. Yay.

>> No.402681

>>402662
ive always wondered what to use for mountains and clouds in scenes like this. did you actually model/generate them or just use a picture?

>> No.402700
File: 511 KB, 1600x1200, MountainsDayFinal.jpg [View same] [iqdb] [saucenao] [google]
402700

>>402681

I modelled the mountains and used a picture for the clouds. I saved the mountains as their own image, though, because to render them correctly the scale needed to be much bigger than the rest of the scene.

Mental ray also has this awesome shader for procedurally texturing stuff like mountains that I used. It's called "landscape" and mixes textures/colors based on height and the slope of the normals.

This is a picture of just the mountains

>> No.402733
File: 55 KB, 1000x1000, randerr.001.png [View same] [iqdb] [saucenao] [google]
402733

Writing a renderer in python..
Just got the zbuffer working properly, pic related.

Rifle is some random obj I found on turbosquid.

>> No.402816
File: 33 KB, 500x500, randerr.001.png [View same] [iqdb] [saucenao] [google]
402816

>>402733
Edge detection for antialiasing

>> No.402909
File: 299 KB, 1892x1080, render.jpg [View same] [iqdb] [saucenao] [google]
402909

Working on this flag-thing from a Halo reach map

>> No.402912
File: 1006 KB, 1250x710, Colt_1911_1-4.jpg [View same] [iqdb] [saucenao] [google]
402912

>>402557
Allright, all the parts visible to outside are now modelled.
Next up: unwrapping and texturing.

First up are the details for the slide and the frame (engraved texts and such). Then bump-maps for the scratches and corrosion. Finally I'll propably paint some kind of detrition-mask for the metal parts that will determine the blend between worn and not-so-worn material (ie. paint and plain metall). That way I can easily create different versions with different levels of weariness.

>> No.402967
File: 505 KB, 1080x1080, Traffic Lights.jpg [View same] [iqdb] [saucenao] [google]
402967

>> No.403005

someone remake thread

>> No.403791

>>402462
How can I extract assets from games?
It would really help me learning how to model stuff.