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

/3/ - 3DCG


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File: 1.34 MB, 1500x882, WIPDoge.jpg [View same] [iqdb] [saucenao] [google]
412875 No.412875 [Reply] [Original]

>>410539 reached bump limit; the rules are as followed:

-If it have nudity, censor it; This is a Family friendly board (SFW).

-Give constructive feedback; no "It's good" or "it's shit". Just list what you like about the model and what you hate about it (redline it, if you must). It's also nice that you give suggestions on how to improve it.

-Ignore non constructive feedbacks, they're obviously trolls; don't feed them.

-Talk only about the artworks posted on this thread, not the criticism itself.

Have fun

>> No.412879

>>412875
Are you like somekind of new fundamentalist christian janitor Op?
No serious art boards ever require censorsip of nudity, I mean holy shit all the major art forums recognize that the nude form is part of art.
And that is the serious ones, this board is not a serious one, are you really looking to start your crusade against genitals on this platform?
You realize this is /3/ where half the audiance are perverts deep into the science of breastphysics and the other half mildly amused rather than offended by this.

>> No.412880

>>412879
Not OP but I think it's not about artistic, human body nudity but more like twisted insects with boobs and pussies nudity. I agree on that, because I'm browsing /3/ in public places.

>> No.412881

>>412880
>>412879
That and the undeniable fact that /3DCG/ is listed SFW and nudity is prohibited in forums such as this one.

>> No.412888

I'm working on an outdoor scene in 3ds Max and everything is really overexposed. I could easily turn down the light intensity, but I'd like to know if there's any way to tell not only when an image is being overexposed, but WHERE the overexposure is most prominent in the image?

>> No.412890

>>412881
We are? why?? we're essentially /ic/ for CGI, we shouldn't be listed as SFW if that's what SFW entails, we should really get moot's attention and have him change this then.
on a sidenote since when is anything 4chan considered safe for work? I mean like really? Can you imagine sitting there browsing 4chan from a company cubicle?

>> No.412892

>>412888
Render a HDR and open it in photoshop so you can look at the curves directly, or render the scene with a negative light shining on everything an look what stays illuminated.

>> No.412897

>>412875
>-If it have nudity, censor it; This is a Family friendly board (SFW).
how about fuck you
>>412880
>I agree on that, because I'm browsing /3/ in public places.
Then stop ?
And are you saying insect boobs are somehow more offensive ? I have yet to see someone censor a dog in tv, or are you implying that fantasy art offends you and we should all do what you want ?
Fuck off to tumblr, its full of people that feel offended, you will fit right in.

>>412881
>That and the undeniable fact that /3DCG/ is listed SFW and nudity is prohibited in forums such as this one.

So is /ic/ and we know how that looks in reality. Nobody is censoring anything there or bitching about nudity. Study of human for and censorship dont go in pair.

And the idea of "safe for work" is really pisses me off. Do your fucking job, stop browsing 4chan at your workplace.

>> No.412898

>>412897
/ic/ is listed as NSFW along with /i/.

>> No.412910
File: 66 KB, 375x360, 1367397735127.png [View same] [iqdb] [saucenao] [google]
412910

>>412897
>Fuck off to tumblr, its full of people that feel offended, you will fit right in.

Are you fucking autist or what? I don't give a flying fuck about some retarded so called 'fantasy art', I didn't say anything about being offended, so please learn to read moron. Stop pretend that some profligate shit is artistic nudity because it has nothing to do with art. So bottom line, yes, I think this shit should be treated with spoiler alert and hidden from preview until you click it to gloat with it's artistry.

>> No.412911

>Stop pretend that some profligate shit is artistic nudity because it has nothing to do with art

Perhpas you should stop pretending you have claim to decide what and what isn't art?
If something is crafted by someone it is art, if it's crafted skillfully in the likeness of reality it is fine arts.
Our personal opinion about a works relevance or tastefullness etc has no relevance to it's 'art' status.
Attempting to hijack language like that and enforce cencorship is indicative of what you're really about anon.

> I don't give a flying fuck about some retarded so called 'fantasy art'.

That's cool, if you now just start acting in accordance with that statement and stop paying it any attention and stop censoring it we don't have a problem.

>> No.412912

>>412911
1. I don't want to discuss here what art can be and what not, but please don't do not confuse art with craft.
2. Maybe you should check what censorship means because all I proposed is hiding preview like in case of spoilers, because I would like to browse forum in public places. Furthermore, you have to respect possibility of people being offended by such works (to be clear, I'm not offended personally) and deal with those people.

>> No.412914

>>412912
>Furthermore, you have to respect possibility of people being offended by such works (to be clear, I'm not offended personally) and deal with those people.

No. I have to recognize that there is people being offended by it and decide how to deal with them. Respect them I must not.
It is my firm position that people should not have the right to not get offended by something.
I will advocate for /3/ to be one of those places where people may leave their filters at the door to visit.
The world are full with moderated alternatives where people can post serious works under their names
it's my opinion that /3/ should remain the rouge alternative to these.

>> No.412916

this is retarded, most people start their models nude and add clothes later, how can you expect real critiques about the anatomy if its all censored

>> No.412918

>>412914
>WIP thread of freedom

Can you be more pretentious?

I've never denied people's right to post their works, no matter how much ridiculous they are, but since you keep on acting like a little bitch and whinning about 'muh freedom', I'll put it like this:

/3/ is worksafe board. You can respect this or gtfo. The choice is yours, end of story.

>> No.412919
File: 25 KB, 413x479, FREEDOM.jpg [View same] [iqdb] [saucenao] [google]
412919

>>412918
>Can you be more pretentious?

Look, it's like this: You may take my board.. but you may never take muh...

>> No.412920

>>412918
wow way to fail /3/

>> No.412923
File: 10 KB, 240x250, Wat.jpg [View same] [iqdb] [saucenao] [google]
412923

>>412918
>Freedom.
>Second Line is about censorship.....
>Such freedom.

>> No.412924

>>412918
>i own this board no one else can post in it without my approval
Fuck off entitled cunt.

>> No.412926

>>412918
My english not be good, but express opinion my agreement is in these words >>412924

>> No.412943

>>412919
i crie evry tiem ;_;

>>412914
Exactly.
Nobody has to give a shit if somebody is offended by something or not, you dont have to respect anybody.
Sure people can think of you as an asshole, but its for them to deal with, not you to care.

You have to work for my respect, and sadly the fucks who want to censor muh board can go fuck themself.
>>412918
>/3/ is worksafe board. You can respect this or gtfo. The choice is yours, end of story.

Or we can ignore it and risk a ban, or tell moot to change it. People who come here decide what should and should not be not you.
Without us, there is no board, whether or not moot creates a page for one, it wont start existing without posters in it.

>> No.412949

i may not admire insects with 8 tits as i scroll past
but i will fight to the death his right to post it

>> No.412950

>>412949
t-t-thanks

>> No.412951

>>412949
i mean do you really have to foce a guy like that to place 8 black bars to cover the nipples to aplease you pussy amricans with your shelter and minipulated sence of values

>> No.412975

....Well that escalated quickly. I already gave feedback on the forum suggesting that it would be NSFW like /ic/. But until then, just post what you're working on.

>> No.412997
File: 275 KB, 1920x1080, Screen Shot 2014-03-04 at 4.48.37 PM.png [View same] [iqdb] [saucenao] [google]
412997

Let get this started

>> No.413108 [DELETED] 

>>412880
I think what this board needs is the ability ton spoiler images, except it would have a different image saying "NSFW". Then you shouldn't have to worry much about 4 boobed double E insect creatures at work, and it keeps the sick fucks who make this shit happy too.

>> No.413109

>>412879
>>412880
>>412881
I think what this board needs is the ability to spoiler images, except it would have a different image saying "NSFW". Then you shouldn't have to worry much about 4 boobed double E insect creatures at work, and it keeps the sick fucks who make this shit happy too.

>> No.413119

>>412975
well that le meem escalated quickly xD me gusta le trole face xD ;)

>> No.413121

>>413119
ironic shitposting is still ironic

>> No.413146
File: 345 KB, 1920x1080, Screen Shot 2014-03-05 at 6.59.22 PM.png [View same] [iqdb] [saucenao] [google]
413146

>>413109
I agree, though we need to contact Moot along with the other Admins so that at least nudity were allowed on /3/.

>> No.413157
File: 318 KB, 1440x613, nuforce_udac2.png [View same] [iqdb] [saucenao] [google]
413157

Just a quick model and a standard scanline render of my headphone DAC for shits and giggles. Probably gonna bake it down and whip up a quick texture tomorrow, if I can be arsed.

>> No.413177
File: 19 KB, 387x484, 1371118830446.png [View same] [iqdb] [saucenao] [google]
413177

>>413157
I love you.

>> No.413203

sent an email to moot, he can deal with what rules should or shouldn't be here. up till recently, we had lax moderation, and the board didnt descend into porn everywhere, im hopeing he will make the rules in line with /ic/

>> No.413204
File: 327 KB, 1920x1050, Screenshot 2014-03-06 12.10.28.png [View same] [iqdb] [saucenao] [google]
413204

I started learning blender some days ago, first time sculpting today.

I've never sculpted a human body before so I've had a ton of reference pictures for muscle anatomy open on my 2nd screen.

How's it looking so far?

>> No.413222
File: 260 KB, 1920x1050, Screenshot 2014-03-06 14.36.11.png [View same] [iqdb] [saucenao] [google]
413222

>>413204
more progress

any feedback is welcome

>> No.413238

>>413222
look good but... where is the primitive with multires or the base mesh?

>> No.413239
File: 365 KB, 1920x1050, Screenshot 2014-03-06 17.10.30.png [View same] [iqdb] [saucenao] [google]
413239

>>413238
I used Blender's dynamic topology, my base mesh was a cube that I shaped so that it slightly reminded me of a torso.

My current progress:

>> No.413267
File: 263 KB, 1920x1050, Screenshot 2014-03-06 20.22.08.png [View same] [iqdb] [saucenao] [google]
413267

Me again, version 1 of the model is ready.

Any feedback?

>> No.413271 [DELETED] 

>>413203

sent an email to obama, he can deal with what laws should or shouldn't be made. up till recently, we had lax policing, and the country didnt descend into murder everywhere, im hopeing he will make the laws in line with sweden

>> No.413278

>>413271
Only you didn't send an e-mail to the whitehouse, the president can't dictate the legislation even if you somehow managed to contacted him,
up until today you've had the most extensive police-state in the western world and yet your country has the highst muderrate of all developed nations
AND you're not really hoping for laws in line with sweden, even as you probably should.

Next time you attempt sarcasm try to ensure it doesn't come out as an attempt at uttering the stupidest fucking thing you could possibly conceive of saying.

>> No.413280 [DELETED] 
File: 282 KB, 500x380, 1394137999651.png [View same] [iqdb] [saucenao] [google]
413280

>>412897

>> No.413281

>>413267
I want to get into modeling humans, but I never suspected blender would do it well. I still have yet to even figure out how to use sculpt mode properly. Good job so far, from someone with nearly no experience haha. I guess the only feedback I have is to make the fingers a little less bony. Other than that, it's nice.

>> No.413283

>>413267
It looked great, now use it for retopology.

>> No.413287
File: 14 KB, 203x209, 1387865629173.png [View same] [iqdb] [saucenao] [google]
413287

>>413278

>> No.413289

>>413157
>Just a quick model
>for shits and giggles
fuck off man, that model would be my best work if I had made it...

>> No.413290

hey gays im wondering, i saw people making these amazing environments at polycount and they iteratively add new objects to the scene... but ive never been able to find how they organize it into the texture space, do they create new textures for every new asset they make or do they somehow know where its going to fit in without having to play uv chess?

it really confuses me... they shit out amazing single props one after another into udk ...

>> No.413296

>>412918
Is this really the janitor that /3/ got? Jesus Christ. Take that stick out yo ass son.

>> No.413297

>>413157
Where's the indentation around the LED next to the headphone jack?

>>413290
well UDK has something called a pack that you can import static meshes, materials and other stuff into it. Your static meshes should already have its UVs laid out and all that jazz.

So let's say you finished a floor mesh and you imported it into UDK and you create a material that has your textures in it and you link it to your floor mesh. You can then duplicate that mesh everywhere with the texture without needing to reapply it every time you duplicate it.
Hope that answers your question.

>> No.413314

>>413297

I mean, when you add a single asset to udk lets say a street light that doesnt have the most effecient uvs , its 512x512 and youve imported it and using it in your scene because its completed asset... i would feel this is a bad workflow because you have something with wasted space when you could pack uv's tightly into a nice 1k texture with multiple new/other assets... im not too good on explaining but hope that makes more sense

>> No.413318
File: 284 KB, 1067x810, blah.jpg [View same] [iqdb] [saucenao] [google]
413318

i don't know how what to do with these random objects

>> No.413320

>>413318
> ropes with nets on
oh how very original...

>> No.413319

>>413318
make them less plastic

>> No.413321
File: 31 KB, 446x584, babbysfirstbarrel.jpg [View same] [iqdb] [saucenao] [google]
413321

Have to texture this piece of shit now.

>> No.413324

>>413318
how about you create the actual scene which you base them on, btw you're missing the slay and a wooden bucket.

>> No.413326

>>413314
You can do that stuff. I don't think that'd work well with street

On top of that you can probably get away with using a 256x256 for it maybe even a 128. Just because you're not going to be all up in its face to inspect it. I mean I understand that you want to save memory and stuff, but it depends on what you want to do and what platform you're making it for. I think PCs can definitely get away with a lot more shit than PS3/Xbox. However I hear that a lot more shit is being modeled in with the new generation of consoles.

>> No.413327

>>413326
with a street lamp*.

>> No.413332

>>413297

It's there, just quite subtle.

>> No.413334
File: 111 KB, 677x416, i1uRrdP.jpg [View same] [iqdb] [saucenao] [google]
413334

>>413324
lel

>> No.413341
File: 1.28 MB, 2323x733, asdfpng.png [View same] [iqdb] [saucenao] [google]
413341

I'm new to this. Hair is obviously shit but I'd like criticism on general face structure/anatomy if possible

>> No.413342

>>413281
>I never suspected blender would do it well
All 3D modeling software can "do" everything equally well when it comes to modeling. The only real differences are in things like rendering and animating

>> No.413345
File: 274 KB, 696x597, tres cuartos fondo negro.png [View same] [iqdb] [saucenao] [google]
413345

hey /3/ this is my first model on zbrush, i didn't made a good renders yet but im open to all your suggestions and comments :)

>> No.413354

>>413342
Sorry, that came out wrong.
I didn't think blender was the must user friendly or logical/goto software for it. (Like Mudbox or Zbrush)

>> No.413356

>>413354
Well, I dunno about Mudbox but Zbrush is not at all friendly.

And Blender's sculpt mode works like Zbrush so it's similar.

>> No.413358

>>413342
Wrong. Wrong. Wrong. I don't know why kids keep deluding themselves with this lie on here constantly.

Blender's poly engine does not support anywhere near the density that ZBrush supports for sculpts. Nor does it provide the tools that make doing more advanced stuff actually FEASIBLE.

Your argument is no different than saying "well, you can do anything today with software, that you could 15 years ago! Hell no. Software advances, and not all software is equal.

>> No.413360 [DELETED] 

>>413358
I said "works like zbrush", not "is as good as zbrush" you disgusting swine

>> No.413363 [DELETED] 
File: 743 KB, 1920x1600, Goblin Wip.jpg [View same] [iqdb] [saucenao] [google]
413363

I'm making textures for someone else's Low poly models. After the goblin I'll do a human and an orc. This character's groin area was modeled weirdly and the UVs there are cramped so it makes painting difficult :/

I wanted the modeler to add a simple plain to make the loincloth read better, but the character has already been rigged and the modeler doesnt want to edit the mesh.

>> No.413364
File: 743 KB, 1920x1600, Goblin Wip.jpg [View same] [iqdb] [saucenao] [google]
413364

I'm making textures for someone else's Low poly models. After the goblin I'll do a human and an orc. This character's groin area was modeled weirdly and the UVs there are cramped so it makes painting difficult :/

I wanted the modeler to add a simple plane to make the loincloth read better, but the character has already been rigged and the modeler doesn't want to edit the mesh.

>> No.413371

>>413345
nice concept

>> No.413378

>>413287
I'll translate it into redneck for you, it says "here's what you said, here's how it really is, you are now destroyed"

Then it says "when you speak try to sound less retarded"

>> No.413380

>>413345
he looks like he's leaning forward / showing his butt too much

>> No.413384

>>413334
2 slow

>> No.413385
File: 30 KB, 114x350, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
413385

>>413380

>> No.413392
File: 87 KB, 960x540, HAUSE.png [View same] [iqdb] [saucenao] [google]
413392

blender newbie here.
how cool is my house? at this far i only focused in mesh. gonna add textures later

>inb4 its shit

>> No.413399

>>413392
post. wires. fuckface.

>> No.413411

>>413385
gay

>> No.413413
File: 455 KB, 1920x1050, Screenshot 2014-03-07 17.17.05.png [View same] [iqdb] [saucenao] [google]
413413

working on the retopo for the model I was working on yesterday, first time doing this.

any suggestions for changes in the face topo?
I don't think I got the nose area quite right but I don't really know what to do either

>> No.413418

>>413413
as long you have plenty of loops around the eyes and mouth, you are fine

>> No.413423

>>413418
I see, thanks.

>> No.413424
File: 57 KB, 825x721, 87924390784784920987.png [View same] [iqdb] [saucenao] [google]
413424

>>413399
here. facefuck

>> No.413432

>>413424
bake textures. facefuckfag

>> No.413438
File: 855 KB, 1650x723, face4 (what the fuck..).png [View same] [iqdb] [saucenao] [google]
413438

First time applying material to a model. And what the fuck why is there a face in her neck? I didn't it it there.. Any ideas how to remove it?

Using 3ds

>> No.413439

>>413438
you clearly projected the UV's from front, how about you do proper UV mapping.

>> No.413440
File: 110 KB, 640x480, Sminkningsfail v3.jpg [View same] [iqdb] [saucenao] [google]
413440

>>413438
Nevermind i figured it out. This is the model rendered by the way

>> No.413446

>>413440
its really cool but actually its really scary and not cool

>> No.413474
File: 679 KB, 960x540, Avengers.png [View same] [iqdb] [saucenao] [google]
413474

Making the old avengers team for a schoolproject, as illustrated by Jack Kirby

>> No.413505
File: 429 KB, 1920x1080, TyranV21.png [View same] [iqdb] [saucenao] [google]
413505

Thoughts?

Working on the normal map for this as I post. Hopefully I can make a texture for it so it looks real good.

>Dinosaurs didn't really look like that

Fuck you and your realism.

>> No.413510

Dat aa. Yeah try to make the textures equal resolutions as well

>> No.413513

>>413474
Focus on one, finish it up, move to the next one. Doing all simultaneously can be problematic.

>> No.413514
File: 558 KB, 1600x1212, 171124_1276129892_large[1].jpg [View same] [iqdb] [saucenao] [google]
413514

>>413505
I like the pose, but I want to see this detailed.

>> No.413515

>>413505
>>413514
Also: Left leg is off, so work on that.

>> No.413520
File: 1.70 MB, 1920x1080, SciFi4.png [View same] [iqdb] [saucenao] [google]
413520

Too cluttered? sci enough?

im not sure what the fuck im doing but im kinda winging it

>inb4 start again

>> No.413542

>>413513
Well I plan to model them all first, and then texture them. Everyone there is done except wasps and some small details. The reason Iron Man is shaded is just because I wanted to test the materials.

Do you have any other critique that can help me?

>> No.413544

>>413520
left too clean, right too cluttered.
Pick one, not both.

Looks like decent scifi, maybe doom3 or killzone tier.

>> No.413545

>>413520
what didchu render it with

>> No.413588

>>413545
reminds me of the c4d standard renderer but im probably wrong

>> No.413591

>>413544
>Doom 3

Exactly what I was going to say.
Generic sci-fi look, not that it's bad.

>> No.413597
File: 214 KB, 1278x762, turretingame.jpg [View same] [iqdb] [saucenao] [google]
413597

working on this turret, Just need to texture this beast. (can anyone name the map?)

>> No.413598
File: 237 KB, 1600x900, turret3dsmax.jpg [View same] [iqdb] [saucenao] [google]
413598

the turret in 3ds max (still no texture)
any criticism is cool with me.

>> No.413604
File: 214 KB, 960x960, character_front_wires.png [View same] [iqdb] [saucenao] [google]
413604

made really lowpoly character

not sure about the entire upper body, the topology looks wrong to me

also the legs are supposed to look like that, he's wearing really baggy pants. at least he's supposed to look like it

>> No.413605
File: 207 KB, 960x960, character_back_wires.png [View same] [iqdb] [saucenao] [google]
413605

back view

again the neck/head area and shoulders are bothering me but i was limited in polycount

>> No.413606
File: 442 KB, 450x437, momentumPunchv2.gif [View same] [iqdb] [saucenao] [google]
413606

>>412875
Hey guys, can some of you help me with animating?

I get told my animations lack weight are pretty ass in general, but I've never been told which ones specifically are shit.

I'm going to post a few here by themselves, and then show them in action in a GIF.

Please be specific about what's wrong.

Here's the first one.

>> No.413607
File: 170 KB, 358x424, airStompv2.gif [View same] [iqdb] [saucenao] [google]
413607

>>413606
This is the air stomp.

It's meant to be used high in the air, and locks about halfway through until it touches the ground.

>> No.413608
File: 392 KB, 411x425, straightKick.gif [View same] [iqdb] [saucenao] [google]
413608

>>413607
And a straight kick.

I have a few more in question but I want to get these out of the way (and I don't want to spam this thread)

I'll post one more GIF after this one of gameplay, which has a lot more animations compiled in one segment. One moment.

>> No.413609
File: 2.42 MB, 262x196, combat5.gif [View same] [iqdb] [saucenao] [google]
413609

>>413608
Ingame usage of most of these.

I'll be lurking, please let me know what you think. You can contact me on Skype and give me direct feedback too if you have it, my username is SkyAphid.

>> No.413621

>>413609
From the viewport captures without context, it looks like you just need to be more confident with moving the root/waist area, all the limbs have the right amount of weight to me, but it seems like the core of the humanoid is wayy to heavy and floaty in general. Try exagerating that more.

However in game it looks a lot less noticable. Only on the standing kicks. Try and get the snap effect you have in the attacking limb, react throughout the skeleton.

>> No.413630
File: 72 KB, 960x540, fuck.jpg [View same] [iqdb] [saucenao] [google]
413630

First attempt at making a gun, turning out pretty shitty so far. At least the grip/stock area is. Does anyone have some good references on good topology for guns?

>> No.413632

>>413545
just simple mental ray with one directional light

>> No.413643

>>413290

If you're working in Maya, >>413297 operates similarly. You can import entire scene files of props into one larger scene file with the environment.

>> No.413644

>>413341
Criticism? It's shit.

>Eyes have indentations marking the iris and pupil. Don't do that. It's just a bad workflow, retopo and work the UVs so that it's easy to just paint an eye onto a texture.
>Neck is way too long. Pair of main muscles that go from your neck down to your collarbone are too recessed into the mesh, you need to make it a little more prominent.
>Cheekbones do not work like that.
>Philtrums do not work like that.
>Ear folds do not work like that.
>Eyebrows are too far up. They should be on the ridge of the browline, not an inch above it. Don't care if it's an artistic thing you're doing, it doesn't work unless you use a really cartoony model.
>Need more definition in the nose. Particularly around the nostrils.

>> No.413656

>>413630
Real guns have real topology and can give you definition for your fake made up guns. I suggest looking at concept art of guns both real and imaginary and studying gun mechanism logic.

>> No.413659
File: 226 KB, 906x1246, frenchgate_thumbnail.jpg [View same] [iqdb] [saucenao] [google]
413659

Just curious, what would be the best way to make something like this in 3dsmax? In particular, the wrought iron circles etc? I'd like to make them "perfect" circles/spirals etc rather than hand moving the verts and rotating them etc.

>> No.413660
File: 110 KB, 1173x671, USC.png [View same] [iqdb] [saucenao] [google]
413660

>>413630
Depends on the type of gun you're making (And the era, such as futuristic, antique, modern etc).

If the gun is real, head on over to http://www.winzipification.com/References/ and google some reference images, or if you're in a country that allows you to, and you want to really make it good, try and get your hands on a replica. I've found that if you're in doubt, try doing a few "Wireframe" mockups in paint or photoshop to see which looks the best.

>> No.413665

>>413606
looks great
>>413607
his arm could be straighter when he punches down, it doesn't look like it has as much force as it could right now
>>413608
that's more of a high kick if anything

>> No.413666
File: 95 KB, 1006x1216, sparrowmix1.jpg [View same] [iqdb] [saucenao] [google]
413666

After I finish the wings I'm going to make a raven and hawk, then practice rigging with them.

>> No.413674

>>413607
When hitting the ground he should stay a little longer in the kneeling position

>> No.413702
File: 42 KB, 772x712, snlghtmdl.png [View same] [iqdb] [saucenao] [google]
413702

>>412875
I just started with 3d modeling
Later when I'm finished I want to print it in 3D

I'm currently using 3dmax 2014 student version
there's no difference to the full version right ???

I just noticed someone said in a different thread to use Sketchup or Solidworks for 3d printing
3dmax works too right ?

>> No.413705

>>413674
If it's for a fighting game, that'l just leave the player more exposed.

>> No.413707

>>413674
unless its some ultra bad ass energy bullshit fist it's cool for a 12 yearold but unrealistic as fuck

>> No.413718

>>413702
Epic meme bro XD

>> No.413721
File: 140 KB, 955x1070, Krieg Commissar wip.jpg [View same] [iqdb] [saucenao] [google]
413721

Decided to go more nazi style.

>> No.413732
File: 582 KB, 1280x720, Igloo_3.png [View same] [iqdb] [saucenao] [google]
413732

Igloo in a snowstorm

Any improvements?

>> No.413738
File: 225 KB, 1254x579, pickel.png [View same] [iqdb] [saucenao] [google]
413738

Made a helmet. Now I guess I'll have to make a person to go in it.

>> No.413751

>>413721
I know the question is very noobish, but how do you give that kind of "outlined" look to your render

>> No.413752
File: 538 KB, 1680x1050, pistol1.png [View same] [iqdb] [saucenao] [google]
413752

>>412875
current project, my second mesh I'm attempting.

>> No.413753
File: 231 KB, 1680x1050, pistol2.png [View same] [iqdb] [saucenao] [google]
413753

>>413752
another view

>> No.413754
File: 169 KB, 1680x1050, pistol3.png [View same] [iqdb] [saucenao] [google]
413754

>>413753
In the next shot I showcase a problem I'm having with this mesh

>> No.413755
File: 170 KB, 1680x1050, porblem1.png [View same] [iqdb] [saucenao] [google]
413755

>>413754
So, this is happening when i mirror it across the Z axis. Is there a way to flip it so it doesn't show up like this and rather like a complete frame? I'm pretty new to all this and I feel like an idiot for not knowing where to look

>> No.413756
File: 217 KB, 1680x1050, porblem2.png [View same] [iqdb] [saucenao] [google]
413756

>>413755
another view of my porblem

>> No.413759

>>413752
>>413753
>>413754
>>413755
>>413756
>blender 2.4x
Why?

>> No.413760
File: 9 KB, 247x200, multiwut.jpg [View same] [iqdb] [saucenao] [google]
413760

>>413756
what version of blender are you even using

>> No.413761

>>413760
I think it's 2.4.9, I needed nifscripts, for modding purposes, and was told it couldn't function with the one I had before, I think that was 2.6,

>> No.413762

>>413761
You're gimping yourself.

>> No.413772
File: 123 KB, 1726x836, fvsP6I9.png [View same] [iqdb] [saucenao] [google]
413772

>>413752
>>413753
>>413754
>>413755
>>413756

Off to a good start; as for your mirror problem, I work with 3dsmax rather than blender, so I don't know if this may apply, but look for some feature that allows you to shift the origin of the mirror. It needs to be shifted across to the inner edge of the grip, rather than the outside edge. Hope this helps.

>> No.413773

>>413759
I pirated it

>> No.413774

>>413772
(continued) I just opened blender and took a look for you. Can't see anything, but it does say apply mirror to "plane". If you can get ahold of that plane, shift it across and it should fix itself.

>> No.413775
File: 69 KB, 676x507, 1394341998272.jpg [View same] [iqdb] [saucenao] [google]
413775

>>413773
>pirating Blender

>> No.413778

>>413772
looks likeshit

>> No.413779

>>413751
It's not render Anon. It's exported anti-aliased preview from Zbrush using custom material.

>> No.413787
File: 54 KB, 500x340, 1391134682815.jpg [View same] [iqdb] [saucenao] [google]
413787

>>413773
>I pirated it

all you have to do is just change the origin of the object.

>align mirror edge on center
>Ctrl+a, click location

>> No.413825

>>413787
Thanks mate, I'll try that

>> No.413838
File: 1.13 MB, 1920x1080, Ruelle_4.jpg [View same] [iqdb] [saucenao] [google]
413838

I know, it is not dirty enough yet

>> No.413930

>>413318

>i don't know how what to do with these random objects

Step 1) Upload to shapeways and have them printed
Step 2) Buy some Vaseline
Step 3) Remove your pants
Step 4) ???
Step 5) Profit

>> No.413931

>>413321

Somewhere, a cooper is crying and doesn't know why.

The wood should have sharp edges and no space between the slats. That wood is held at a very high pressure by the bands - this barrel would leak like a sieve and fall apart.

>> No.413932

>>413756

I haven't used 2.4 in years, so I'm basing this off of 2.6. Hopefully this will work for you.

You need to set the object origin on the edge you want to mirror. Just select a vertex along that edge somewhere, snap the 3D cursor to it, and then set the object's origin to the 3D cursor in object mode.

I'd disable the mirror modifier before doing it. You probably don't need to, but it never hurts to be sure.

>> No.413934
File: 517 KB, 960x540, render_pad01.png [View same] [iqdb] [saucenao] [google]
413934

>> No.413935
File: 812 KB, 960x540, wireframe_render01.png [View same] [iqdb] [saucenao] [google]
413935

>> No.413936

How do set it so the face is even on the texture?

Clearly its curved so how would I go about matching it up so its straight and even?

>> No.413946
File: 26 KB, 710x470, ss (2014-03-11 at 01.30.14).jpg [View same] [iqdb] [saucenao] [google]
413946

How do I get shadows and still keep the self illu? I tried to make a shadow link but it didnt do anything.

>> No.413947
File: 179 KB, 1196x954, test001.jpg [View same] [iqdb] [saucenao] [google]
413947

Pose test. How does it look?

>> No.413949

>>413947
interesting pose to generals normally put their hand behind their backs when they make such a dramatic gesture?

>> No.413951
File: 65 KB, 580x622, helghast_commandotrooper.c4d *.png [View same] [iqdb] [saucenao] [google]
413951

Patterns for papercraft armor costume stuffs. Not being animated.

Killzone: Shadow Fall Helghast Commando dude.

>> No.413952
File: 133 KB, 594x409, CWR_cavalry_charge[1].jpg [View same] [iqdb] [saucenao] [google]
413952

>>413949
Well, since I'm showing no face of my character, pose is my only chance for some expression. I want to avoid being too static, so I thought about this cavalry charging pose.

I will prolly add some dying soldier and/or some ork/heretic trying to climb Commissar to build up contrast between my char.

>> No.413953 [DELETED] 

>>413951
>papercraft

I wat'd.

Looks solid but to be honest, I have no fucking clue how you might put together. Isn't is too complex for papercraft?

>> No.413955

>>413951
>papercraft

I wat'd.

Looks solid but to be honest, I have no fucking clue how you might put it together. Isn't it too complex for papercraft?

>> No.413956

>>413838
No amount of dirt can make up for the other problems
aka
it will never be realistic if you don't address other issues as well

>> No.413959
File: 224 KB, 1136x718, 9196373866_5c07813fbd_o.png [View same] [iqdb] [saucenao] [google]
413959

>>413955
pepakura, software that takes 3d models and generates flat unfolds with tabs and folded lines added. It's feasible to work down to maybe 1/8" edge length with this technique. pic related.

>> No.413977
File: 2.05 MB, 3784x1678, MARMOSETOMG.jpg [View same] [iqdb] [saucenao] [google]
413977

Why is marmoset so based? I'm speechless. Makes everything look good.

(textures are temporary, will completely redo the pipes and improve the wooden parts. Just testing Marmoset for the sake of it)

>> No.413980

>>413977
Because you are using shaders written by people who understand shaders instead of using naive ones based on software defaults.

Is 'based' how the kids say bad-ass these days? I'm not a US citizen so I don't hear any street lingo.

>> No.413982

>>413977
>>413980

Mostly due to cubemap IBL and BRDF approximation trough 'diffuse wrap' I believe?
I've never used marmoset myself but that's what it looks like.

>> No.413983

>>413980
>Is 'based' how the kids say bad-ass these days?
Yes, it comes from the rise of A-T-iz-em and the notion that something is understood as it really is instead of some script(ure)ed crackpottery.

"This shit actually works!"
"It's so BASED in reality man!"

>> No.413986

>>413980
>Is 'based' how the kids say bad-ass these days? I'm not a US citizen so I don't hear any street lingo.
I'm not an US citizen either. I've been reading the term on 4chan a lot of times times lately and I had the impression it was another way of saying badass, but I can't be completely sure. Urban dictionary says it means being very confident in one's own way despite what others might say/think/do

>> No.414014
File: 119 KB, 813x809, Progress, 1.jpg [View same] [iqdb] [saucenao] [google]
414014

>>413364
working on a human now

>> No.414016

>>413986

I am a US citizen and that's the first I've heard it.

Well, at least it's better than saying something is "beast." Every time my stepson says that I have the urge to smack him upside the head.

>> No.414024
File: 118 KB, 643x739, wips.png [View same] [iqdb] [saucenao] [google]
414024

Finally finished making the UV map, about to tackle making the texture.

>> No.414310

>>413606
note: this is from a traditional animation perspective (I have little experience in CG).

he feels like he's floating, not like it's an exaggerated anticipation for the punch. he needs to snap into the windup more sharply. I would fix this by having less ease-out of the first pose, and have him hold in the air more cleanly. you have some overlapping action with the left leg and the arms, but it's sloppy and doesn't add to the antic. (except the left arm, that looks right). I would also add a slight anticipation for the jump itself. he goes from the crouch into the air, but to make it feel less like flying, have him go down ever so slightly. the legs are also leaving the ground in an odd way, like they are floating up, not springing. make sure that one leg leaves first. both at the same time is unnatural.

the right arm's movement is sloppy in the air, it doesn't follow an arc and moves straight to the right (in what looks like an antic). you should make his arm go out even more in a clearer gesture or not move it so much.

the landing/punch definitely look a lot better than the start. it could help if you have the head drop down after the punch. it is still and follows the movement of the torso too exactly. more overlapping action will help.

the easing is also too even near the end. it lacks texture because the way everything stops is so similar.

>> No.414311

>>413607
the air pose here is weak because it lacks dynamic angles, perhaps straightening/raising that right arm would help give it more energy/weight.

the main issue with this animation is that it lacks overlapping action & texture. everything moves and eases in/out at too similar of a pace. i would have the fist hit the ground clearly before the legs land. and like with the last one, the neck is stiff; the head should probably drop towards the ground after the fist hits (again, overlap).

>> No.414313

>>413608
in this one, you're trying to accentuate the feeling of impact by adding a tremor, but the reason it lacks impact is because of two reasons: 1, lack of overlap (stiffness); and 2, weak antic.

the antic for an action goes the opposite direction of the action itself. you have him going directly into the kick with a twist, but the kick itself will feel more powerful if you give a slight feeling a windup, with the arms, the head, anything (in a CW direction).

overlap will also give the kick more impact because it won't be as stiff. you can have the legs lock really suddenly like they are now, but have the torso and the arms move and finish at a slightly different pace, which will emphasize the power of the kick.

hope I helped.

>> No.415155
File: 19 KB, 424x553, heat.png [View same] [iqdb] [saucenao] [google]
415155

Trying my first complex model ever. It's supposed to be Heat Man from Mega Man 2. I'm surprised with how easy to use blender is. Kind of hit a rut now though.

>> No.415159
File: 655 KB, 1151x714, Heat Man.png [View same] [iqdb] [saucenao] [google]
415159

>>415155
Someone made him already.

>> No.415164

>>415159
>you can not make anything anyone else has already made

>> No.415196

Is this WIP thread is the last?
What about this: >>412913
I am disappointed.

>> No.415202
File: 169 KB, 900x615, Piccolo.jpg [View same] [iqdb] [saucenao] [google]
415202

Morning doodle. Its supposed to be Piccolo

>> No.415207

>>415202
oh, thats quite nice actually
good proportions, i would only make the cheekbones, especially the zygomatic bone and arch stronger

>> No.415211
File: 2.19 MB, 400x379, 1394690144885.gif [View same] [iqdb] [saucenao] [google]
415211

>>413773
pls be bait hahahahahaha

>> No.415216
File: 129 KB, 1097x694, temp.jpg [View same] [iqdb] [saucenao] [google]
415216

Say something about it, pls. I want to texture it, but feel something wrong.

>> No.415218

>>415216
First, fix the eyelids, one of the most important parts
then you cna try doing something about those ears chin and lips edges

>> No.415227

>>413392

Runescape tier graphics

>> No.415252

>>413947
Have him lean a bit more on his front leg instead of perfectly straight. I like it otherwise.

>> No.415255

>>413983
>Rise of atheism

No you doofus, it's from Lil-B

>> No.415582

>>413157
Just asking as a noob:
How do you write the letters on it?

>> No.415587

>>415582
there are both Photoshop and nvidia an other plugins that will convert text or 2d images into 2,5d normal maps.
Or he could use floating geometry, since if you dont know, geometry dont have to be even parallel to each other to appear in the same plane, projections are 2 dimensional, so z axis dotn matter, depth dont matter, only the angle of the geo itself.
2 or more objects the facing the same direction but in different distance form camera will appear the same, just slap geo letters from your 3d package, invert, and leave them unconnected and bake.

>> No.416067
File: 25 KB, 542x645, ss (2014-03-24 at 03.52.35).png [View same] [iqdb] [saucenao] [google]
416067

So trying this again, anything I can do to improve on modeling characters? I was trying to T-pose it, but failed horribly.

>> No.416073

>>416067
I'll just go over the highlights:

1) The shape of the arms and legs of the mesh are all off. Arms are not curved, legs don't bend that way at the knee.
2)Why on gods name do you have so many bones in the limbs. Use only the bones you need to. The bones in a 3D character should mimic the actual skeletal structure the character would have.

>> No.416077
File: 314 KB, 1218x677, WIP01.jpg [View same] [iqdb] [saucenao] [google]
416077

tracker knife... modeling in Maya cause I'm faster in this one...

>> No.416078

>>416077
> I'm faster in this one...
also shittier :^)

>> No.416079

>>416078
Nope, the shape's correct and there are no creases.
I'm one who accepts criticism, but I can also tell when something is done right. This blade is done right. 0/10 not even slightly mad

>> No.416145

>>416077
>>416079
top is far too thick, and the inner blade section isn't angled right from what I can see.

>> No.416147

>>416079
Knife isn't that thick, the spine is much sharper, the handle isn't even flat, the miniblades at the top needs to be even more sharper.

It's not even close

>> No.416174
File: 19 KB, 600x450, TBT010_2.jpg [View same] [iqdb] [saucenao] [google]
416174

>>416145
>>416147
Yes it's thick

the "blades" on top are not blades. They are angled cubes. Can't be angled atm since I'm using symmetry, will be angled later.

Handle is not done, ffs. stop being such a retard

>> No.416190

>>413761
download the latest version of blender and when you go to save your models tick the legacy box, this makes it so that the saves are compatible with old versions of blender, just use 2.49 for making sure it's compatible with niftools stuff, and work in the latest version.

>> No.416202

Quick question:
I'm using maya and making a model of glass windows, the kind with cross sections or patterns in the glass.
When I turn Global illumination on, the light behind the window doesn't see the glass as transparent and creates a full black shadow.

Material seems fine because without global illumination the shadows work perfectly.
Is there a setting in the material i need to change for Global illumination to see it as transparent?

>> No.416204
File: 66 KB, 470x800, Untitled.png [View same] [iqdb] [saucenao] [google]
416204

>>413659
Use splines for base model (modifiers like shell, extrude, pathdeform, lathe are very useful. twist and bend would be also useful for your example), then poly modeling for detail. use symmetry where needed.
Create the basic pattern, use array for making the rest.

You can make really impressive things if you know how to use splines.

>> No.416218
File: 182 KB, 1512x1058, dwarvensword.png [View same] [iqdb] [saucenao] [google]
416218

moving on to another project, the design wasn't really that good to begin with. more texture practise at least

>> No.416223

>>416218
Nice spatula

>> No.416226

>>416223
haha fuck, that made me kek.
renaming project from DwarvenSword to Spatula

>> No.416326

>>416226
>kek
Go fuck yourself.

>> No.416345

>>416326
>Go fuck yourself.
made me kek.

>> No.416346

>>416218
I got one of those for flipping stuff on my frying pan

This one seriously unintentionally funny design.

>> No.416348
File: 434 KB, 1285x768, hipolyok.jpg [View same] [iqdb] [saucenao] [google]
416348

Pretty much done with the hipoly modeling. Not 100% faithful to the oiginal, but it doesn't bother me, I'm only doing this for the texturing techniques and workflows the tutorial can provide.

>> No.416363
File: 474 KB, 1694x1056, sword4chun.png [View same] [iqdb] [saucenao] [google]
416363

quick model and UV before bed

>> No.416469

>>416348
Looks really good but baking wise you might run into problems because the edges are super tight... make them less sharp and then you will be good

>> No.416556
File: 141 KB, 1511x1057, sword4chun2.png [View same] [iqdb] [saucenao] [google]
416556

>>416363
started texturing and getting the values in

>> No.417244

http://www.youtube.com/watch?v=yo5R-HP0enM&feature=youtu.be

>> No.417349

>>416556
so far so good

>> No.417745

>>417244
nice, though It needed some smoothing out in some areas.

>> No.417969
File: 290 KB, 1920x1080, Screen Shot 2014-04-06 at 12.52.59 PM.png [View same] [iqdb] [saucenao] [google]
417969

Redoing the Face

>> No.417973
File: 70 KB, 960x540, shit.png [View same] [iqdb] [saucenao] [google]
417973

making this shitty shark man. as you can see it seriously sucks so I need some advice.

>> No.417976

>>417973
Is this made with Subdivision modifier on? I need it to be off so I could make a better observation on what you could do to improve it.

>> No.417982
File: 57 KB, 960x540, hideous.png [View same] [iqdb] [saucenao] [google]
417982

>>417976
Yes, it's got the subdivision on. Pic is with it off.
I'm almost a complete noob at 3D. I've made some cool stuff here and there but modeling (specially things that are alive) really challenges me.

Thanks.

>> No.417983

>>417982
You should study the topology on some of the organic models so that there's little to no abnormal deformity during animation.

>> No.417988

>>417983
A google search will probably throw some good stuff, but do you recommend any particular link/guide/whatever?
ty

>> No.417990

>>417988
4chan got yah covered: >>248019

>> No.418007

>>417983
why does everyone asume that every model must be animated

>> No.418011
File: 23 KB, 520x495, Capture.jpg [View same] [iqdb] [saucenao] [google]
418011

der...........?

>> No.418017
File: 25 KB, 513x430, Capture.jpg [View same] [iqdb] [saucenao] [google]
418017

the journey of a thousand miles begins with a single step

>> No.418107
File: 158 KB, 597x570, Screenshot from 2014-04-07 20:36:23.png [View same] [iqdb] [saucenao] [google]
418107

>> No.418109

>>418007
Because what's special about 3D is the ability to rapidly render something quickly making it move and come alive.
If it isn't supposed to be animated there's little reason to make it 3D.
Exceptions are fine arts tier sculpts for beauty renders or prop sculptures, like say you need a static sculpture for the fountain in your game or some shit.

>> No.418110

>>418109
you have no idea what youre talking about

>> No.418113
File: 429 KB, 560x996, timeless.png [View same] [iqdb] [saucenao] [google]
418113

I made this in Blender, but I fucked up so many times on so many things I decided to scrap it altogether.
I think there are many wrong things with this, but I just wanna get yelled at on /3/.

>> No.418115

>>418113
not a 3dfag, but the guitar surface looks like its ignoring the environment its in, almost as if its self illuminated. Its really distracting, and the neck kinda blends in with the shadows and the wall behind way too much, its really hard to read the shapes. Maybe you should tweak the lighting for that. To be honest currently the guitar looks like a vector drawing, its a bit uncanny.

You should probably get rid of the floor reflection too and give it some noise like a carpet, and give the guitar more reflective surface instead.

The guitar looks nicely modeled though.

>> No.418116

>>418110
>you have no idea what youre talking about

Ah, but you are incorrect anon, I have multiple conceptions relating directly to the very topic of which we speak.
My comprehension of the subject matter at hand is as vast and deep as the sea.
Go ahead, ask me anything, I will blow your mind to shit, I promise.

>> No.418119

>>418116
Not that anon but how will you blow something there is only a lose idea about, like a mind, to something like shit? Wouldn't it make more sense to manisfest your mind to shit?

>> No.418121

>>418119
Anything can be blown into shit anon, there is several ways to achieve it.
But in this instance it's just a figure of speech for making someone utterly awestruck and shaken to the very core of every fiber of their being.

>> No.418172

>>418007
Not All Models, only character ones; Unless you're doing a sculpt.

>> No.418346
File: 129 KB, 800x843, chairwip.jpg [View same] [iqdb] [saucenao] [google]
418346

is shit but I made it

>> No.418435

>>418346
I like it, it reminds me of half life.
The texture looks great too

>> No.418513
File: 10 KB, 349x314, 1395903518801.jpg [View same] [iqdb] [saucenao] [google]
418513

>>418346
This is my shit.
There are many like it, but this one is mine.
My shit is my best friend. It is my life.
I must master my shit as I must master my life.

>> No.418569
File: 139 KB, 842x761, Untitled.png [View same] [iqdb] [saucenao] [google]
418569

I did this. My only thing I need critiqued right now is the topology.

>> No.418602
File: 446 KB, 1639x1667, test4.png [View same] [iqdb] [saucenao] [google]
418602

off to make clothes and a Match stick. 2 candles. 2 candle sticks. A chandelier (xhowever many candles). Figure out what to do for another person. yup

>> No.418604

>>418569
tits

>> No.418607
File: 1.28 MB, 1200x800, WKG.png [View same] [iqdb] [saucenao] [google]
418607

I'm making an intro movie for my game.

>> No.418639

>>418569
the line crossing perfectly from arm to arm over the clavicles is a big topology no no. you want the topology of the torso to distinctly terminate at the shoulders. Otherwise the normals being calculated are going to make a really obvious strip right across the body and down the arms.

>> No.418668

>>413474
Needs more Antman

>> No.418976
File: 143 KB, 950x602, Screen Shot 2014-04-13 at 1.41.50 PM.png [View same] [iqdb] [saucenao] [google]
418976

Front

>> No.418977
File: 142 KB, 967x609, Screen Shot 2014-04-13 at 1.42.06 PM.png [View same] [iqdb] [saucenao] [google]
418977

Back

>> No.418986
File: 1.86 MB, 1300x2080, Rendu Final 1.jpg [View same] [iqdb] [saucenao] [google]
418986

need your opinions on this

>> No.418987

>>418607
lighting is good, the steps behind the crow dude looks like marshmallow though, I'd rework them a bit

>> No.419022

>>418986
bretty good, is that the house from My Neighbour Totoro?

>> No.419049
File: 102 KB, 1089x675, WIPVray5.jpg [View same] [iqdb] [saucenao] [google]
419049

>>412875
herro /3/

>> No.419050
File: 8 KB, 250x202, neat.jpg [View same] [iqdb] [saucenao] [google]
419050

>>419049

neat

>> No.419057

>>418986
dude that is fucking awesome. Maybe some beveling then yeah it will be very fucking awesome.

>> No.419058
File: 302 KB, 1600x1094, PumaGirl.jpg [View same] [iqdb] [saucenao] [google]
419058

>>419049
ill just drop one more vray test. Im barely starting the grant warwick mastering vray course and using 3ds max for the first time.

>> No.419068 [DELETED] 

making a game head. Gonna redo the hair as alpha planes

>> No.419069
File: 60 KB, 589x725, had.jpg [View same] [iqdb] [saucenao] [google]
419069

making a game head. Gonna redo the hair as alpha planes.

>> No.419072
File: 83 KB, 960x720, viking2.jpg [View same] [iqdb] [saucenao] [google]
419072

>>418987
thanks buddy, yes it is! I don't watch animes and all i just saw someone link that picture and liked the overall feel.
Next piece is gonna be from my latest draw

>> No.419086
File: 2 KB, 59x80, avatar93531_3[1].jpg [View same] [iqdb] [saucenao] [google]
419086

>>418986

>> No.419162

>>419058
The grooves are too soft. They don't look like grooves.

>> No.419188
File: 1.77 MB, 4961x3402, Captain&Antman.jpg [View same] [iqdb] [saucenao] [google]
419188

>>418668
>>413474

Antman and Captain America is actually completed now. Still need to finish the others

>> No.419189
File: 2.12 MB, 1680x2100, posed.png [View same] [iqdb] [saucenao] [google]
419189

>>419188
Posed

>> No.419193

>>419188
>>419189
terrible.

>> No.419195

>>419189
Big ants should look more imposing, not like it was made at a party by a clown.

>> No.419197

>>419193
Please elaborate. One word won't help me much. Or if you're just fucking around, please fuck around on /b/, come with some criticism or continue jerking off to your shitty 3D hentai.

>> No.419198

>>419195
Well, it's not really made to be imposing, it's made to look like the style that Jack Kirby used. Although I get your point

>> No.419203

>>419198
it is shit.

>> No.419207
File: 77 KB, 437x400, ObviousTroll.jpg [View same] [iqdb] [saucenao] [google]
419207

>>419193
>>419203

>> No.419229

>>415227
Fantastic, 4chan loves Runescape!

>> No.419534
File: 240 KB, 600x800, WKG.png [View same] [iqdb] [saucenao] [google]
419534

>> No.419535

>>413239
>>413222
>>413204

that is very nice actually, and not just for the first try, it's actually better than most people after many tries

keep at it bro

>> No.419578

>>419189
Looks really awesome. Cap is my favorite Superhero. Would love to see the stuff you do with these. Do you have a portfolio or anything I could follow?

>> No.419614
File: 1.52 MB, 1920x1225, dofpro0027 (2).webm [View same] [iqdb] [saucenao] [google]
419614

Peabody public library. Dat webm

>> No.419615

>>419614

//Modelling level : Beginner

run.Render analysis:

glow : ✓
noise : ✓
ridiculous depth of field : ✓
shitty post processing effects : ✓
autistic 'so artsy' camera angle : ✓
horrible composition : ✓

end.Render analysis //

Verdict : It's Shit.

>> No.419616
File: 378 KB, 1920x1225, 6QhBiPj.jpg [View same] [iqdb] [saucenao] [google]
419616

>>419615

//criticism level: cuntface.

I'm a full time 3d artist. I realize the composite and DoF are ridiculous because i'm having fun with a personal model i've been kicking around for a while. I shat out a render to compare Dof Pro with Frischluft, and decided to slap dat grain on it.

>> No.419617

>>419616
well. no matter what you do it makes your work look pretentious, and will give you a bad name for it. Although I find Frischluft to be better speed and quality-wise.

Also I hope you didn't try to make it look realistic, because it really isn't.

>> No.419618

>>419616
What program are you using?

>> No.419619
File: 2.66 MB, 1920x1225, fgt.png [View same] [iqdb] [saucenao] [google]
419619

>>419617

ITT Blender using casuals critique WIP flat shaded fun as final products. Don't quit your day job at the IT firm.

I wanted the cats eyes and axial CA effect that DOF Pro can give http://www.dofpro.com/cegallery.htm but the fact that it's 32bit, non AE and the realization that i can do axial CA by hand in AE means i wont be using it. If the DOF pro guy wrote it as a 64 bit AE plugin, he'd have my money

>> No.419622

>>419618
I work at a Maya shop, but did this in C4D before i got hired. Might end up re building it in Maya and rendering in Vray, though

>> No.419624

>>419622
Enjoy getting replaced with an indian or korean who does the same deskmonkey job you do for half the price lol.

>> No.419625

>>419624

Communication skills can't be outsourced, and my awesome income increases every year off of dozens of clients. A lot of my clients won't even work with Americans for accounting reasons, never mind Mr Patel 13 hours away

>> No.419729
File: 265 KB, 1920x1080, GmodTime.jpg [View same] [iqdb] [saucenao] [google]
419729

Just got back into 3d modeling after like 2 years of not touching it. Originally used Maya quite a bit, but now I'm learning 3ds Max from the month I just bought at Digital tutors. This is my first meaningful step and hopefully I'll be onto better things soon!

Also not sure how to fix my spline text artifacts in the final render. I converted to editable poly then selected faces, extruded for depth, then beveled for softer edges.

>> No.419731
File: 59 KB, 1732x157, frindle01.png [View same] [iqdb] [saucenao] [google]
419731

>> No.419732
File: 149 KB, 1498x813, frindle02.png [View same] [iqdb] [saucenao] [google]
419732

>> No.419733
File: 253 KB, 1216x831, frindle03.png [View same] [iqdb] [saucenao] [google]
419733

>> No.419734
File: 240 KB, 1221x720, frindle04.png [View same] [iqdb] [saucenao] [google]
419734

>> No.419735

>>419731
it looks good, now render it!

>> No.419739
File: 46 KB, 952x532, ss (2014-04-19 at 12.07.28).jpg [View same] [iqdb] [saucenao] [google]
419739

Why am i getting this line in the middle?

>> No.419740

>>419739
center is not welded properly when symmetry

>> No.419742

>>419740
Any clue on the fix?

Im gonna slice him like a watermelon and try again but I dont think its gonna match up right.

>> No.419751

>>419742
delete one half down in the middle. Then select all the vertices in the middle and scale them all in the one axis until they all align. Then grab one of the edges and use symmetry modifier. That should do it

>> No.419768
File: 615 KB, 1920x909, Summerville ss01.jpg [View same] [iqdb] [saucenao] [google]
419768

First shot from the summerville

>> No.419769

>>419768
i hope that didnt take you longer than 5 minutes.

>> No.419772

>>419769
It did

>> No.419774

>>419772
there's always McDonalds.

>> No.419775

>>419774
k

>> No.419789
File: 222 KB, 701x740, rhin.png [View same] [iqdb] [saucenao] [google]
419789

Working on a personal Rhino man thing.

>> No.419790
File: 365 KB, 879x755, rhinoupdate.png [View same] [iqdb] [saucenao] [google]
419790

>>419789
Concepting his final pose, still not sure how I will pose him for the final render.

>> No.419791
File: 791 KB, 897x806, weeerhino.png [View same] [iqdb] [saucenao] [google]
419791

>>419790
Still got a long way to go!

Any feedback is appreciated.

>> No.419794

needs a penis

>> No.419796

>>419794
This, add penis

>> No.419802

>>419789
>>419790
The no toenail thing is kind of creepy.

>> No.419822
File: 324 KB, 1085x894, wip 2.png [View same] [iqdb] [saucenao] [google]
419822

>> No.419875
File: 183 KB, 981x568, Voids_DevinSBFV-20_04_2014.jpg [View same] [iqdb] [saucenao] [google]
419875

I got very bored and decided to start working on... something fun. (If you recognize him, please, do keep it for yourself)

I know anatomy isn't human, but I'd appreciate any help I can get on this one.

>> No.419883

>>419875
The waist is too thin, elbows too low imo, lacks muscle definition on the front. Thighs seems off but can't tell why

>> No.419885

>>413977

model looks pretty solid. design wise, it's really boring though. looks really bland.

>> No.419886

>>415159

that doesn't even look good.

>> No.419887

>>419875
s-sonic ?
Anyway get some anatomy reference and work on the shilluette

>> No.419893
File: 325 KB, 1225x700, golem_rend.png [View same] [iqdb] [saucenao] [google]
419893

Would like feedback

>> No.419894
File: 324 KB, 1225x700, golem_rend_front.png [View same] [iqdb] [saucenao] [google]
419894

>>419893

front

>> No.419895
File: 260 KB, 1225x700, golem_rend_prof.png [View same] [iqdb] [saucenao] [google]
419895

>>419894

profile

mudbox

be cruel

>> No.419896

>>419893
>>419894
>Would like feedback

Same as always, anatomy.
Jesus, there should be a bot replaying to each sculpt post with "work on your anatomy, use photo reference"

>> No.419897

>>419896
you guys keep saying "anatomy" but then you don't post anything you've made with perfect anatomy.

>> No.419898

>>419897
I sometimes do, occasionally someone posts here a good zbrush sculpt, still as any ad hominem argument, its absolutely irrelevant to the point being made.
People like you need to work on anatomy and clarity of design, since lets get real, you know its off, but yo are too lazy to do something about it.
Anyway nothing much to say other than work on anatomy, guess get rid of that random noise and make sure you know what each form you make means and tries to portray, dont just add random stuff, think of what it is and if its easy to read.

>> No.419899

>>419619
le fgt,png

>> No.419903

>>419898
"people like you need to anatomy"
no no no...that head model wasnt mine. I actually am working towards accurate anatomy for human models i make. Not all projects would require perfect human anatomy, if his grotesque zombie looking thing were going to be used in a cartoonish-fantasy game filled with the disfigured undead for instance. In that case I would think it's good.
...but otherwise I agree with you. and you make a good point.
>herpes

>> No.419904
File: 279 KB, 1225x700, paja_front.png [View same] [iqdb] [saucenao] [google]
419904

>>419898

just so you know, it wasn't me that said >>419897
, I am the poster of that giant guy.
Thank you for the feedback.

What exactly seems off to you? You can hardly sculpt anatomy if the idea is to sculpt a carved golem-type creature, since no one ever saw anything like that, so you kind of have to invent it's anatomy, in this case huge shoulders that join with the neck so roughly. Clavicules going in such a sharp angle because hey, why wouldn't a giant have that kind of torso structure, his huge weight + the bending could lead the clavicules going in such an angle.
But that's my opinion, would very much like to hear why that bothers you.

Also another sculpt where I honestly tried to be realistic, as far as modelling is concerned, but ended up having a charicature. If you can, ignore the painting, I just started with painting the models correctly and it's going painfully slow.

Also, I don't really know how to manipulate lighting in mudbox.

>> No.419905
File: 318 KB, 1225x700, paja_prof.png [View same] [iqdb] [saucenao] [google]
419905

>>419904

another angle

>> No.419906
File: 258 KB, 1225x700, paja.png [View same] [iqdb] [saucenao] [google]
419906

>>419905

and another one

I didn't use any referance, it's an old guy I know, did it by memory. He does have that huge gap between his nose and mouth, in my defense

>> No.419912

>>419904
>You can hardly sculpt anatomy if the idea is to sculpt a carved golem-type creature, since no one ever saw anything like that, so you kind of have to invent it's anatomy, in this case huge shoulders that join with the neck so roughly.

Thats wrong. You are basing the creature off human anatomy since it has more of less human proportions, then you have to match human anatomy.
To make up anatomy you have to have brad and well researched knowledge on how muscles bones tendons, body fat distribution and skin tension work. Obviously even a never seen before creature has to bend to law of physics like gravity and laws of motions and energy conservation, it has to make visual sense.

I know some insanely good artist who can do this, i struggle with making up anatomy quite often.

Anyway try to simplify forms and think of simple geometric objects if you dont know anatomy that well, look it up, there are some great tutorials how to split human body into spheres and cylinders.

As for the human head, keep working on it get get good ref pics.

>> No.419913

>>419912

Understood, much obliged.

>> No.419939

>>419822
tris?

>> No.419953

>>419939

1522

>> No.419981

New Thread: >>419980