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/3/ - 3DCG


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File: 1.34 MB, 1500x882, WIPOriginal.jpg [View same] [iqdb] [saucenao] [google]
419980 No.419980[DELETED]  [Reply] [Original]

Previous 2 threads: >>412875 >>417634

Rules:
-No shit posting.
-Don't feed the Trolls; simply report them.
-Post your WIPS, give constructive feedback if needed, and have fun.

Warning:
/3/ is currently a blue board, so be careful when posting genitalias; we encouraged artistic nudity, but we got Janitors and Reporters on the lookout for NSFW materials. Proceed with Caution.

>> No.419985

Isn't it board culture to change or alter the original WIP picture each time? And since when does the WIP thread have rules?

>> No.420007

>>419985
I believe it so that we can post it without having to deal with duplicate images.

As for the rules, it so to prevent shit post and thread derailment. It's pretty much an unspoken rule for all of 4chan I admit, but too many people keep forgetting about it, and need a constant reminder not to give Trolls attention. That, and I prefer that the Nudity argument have their own thread.

>> No.420008
File: 726 KB, 1246x781, WIP.jpg [View same] [iqdb] [saucenao] [google]
420008

>>419985
not OP. its the same rules on all boards

>> No.420021

>>419980
btw, where is this picture from? I assume someone post it ages ago here and it became tradition, is that right?

>> No.420023

>>419985
Ever since the rise of cockminator, /3/'s new christian janitor.

>> No.420033
File: 294 KB, 1920x1080, Screenshot (36).png [View same] [iqdb] [saucenao] [google]
420033

>>419985
It has rules because of the faggot that pre-emptively makes each thread puts them there
Pay no attention to them. They aren't a thing, no one here respects them except for that namefag.
As for the nudity deal, Moot is a faggot.

>> No.420034

>>420033
If you want to change it, spam emails at him. It's the only way to get his attention.

>> No.420040

>>419985
Wip thread has had the same image for ever, however, if someone wants to alter it a bit for their op wip, than go for it.

the first 3 rules are more or less what the spirit of the wip thread always had, but was left unsaid.

the warning is because some faggots decided to adhere to "board rules" recently, till recently this board was treated like /IC/ is currently, but most of us didn't realize or care that nudity was technically not allowed. in comes a new janitor or mod who fags the board up and refuses to post about why and because this board is so small and /feedback/ was killed, we have little way to request a change and don't have the numbers to do so.

realistically, part of the board is against the nudity because they don't like the sculpt a dick threads, alito work, or the insect boobs that were posted here. while another portion of the community we have cares about artistic freedom above all else, and will put up with a dick thread if it means we don't get shit deleted.

the mods however, originally made this a SFW board because they didn't want it to turn into a 3d porn dump area.

i see all sides of this argument, and came to this conclusion.

the people who want censorship can get fucked, their opinions don't matter. and the mods position... well this board was almost un modded, or at least not nudity modded for a good 6 months or more, and it didn't turn into a porn dump. i personally see no reason why there is still a SFW color to this board.

im considering a poll for and against censorship just to see were it stands in the community.

>> No.420066
File: 47 KB, 828x522, ss (2014-04-20 at 11.57.22).jpg [View same] [iqdb] [saucenao] [google]
420066

ive been trying to fucking fix this and my skeleton wont attach because of this. I split it down the middle delete half. Hold x to match the verts right down the line and the mirror geometry I mean what the fuck is not working here? Its driving me up the bananas

>> No.420079

>>420066
>I split it down the middle delete half
There's your problem.
Try putting all polys into a single smoothing group.

>> No.420083

>>420079
Maya user here

>> No.420090
File: 185 KB, 1583x835, 2icDog7k.png [View same] [iqdb] [saucenao] [google]
420090

This is my first time modeling a vehicle, ever. It's supposed to be an older, beat up truck. The engine isn't even close to done, I just wanted to show that the hood, along with the doors are fully functional. Some feedback would be great, as I really don't know what I am doing.

>> No.420091
File: 187 KB, 1592x835, 2icT3Zgy.png [View same] [iqdb] [saucenao] [google]
420091

>>420090
Another view, forgot to mention that the bed is being done after I finish the cab.

>> No.420101
File: 202 KB, 1165x881, niqab.jpg [View same] [iqdb] [saucenao] [google]
420101

Started this recently. Didn't decide between those two variants. What do you think?

Also: fuck, I need tablet.

>> No.420109

>>420101
I like the idea of an acid burn face, its a standard everyday practice in arab countries, that and cutting of noses and ears of women.

But that dosnt look like acid burn at all, first of all the structure of face stays the same, make sure you dont touch any bone forms, next make sure teh eyelid curvatures there, and then put the melted skin on top of that. Also study how skin streaches and melts from acid. And if thats a fire burn, they also look differently.

>> No.420116
File: 249 KB, 1242x825, comp.jpg [View same] [iqdb] [saucenao] [google]
420116

>>420109
Didn't care too much about the face up to now. I've only tried sketch the burns, but indeed I feel I will have a hard time finishing this.

>> No.420174
File: 260 KB, 639x733, wee21.png [View same] [iqdb] [saucenao] [google]
420174

Suggestions on what kind of armor to do for this guy?

>> No.420176
File: 602 KB, 800x600, Barrier_Render.png [View same] [iqdb] [saucenao] [google]
420176

just a small barrier that i am doing for a game project with a few buddies

the outer frames are later supposed to glow a bit orange, rest is mostly going to be metal, and on those squares on the barriers you'll see the typical red/white pattern that you often see on barriers/blockade signs etc.

>> No.420181

>>420116
Fucking monkeys

>> No.420183
File: 165 KB, 940x478, LOTR_trolls_940[1].jpg [View same] [iqdb] [saucenao] [google]
420183

>>420174
What filename says. I fucking love that design.

>> No.420185

>>420183
Hmmm nice suggestion. Do you love the design of the Rhino or of the trolls in LOTR?

>> No.420188

>>420174
make him look like havel the rock johnson

captcha: oiffef doreet

>> No.420190
File: 69 KB, 900x600, 9451_press06-001[1].jpg [View same] [iqdb] [saucenao] [google]
420190

>>420185
I meant LOTR, I've never seen better troll concept. Hobbit dun goofed.

>> No.420191

>>420188
Oh how I wish I had the skill to.

>> No.420229
File: 1.27 MB, 1560x1150, zoid wip.png [View same] [iqdb] [saucenao] [google]
420229

Working on a zoid-like mech that my red haired character from yesterday will potentially pilot in a game. This so far has been a real bitch to get right. This is my third blend file since I came up with the idea but I think I'm coming to a working formula where I start with an organic animal, then shape into the zoids general shape, and then model parts around him. This is still a bitch though because of all the technical shit going on

>> No.420240
File: 2.38 MB, 960x540, 0001.png [View same] [iqdb] [saucenao] [google]
420240

some shitty desert scene I made in blender
last time I used blender was before the UI update, so I think its alright

>> No.420266
File: 212 KB, 960x540, r4.jpg [View same] [iqdb] [saucenao] [google]
420266

I'm gonna spend the next couple days making a ton of re-usable shit and hashing it together into assets for an interior. This was just a quick test with a few of the pieces I've put together so far.

>> No.420273
File: 1.02 MB, 960x540, Isobel-blueonpurple-internal light.png [View same] [iqdb] [saucenao] [google]
420273

>>419980
just finished this

>> No.420275
File: 892 KB, 1819x993, Screenshot 2014-04-22 16.31.31.jpg [View same] [iqdb] [saucenao] [google]
420275

low poly box modeling to try and get the hang of the edge flow on characters. the 'holes' are generic android-ish socket things, for no real reason.

>> No.420294
File: 280 KB, 1920x1080, bearing.jpg [View same] [iqdb] [saucenao] [google]
420294

felt uninspired so I made a ball bearing.

>> No.420295
File: 387 KB, 1644x1061, bearingwires.png [View same] [iqdb] [saucenao] [google]
420295

>>420294
here's the wires.
the smooth pushes the polycount to fuck high levels!
I know MentalRay can render the subdiv surfaces but I can't into MR.
Also: Any good Maya tutorials for good MR rendering?

>> No.420296

>>420091
looking decent so far! keep it up

>> No.420300

>>420294
>>420295

Thats not how ball bearings work, you are missing any way to seperate the ballz, in your design they would just all fall into one side and it would stop working in matters of seconds.

Ether pull so many of them there is no room for them to move around, or putt some system that will separate them form each other,

>> No.420302
File: 182 KB, 1392x725, soften.png [View same] [iqdb] [saucenao] [google]
420302

>>420066
Select the edgeedge
Normals > Soften Edge

Pic related

>> No.420307

>>420300
oh fuck you're right!
i missed the circle with the holes thingy

>> No.420308
File: 699 KB, 1920x906, Summerville ss04.jpg [View same] [iqdb] [saucenao] [google]
420308

Here's what it looks like so far.

>> No.420310

>>420307
>>420295
>>420294
And remeber you need a way to assemble it, one of the inside sides wont be rounded off and will slide over the other.

Some are assembled by heating and expanding teh outer shell and cooling teh inside one, but i dotn see thsoe types of anymore, also its not teh oen you made.

>> No.420344

>>420308
Make a small cottage and a well and I would totally like to live there. Very nice.

>> No.420353
File: 734 KB, 1920x907, Summerville ss05.jpg [View same] [iqdb] [saucenao] [google]
420353

>>420344
Thanks duud :V
I actually have a Unity build that I can upload, where you can walk and jump around the map, even though it's really small at the moment. upload

>> No.420354

>>420353
What program did you use to make this, Anon? Just Unity?

>> No.420357

>>420354
Unity for platform, Max for modelling, nDo2 for a few normalmap

>> No.420365
File: 1.10 MB, 1000x563, add lens effects.png [View same] [iqdb] [saucenao] [google]
420365

Needs cliche lens effects.
Lens flare, Chromatic aberration, dust particles etc.

Any other corny cliche effects to add appreciated.

>> No.420366

>>420365
the design is incredibly shit. needs to get into my trash bin so i can delete.

>> No.420367
File: 174 KB, 631x750, Untitled.png [View same] [iqdb] [saucenao] [google]
420367

/r9k/ designed this last night in a thread I made. There's a dick under there, but they decided to cover it up with a toga.
They wanted me to post it here.

>> No.420370
File: 333 KB, 1366x768, screenshot 2014-04-23 10:14:19.png [View same] [iqdb] [saucenao] [google]
420370

another thing i am working on

>> No.420378
File: 466 KB, 1366x768, screenshot 2014-04-23 10:58:55.png [View same] [iqdb] [saucenao] [google]
420378

>>420370
just doing something quick for loads of people, I asked people (on faceboo) to comment fav numbers and colours and I'd make them something.

>> No.420380
File: 420 KB, 1366x768, screenshot 2014-04-23 11:26:14.png [View same] [iqdb] [saucenao] [google]
420380

>>420378

>> No.420383
File: 1.74 MB, 3264x2448, 7aa424b5-4ac9-475b-9d87-4b70a9028.jpg [View same] [iqdb] [saucenao] [google]
420383

wip

i already fixed all open edges, and multiple vertices
mapped and textured
i only need to set some smoothing groups, maybe add some details here and there
and it will be good to go

>> No.420452 [DELETED] 
File: 58 KB, 300x300, 1397758815590.jpg [View same] [iqdb] [saucenao] [google]
420452

>>420383
>doing computer graphics
>taking a photo of his monitor

I'm obviously missing something here.

>> No.420453
File: 3.18 MB, 1232x1581, coffee shop.png [View same] [iqdb] [saucenao] [google]
420453

>> No.420455
File: 58 KB, 300x300, 1397758815590.jpg [View same] [iqdb] [saucenao] [google]
420455

>>420383
>doing computer graphics
>taking a photo of his monitor

I'm obviously missing something here.

>> No.420456 [DELETED] 

Beta shader I'm doing for marble. How does it look?

>> No.420457
File: 246 KB, 1080x608, 0012.jpg [View same] [iqdb] [saucenao] [google]
420457

Beta shader I'm doing for marble. How does it look?

>> No.420464

>>420455
>screenshot
semi-realistic
>photo
photo-realistic

>> No.420468

>>420457

love it. looks marbelous

>> No.420477

>>420455
indeed, you are
you wouldnt want to be in my situation now
let me just say that 4c was having too many hits on a university library computer

>> No.420483

>>420275
if you are going for low poly just use a normal map for the droid-holes

>> No.420484

>>420353
you should totally have an oculus VR controller in this. The High-res sky is very nice looking and makes the entire thing.

>> No.420490

>>420457
Looks nice so far, but I'd like to see more pictures with different lighting to be able to fully see how it looks.

>> No.420491
File: 154 KB, 1366x768, screenshot 2014-04-24 03:07:05.png [View same] [iqdb] [saucenao] [google]
420491

>>420453
love your lighting man

>> No.420494
File: 257 KB, 1000x563, final composite 4chan.jpg [View same] [iqdb] [saucenao] [google]
420494

>>420366
>stop posting shit design on /3/

You must be new here.

>> No.420501

>>420378
>>420370
>>420380
fireflies general

>> No.420502

>>420501
That's me :D
I'm only doing 100 samples at a low res

>> No.420512
File: 737 KB, 1920x1080, Can-Bot1080.jpg [View same] [iqdb] [saucenao] [google]
420512

His name is Can-Bot
Week two of just starting with 3dsmax.
I've got no idea how i should actually attach the forearms to the body...(see empty socket)

>> No.420514

>>420512
This is some bs nobody makes stuff like this in two weeks stop lying

>> No.420515

>>420514
been living on the digital tutors site the whole time. i played with maya a few years back for about 6 months and never touched 3ds max until just the last two weeks.

>> No.420516

>>420383
is that some mlp i see?

>> No.420542
File: 1.99 MB, 1920x5436, Summerville ss06.jpg [View same] [iqdb] [saucenao] [google]
420542

>>420484
Thanks. Some shaders use parallax map which don't mean much on a 2D screen, but creates an actual 3D depth with Oculus.
Meanwhile, more plants...

>> No.420551
File: 991 KB, 1366x768, screenshot 2014-04-25 02:17:36.png [View same] [iqdb] [saucenao] [google]
420551

googled abstract, found something like this, trying to recreate in my own way

>> No.420552

>>420483

i was only playing around, but yeah, i now realize it was a waste of time

>> No.420557

>>420551
windows? what theme

>> No.420558

>>420494
>still no lens flare

>> No.420562
File: 302 KB, 1280x800, wip-pjct1.png [View same] [iqdb] [saucenao] [google]
420562

My first character design

>> No.420565

>>420562
Can't tell how bad the model is because that is one fucking horrible picture.

>> No.420571

>>420565
I haven't sculpt it yet, i hope it goes better after the sculpting :)

>> No.420580
File: 133 KB, 1354x597, SR-3M_WIP.png [View same] [iqdb] [saucenao] [google]
420580

Working on this SR-3M, it's my first attempt at learning subdiv modeling.

>> No.420581

>>420557
That's LXDE.

>> No.420585

>>420571
Learn to model before you sculpt

>> No.420601

>>420457
try making it more 'cold' looking

>> No.420609 [DELETED] 

>>420468
>>420490
>>420601
I came to the conclusion that shader was shitty, so I started again. This time in two versions - polished and matte.

>> No.420610
File: 682 KB, 1920x1080, marble_two.jpg [View same] [iqdb] [saucenao] [google]
420610

>>420468
>>420490
>>420601
I came to the conclusion that shader was shitty, so I started again. This time in two versions - polished and matte.

>> No.420622
File: 194 KB, 1280x720, pen05.png [View same] [iqdb] [saucenao] [google]
420622

>> No.420626

>>420557
Lubuntu (Ubuntu with LXDE)

>> No.420627
File: 614 KB, 2390x768, thingthing3.png [View same] [iqdb] [saucenao] [google]
420627

>>420551
some tutorial I found
https://www.youtube.com/watch?v=Ljcfeh5Q7cI

>> No.420643
File: 602 KB, 640x640, WKG.png [View same] [iqdb] [saucenao] [google]
420643

Still working on intro movie for my game.

>> No.420653
File: 203 KB, 2560x1600, white_pride_world_wide.jpg [View same] [iqdb] [saucenao] [google]
420653

I'm working on some party (and other movements) logos atm.What do you goys think about this one?

>> No.420684

>>420653
Never seen b4, maybe take a deep breath and go on /gd/

>> No.420686

>>420643
ALL HAIL OMSK BIRD.

>> No.420688
File: 3.14 MB, 1920x1080, gordoola.png [View same] [iqdb] [saucenao] [google]
420688

look what I made, I made a gordoola,
...does he look kewl?!?

I actually don't have the skills to do any better than this

>> No.420693
File: 366 KB, 1920x1080, apocmilsurp.png [View same] [iqdb] [saucenao] [google]
420693

The latest practice model I've done

7 months in Blender 2.59+
Should i switch to Max and Maya before its too late?

>> No.420719
File: 40 KB, 385x526, 2012-08-01 03.36.44.jpg [View same] [iqdb] [saucenao] [google]
420719

>>420610
I like you

>> No.420794
File: 175 KB, 1280x745, nergal_comp.jpg [View same] [iqdb] [saucenao] [google]
420794

Warframe Fanart. With massive Udders. [WIP]

>> No.420795

>>420794
Ha, wanted to do something warframe related myself
Anyway cant even tell what frame it is, work on the overall shape

>> No.420796

>>420693
If you haven't uninstalled blender and never looked at it again the first time you used it, it is already too late anon.

>> No.420809

>>420795
Its no particular Warframe suit, just my own creation of sorts. I think its too boring just recreating the work of others.

>Aaaand another WIP Shot

>> No.420810
File: 187 KB, 1280x798, nergal__comp3.jpg [View same] [iqdb] [saucenao] [google]
420810

>>420809
>Forgot pic.

>> No.420839
File: 369 KB, 1625x1062, smoothbot4chun.png [View same] [iqdb] [saucenao] [google]
420839

Gave myself 5 minutes to study the reference image.
Then about 1 hour to model it from memory.
I gave myself quite a good chuckle when done!
But it was a fun challenge, think i'll be doing more like it

>> No.420845

>>420839
work on your form recognition, only after 15 seconds i could recreate the whole thing in my imagination
the round head should be the first thing that stands out to you,

>> No.420851

>>420810

A toast to nipples,

without them titties would be pointless.

Speaking of which: they should point upward. Right now they're on the topside of the boob but look like the areola and the nipple are bending down.

>> No.420853

>>420851
>without them titties would be pointless.

>BA DUM DUH!

>> No.420867

>>420810
Veinguy!

Cannot wait for veins

>> No.420901
File: 309 KB, 1024x768, wip3.jpg [View same] [iqdb] [saucenao] [google]
420901

This is part of a room, but all I have is some bland walls and flooring so here's the only semi interesting part so far

>> No.420931
File: 87 KB, 880x641, helghast_commandotrooper.c4d *.png [View same] [iqdb] [saucenao] [google]
420931

killzone helmet, model for construction with pepakura & foam.

>> No.420939
File: 218 KB, 1280x798, nergal__comp4.jpg [View same] [iqdb] [saucenao] [google]
420939

>> No.420944
File: 84 KB, 1280x798, 1398588698040.jpg [View same] [iqdb] [saucenao] [google]
420944

>>420939
Nipples are still too low, it's pretty noticeable. Just move them up a tiny bit and you'll be good.
Also, why are you adding that much detail when you haven't blocked out the whole model?

>> No.420945

>>420944
For breasts that big, the nipple position isn't wrong actually. If we were talking fake tits, then sure, move dem nipples up. But the shape of these is very clearly a natural shape, and thus the nipples would point down a bit.

>> No.420946

>>420944
Well (unmodified) breasts and their nipples of that size tend to hang a bit. Were not talking about comic book tits here. What you talk about is only visible with women who had breast implants.

>adding that much detail

It was never my intention to make a complete model. So there.
>has apparently never heard about busts.

>> No.420947

>>420944
its all mushy and muddy rather than hard edged

>> No.420948

>>420947
why hard-edged...? The original Warframes arent exactly hard-edged. Pls explain.

>> No.420953
File: 1.34 MB, 2832x1050, Screenshot - 04272014 - 05:55:27 AM.png [View same] [iqdb] [saucenao] [google]
420953

I just started today making a youtube thing

>> No.420954

>>420944
>Nipples are still too low, it's pretty noticeable. Just move them up a tiny bit and you'll be good.
So full of shit.
There is no exact position for nipples in breasts, its varies a lot, but usually is placed around the area most sticking out forward.
>>420944
neck too thick, breast not round enough especially the bottom part, head too narrow, front of the ribcage too wide where the pecs are and connect to tits, back of the chest too narrow where the traps are, pelvis shape off

Move everything around from side and front view, you skipped few steps.

>>420867
Pretty sure you are thinking of me, and no, im not doing this model

>> No.420957

>>420944
Nipples are still too low, it's pretty noticeable. Just move them up a tiny bit and you'll be good.
>>420945
For breasts that big, the nipple position isn't wrong actually. If we were talking fake tits, then sure, move dem nipples up. But the shape of these is very clearly a natural shape, and thus the nipples would point down a bit
>>420946
Well (unmodified) breasts and their nipples of that size tend to hang a bit. Were not talking about comic book tits here. What you talk about is only visible with women who had breast implants.

>discussion about nipple placement on an alien.

/3/ is a weird place.

>> No.420958

>>420957
dude, learn to green text properly, it just functions as quoting, not as le ironic implying like some only use it...

As for your post, visual appeal, realism of the setting, recognizably and anatomical and mechanical correctness are things that apply to any type of design work, be it alien human or machines.

Also warframes arent aliens, they are humans from "teh future", so the more the point for them to look more or less realistic.

>> No.420960

>>420958
>implying slocik understand greentext.

>> No.420961

>>420958
>Warframe
>realism

top lel.

>> No.420962

>>420958
Stop trying so hard you retarded attention whore. Nobody wants to talk to you.

>> No.420964
File: 522 KB, 1600x1000, mat-warframe-volt-helmet[1].jpg [View same] [iqdb] [saucenao] [google]
420964

>>420948
oh nigga you smokin crack. warframe has perfectly hard edged yet biologic looking designs. His WIP is close to a warframe and looks good but such details like mushy edges are a turn off. He just needs to sharpen the edges a bit more and its all good.

>> No.420965

>>420961
>warframe
>good game

more like, since when it comes to well designed futuristic locations guns and frames it looks lmost all the time great, void maps look especially great

But the game plays like fucking ass, grind the game is what it is.

>> No.420967

>>420964
>does not know what "hard edge" means.

>> No.420969

>>420967
>does not know what "does not know" means.

>> No.420973
File: 22 KB, 530x492, ss (2014-04-27 at 06.27.36).jpg [View same] [iqdb] [saucenao] [google]
420973

So how do I make my renders fancy? I always see people with the stock material but they always take pics with really nice shading. Whats the key words i should be researching on this topic

>> No.420980

>>420973
lighting and image composting

http://blog.digitaltutors.com/understanding-three-point-lighting/
http://blog.digitaltutors.com/reassembling-the-render-and-making-it-better-than-the-rest/

>> No.420991
File: 644 KB, 960x540, adsds.png [View same] [iqdb] [saucenao] [google]
420991

I made some ironsights and attempted to match the texture of the weapon made by someone else.

>> No.420992
File: 2.13 MB, 1600x900, arma3 2014-04-27 08-42-47-96.png [View same] [iqdb] [saucenao] [google]
420992

>>420991
worked out in the end

>> No.420993

>>420992
nice clipping there bro

>> No.420994

>>420992
lmaoooooooo

>> No.420995

>>420993
Isn't my hand animation, its the original handanim from the model I'm replacing.

>> No.420996

>>420995
use ue4 and update the collision mesh. Otherwise, why bother? You're only going to get laughed at.

>> No.420997

>>420996
A. Why would I be using Unreal Engine for an Arma mod
B. Why are people posting about the hands clipping when I'm posting the thing I modeled.

I mean yeah sure, I can make a new hand anim, but that isn't the point of the original post.

>> No.420998
File: 191 KB, 960x540, wire.png [View same] [iqdb] [saucenao] [google]
420998

And here are the wires.

>> No.420999

>>420998
why the horrid topology ?

>> No.421000

>>420999
You can't ask why something is bad to someone who doesn't see it as bad.

You have to explain WHY it is bad first.


I followed the tutorial posted by Millenia for subdivision modelling.

>> No.421004

>>420998
I suppose that's your lowpoly mesh, the highpoly ones would create artifacts because there are lots of triangles in bad places.

Your normal map bake will be worthless until you triangulate the mesh - this is important because different tools triangulate with different algorithms, and a normal map only fits on one specific triangulated mesh.
Avoid long, thing triangles, always try to keep them as close to a "perfect" triangle (all sides same length) as possible.
There are lots and lots of opinions about correct triangulation, I suggest you read through the polycount wiki, their stuff has helped me most of the time.

>> No.421005

>>420998
uuuuugggggghhhhhh

>> No.421006
File: 2.11 MB, 409x267, WKGG.gif [View same] [iqdb] [saucenao] [google]
421006

>> No.421008

>>421004
that is the low poly after decimation and triangulation

This was the basemesh that was then put through a multiresolution modifier so I could have a hp mesh for xnormal

>> No.421009
File: 394 KB, 1592x872, blender 2014-04-27 11-53-57-79.png [View same] [iqdb] [saucenao] [google]
421009

>>421008
Forgot my image

>> No.421011
File: 215 KB, 960x540, triangulated_proposal.png [View same] [iqdb] [saucenao] [google]
421011

>>421009
Highpoly looks good; if you want a faster way to render wireframes, try setting the multires visible in edit mode, go into edit mode, and do a GLSL render.

I took the liberty to paint over your screenshot; that's the way I'd triangulate the mesh. What's probably important to notice is how I split up the circle part; I first took the biggest triangle I could find, then repeated that process until everything was triangulated; some guy did tests with different triangulation methods on cylinder caps and that "biggest triangles first" method was noticeably faster during rendering.

>> No.421013

>>420901
I want that monitor

>> No.421018
File: 224 KB, 1502x895, datladywip.jpg [View same] [iqdb] [saucenao] [google]
421018

started modeling something like the "fat lady" from Anno 2070. dunno if i will finish it tho...

>> No.421019
File: 215 KB, 1333x969, tug.jpg [View same] [iqdb] [saucenao] [google]
421019

finished general modeling. started to drop materials, unwraping, last cleaning and LODs of this tug.

>> No.421039
File: 204 KB, 848x519, Untitled.png [View same] [iqdb] [saucenao] [google]
421039

Can anyone tell me how to make this face look a bit younger and more feminine? I think the side view is fine, but the front kills me.

>> No.421040
File: 367 KB, 800x600, bueno3.jpg [View same] [iqdb] [saucenao] [google]
421040

hi

>> No.421041
File: 256 KB, 1800x900, 1390709700790.jpg [View same] [iqdb] [saucenao] [google]
421041

>>420954
geib vein pls
god pls

>> No.421042

>>420991
Iron sight is backwards.

>>420992
Iron sight is too far forward.

>> No.421043

>>421041
stop spamming this, kid

>> No.421044

>>421041
Jesus fuck could you be more edgy? seriously, stop it, you're not an artists, you're not good, you're a fucking retard, it was never art and its never going to be art, its just attention whoring edgy shit. go back to /d/ where you belong.

>> No.421045

http://www.youtube.com/watch?v=x0qgNk5BiJ4&feature=youtu.be

>> No.421046
File: 143 KB, 848x519, 1398628388806.jpg [View same] [iqdb] [saucenao] [google]
421046

>>421039

>> No.421047

>>420969
>does not means does

>> No.421048

>>421042
Yeah I fixed it

Now all is left is to lower the optic proxy

>> No.421049
File: 1.27 MB, 1600x900, arma3 2014-04-27 15-41-12-75.png [View same] [iqdb] [saucenao] [google]
421049

>>421048

>> No.421051

>>421047
> doesn't "does"

>> No.421055
File: 2.62 MB, 1920x1080, Double mug, what does it mean?.png [View same] [iqdb] [saucenao] [google]
421055

>>420973
Triple lights will only get you so far. You also need reflective materials.

>> No.421068

>>421006
can you make this again to where it isn't a slideshow, so we can actually see the guy moving?

>> No.421072
File: 159 KB, 1328x864, 1.jpg [View same] [iqdb] [saucenao] [google]
421072

Almost been a year since I posted here. Started a similar project last year (wouldn't of been as good if it wasn't for the feedback I got here) but had to rush it in the end so it wasn't fully completed. Not done characters since so I'm a bit rusty. Starting of with the ol' nude sculpt and the legs are a mess.

>> No.421085

>>421072
The biggest thing I see is that the forearms are too short, bring the elbows up. Usually the forearm is a little longer than the upper arm.

>> No.421086

>>421085
More like the upper arm is too long.

>> No.421096
File: 312 KB, 1920x1080, turntable030.jpg [View same] [iqdb] [saucenao] [google]
421096

Messing around in Marmoset.

>> No.421099

>>421096
Your texture warps too much at that corner near the bottom of the grip.

>> No.421108

>>420643
He looks like a funky fellow. Let me know if you need A grade music.

>> No.421110

>>421099
Gonna be covered up by a hand for 99.99999999999% of the time anyway, no biggy.

>> No.421113
File: 80 KB, 701x816, Test.jpg [View same] [iqdb] [saucenao] [google]
421113

Heres what I have so far.Im so new to composite rendering. Any tips?

>> No.421115
File: 2.17 MB, 2560x1440, ILOVEITGIVEMETEN.jpg [View same] [iqdb] [saucenao] [google]
421115

Daily reminder not to model while drunk.

>> No.421116
File: 680 KB, 1920x1080, plate.png [View same] [iqdb] [saucenao] [google]
421116

Was bored, made plate

>> No.421119
File: 1.50 MB, 694x876, Chain 1.png [View same] [iqdb] [saucenao] [google]
421119

Just learning so made a chain and made it look like a drawing...

>> No.421123

>>420494
Do you have any good resources on how you composite the robot in? As in, matching the lighting and the reflections, yours looks great

>> No.421135

>>421119
Made it look like a render.

>> No.421139

>>421116
Noob question here, could you actually sell something like this, or a complete set .

>> No.421146

>>421113
Why is every 3d sculpt ever a big hulking muscular orc looking thing? I'm not criticizing you on it but these things are everywhere

>> No.421153

>>421146
because muh creativity

Seriously, it's been a long time since I've seen a good character that wasn't either a half naked girl or a muscular something.

>> No.421158

>>421000
>You have to explain WHY it is bad first.
that's not how /3/ works

>> No.421159

>>421000
Looks good, other anon just failed to understand N-gons on a hard edged low poly that won't subdivide isn't a problem.
Since N-gons mostly cause problems, and even tr/3/pots are aware of this, they extrapolate this to always be the case
echoing what they've head from others rather than having an actual understanding of the issue.

>> No.421165

practicing..
<-sculpting using references (mainly photos, pure front and side view imposs to find). Basicly good practice for recognizing shape and volume from pictures/photos. I'm faaaaar from pro, but I think you can recognize whos that

>> No.421166
File: 201 KB, 981x741, sculpt001.jpg [View same] [iqdb] [saucenao] [google]
421166

>>421165
forgot pic, ofc

>> No.421167

>>421166
> not stannis
well atleast he's missing a body like he should.

>> No.421181

>>421139
>Noob question here, could you actually sell flattened spheres, or a complete set of flattened spheres.

>> No.421182

>>421166
I really, REALLY like the hair

>>421167
top fucking lel

>> No.421183

>>421166
would you be willing to upload the model? I would love to practice retopo and texturing on it.

>tfw am shit with sculpting and can't make anything worth texturing

>> No.421195
File: 140 KB, 1280x720, mug03.png [View same] [iqdb] [saucenao] [google]
421195

Made a mug last night for the pen I posted before.
Thinking of trying a bunch of different stuff like pens, pencils, protractors, etc. that you might find together and put them in the mug, then maybe expand with a desk, phone, wallet, desktop PC, and so on outwards, just to practice hard surface modeling. Sticking to basic max textures for now.

>> No.421196
File: 158 KB, 957x847, 4-28-2014 23-08-45.png [View same] [iqdb] [saucenao] [google]
421196

Here's the topology before applying turbosmooth.

>> No.421204
File: 325 KB, 1046x1080, bob.png [View same] [iqdb] [saucenao] [google]
421204

Something I am working on

>> No.421206

>>421139
Yar, it's a cad model so you can stick it in a drawing, then send the drawing and cad model to a trading company in taiwan or china. They will give you specific options for materials and finishes if you don't know what to ask for, then you promise to buy 1000pcs and they come back with a rediculously cheap quote like $2 an item + $xxx-xxxxx for tooling.
Hard part is preselling/marketing so you are sure you arn't wasting your money. Or if you can get a PO for something like 500pcs @ $15 an item then a small loan is a no brainer.

>> No.421208

Aight so how can I make a plexi glass type windshield and a more car paint like metal?

>> No.421209
File: 27 KB, 678x358, ss (2014-04-29 at 01.45.58).jpg [View same] [iqdb] [saucenao] [google]
421209

>>421208
Whawhoops forgot the image

>> No.421212

>>421116

I'd buy that.

>> No.421213
File: 153 KB, 864x2000, EyeCritter.jpg [View same] [iqdb] [saucenao] [google]
421213

Just a little eye critter I slapped up in half an hour or so, I'd paint it but my main computer went and took a shit on me.

>> No.421214

>>421213
Shit.

>> No.421251
File: 637 KB, 1680x1050, gg.png [View same] [iqdb] [saucenao] [google]
421251

gurren lagann

>> No.421252

>>421251
homogaytual

>> No.421273
File: 485 KB, 1280x720, CabinRender.png [View same] [iqdb] [saucenao] [google]
421273

Generic Cabin for game.

>> No.421288
File: 47 KB, 466x289, rendetimeohgodwat.jpg [View same] [iqdb] [saucenao] [google]
421288

>>419980
>needs to be ready after tomorrow
oh god, please say it will go faster in the camera transition sequences...

>> No.421292

>>421288
> 5 minutes per frame
What the actual fuck are you rendering and with which renderer ?
And no, as the stored frame memory builds up and the 3dsmax cache increases, it's only going to get slower.

>> No.421295
File: 132 KB, 1366x768, screenshot 2014-04-30 10:22:24.png [View same] [iqdb] [saucenao] [google]
421295

>>419980

>> No.421296

>>421292
A clusterfuck of NDA final sequence.
Max´s Mental Ray, and it was slower - tunned down indirect illumination to draft, else it was almost double that rendertime.
And it just slowed down to 4:50 per frame, yay!... the camera pan will be quicker...
>wait until it stops on the main elements ; __ ;

>> No.421301
File: 125 KB, 960x480, FurryBall-3.jpg [View same] [iqdb] [saucenao] [google]
421301

>>421296
holy shit... i was searching desperately for a solution, maybe GPU acceleration on MAX, when i found this:
http://furryball.aaa-studio.eu/aboutFurryBall/index.html
15X faster than ANY renderer... i´m downloading the demo now.

>> No.421302

>>421301
It's faster because it's heavily biased and still uses a lot of rasterization techniques. While it creates decent amateur results, it's not capable of making truly realistic work.

>> No.421326

>>421302
realism doesnt matter and is never the end goal of any business.

>> No.421342

>>421326
This is obviously false. The whole gaming industry has been striving for realism for decades

>> No.421347
File: 71 KB, 503x398, rendertime oh shi.jpg [View same] [iqdb] [saucenao] [google]
421347

>>421301
>>421302
>>421326
>>421342
Ok folks, stahp.
Furryball doesn´t work with any test i made (maybe there´s materials for it, i donpt know), there´s no crack for it yet and the devs want E$800,00 (yup, euros) for a 1 year license.
Even the fucking demo is limited to 3 hours a day or something, waste of time.
The test scenes i produced only worked with the other renderers - but only I-RAY uses the GPU for render, quite fast i might add - but my scene´s already "mentalrayed" with specific materials and lights and there´s no way to turn back at this stage. However, i want to make i-ray my standard for future works.
Later i´ll test I-ray with more attention, but this is what i got from a few tests:
>GPU render is insanely fast (and i only have a Geforce GTX 460)
Test scene took 3 minutes with mental ray, less than a minute with i-ray.
>standard materials DON´T work with I-ray. The architectural materials do, and more i-ray materials for 3dsmax are being distributed by nvidia (or Autodesk AREA, don´t remember now). There are sss, raytrace, etc.
I´ll further test in this weekend only, since... pic related.
>it reduced to 3:30 minutes per frame during the camera pan, yay.

>> No.421349

>>421342
actually the gaming industry strives for dollars so the studios dont have to shut down. Realism doesnt mean shit.

>> No.421350

>>421347

Furryball owner here, I use it for Maya. It does have its own materials and only supports the basic maya surface materials, mia_material, mia_car_paint_phen, and a couple of arnold and vray materials. The Max version only supports Multi-Sub and a few of the attributes of the basic material.

The demo only works for 3 hours per day after the first month. The current cost for the permanent license is 959 EUR (~1325 USD).

>> No.421363

>>420610
seems too glossy
also add a little subsurface

>> No.421395
File: 90 KB, 1256x828, head2.jpg [View same] [iqdb] [saucenao] [google]
421395

working on hair. Not 100% sure how I want to bake this but I might be ok.

>> No.421396
File: 201 KB, 1188x636, fff.jpg [View same] [iqdb] [saucenao] [google]
421396

Hey /3/

would these assets need to be baked down to a lower poly version to get a smooth experience in UDK?

>> No.421412

>>421395

Reminds me of William Macy.

>> No.421417

>>421349
Ok

>> No.421420

>>421395

real great work m8, do work for a game company or just freelancing.

>> No.421424

>>421412
>>421420
thanks! I might get rid of the mustache tho

>>421420
No. I'm too lazy for freelancing. This is how I pass the time when I have too much.

>> No.421427
File: 593 KB, 1440x810, A300 Casual.png [View same] [iqdb] [saucenao] [google]
421427

Eh, why not...

>> No.421443

>>421395
work on the area above teh brows, also cheekbones seem colapsed, or not even there

>> No.421452

>>421347
Iray is god tier if you are after realism. There are issues if you are after a specific look since it is all physics, so you have to play by real life rules, but it's worth it for the quality.

>> No.421453

>>421452
Furthermore,
>tfw no qt3.14 iray gf

>> No.421454

>>421452
Actually, lately Iray has become great if you want a specific look as well. It does render passes, and has a unique light path expressions system to create all kinds of render effects.
http://blog.irayrender.com/post/37260056351/instant-relighting-nonphysical-effects

http://blog.irayrender.com/post/76948894710/compositing-with-light-path-expressions
http://blog.irayrender.com/post/50640565041/irradiance-buffer

Bonus: Holy fuck look at that resolve speed
https://www.youtube.com/watch?v=2WyZQX7z8Jo#t=28


It's become a lot more than just a path-tracer, it has introduced a lot of biased-like control lately.

>> No.421494
File: 212 KB, 694x600, wipwizard.png [View same] [iqdb] [saucenao] [google]
421494

My new favorite arm position. Suck it A-fags.

>> No.421500

>>421494
>being anything but a t-fag
pleb

>> No.421507

>>421494
>not sculpting at a natural hands down position
what is it, 2005 ?

>> No.421518

>>421500
If you wanna be real hardcore you model the whole thing half way into the fetal position

>> No.421520

>>421507
gotta have muh armpits.

>> No.421521

>>420512
not bad for your first few weeks. You may have to delete polys on the can and polys on parts of the fore-arms, line them up, then weld them. That is if I understand your Q properly.

>> No.421526
File: 519 KB, 1140x2124, Knight_dudeman.png [View same] [iqdb] [saucenao] [google]
421526

Lil dude is 2366 tris sword + shield included
Less lil dude is 3638 with his zweihander

Render is old, the armor and overall anatomy of the big guy has gone through some changes.

>> No.421595
File: 542 KB, 1692x977, zeal.png [View same] [iqdb] [saucenao] [google]
421595

Im so stuck with this T__T i want more detail and do a great texture job and i want to export to game engine. but /3/ i dont want to do shitty painted grass textures.. i want non crap looking 3d grass.

>> No.421599

>>421595
Do the plane trick that every game does for grass

>> No.421650

>>421595
Crtyek solved this problem by using really tall grass instead, so you have less grass but it looks like more because each blade takes up more screen space on average

>> No.421655
File: 578 KB, 1680x1050, snap.png [View same] [iqdb] [saucenao] [google]
421655

>> No.421684
File: 907 KB, 1250x1250, TEDdy.png [View same] [iqdb] [saucenao] [google]
421684

Getting into animating this...

>> No.421692
File: 210 KB, 960x540, solar_panels.jpg [View same] [iqdb] [saucenao] [google]
421692

I'm purdy new to Maya. I'm making solar panels but haven't gotten to the legs yet.

How this faggot teacher thinks these look like solar panels is beyond me.

>> No.421697

>>421655
That looks... fucking sexy.

>> No.421706
File: 932 KB, 500x375, everything_is_chrome.gif [View same] [iqdb] [saucenao] [google]
421706

>>421692
Because everything is hexagons in the future, Anon. See Rage, Crysis 2 / 3, etc.

>> No.421709
File: 160 KB, 426x671, Untitled.png [View same] [iqdb] [saucenao] [google]
421709

So I want to put this red ball in this characters chest, but I want it so that it doesn't get affected by the transparent color of the actual character.
Essentially, how do I keep this ball straight red but make it still affected by lighting?

>> No.421710
File: 108 KB, 250x250, 1397931526274.png [View same] [iqdb] [saucenao] [google]
421710

>>421684

>> No.421711
File: 50 KB, 407x524, Untitled.png [View same] [iqdb] [saucenao] [google]
421711

>>421709
Also how to make it so the amount of transparency stays the same when the mes overlaps.
But I did figure out how to make the red ball work.

>> No.421731

>>421709
does your software have some kind of render layers functionality? Simply have them in separate scenes using the same lights and composite them.

>> No.421733
File: 3.17 MB, 1920x1080, screenshot003.png [View same] [iqdb] [saucenao] [google]
421733

Working on a Mk18 for A3

Using a base M4 by TIGG as a base.

>> No.421751

>>421655
what program is that?

>> No.421755

>>421751
Maya

>> No.421789
File: 961 KB, 1440x809, Council_Hologram-Ambassador_Meeting_5.png [View same] [iqdb] [saucenao] [google]
421789

>>421711
what you want is to render her mesh on another render layer with reduced transparency. Otherwise she's always going to have little artifacts where ever you can see faces through her body.

It's like the hoograms in mass effect. In mass effect one they were just transparent meshes and they had the same problem. in 2 and 3 they used an effect to do it.

>> No.421790

>>421789
I just tried doing this myself and it seems to be a bit more complicated than I though. The answer to your problem though is render layers.

>> No.421791

>>421096
make the wood a little big glossier

>> No.421794
File: 74 KB, 435x521, Untitled.png [View same] [iqdb] [saucenao] [google]
421794

>>421789
>>421790
I got the result I was looking for with 3 way lighting and making the nucleus emit some light.

>> No.421795

>>421794
but how'll that affect the environment?

>> No.421798
File: 111 KB, 1142x525, Untitled.png [View same] [iqdb] [saucenao] [google]
421798

>>421795
It won't. The right one has no light emission and the blocks on the right are not any different than the ones on the left.

>> No.421799

>>421798
a'ight
cool

>> No.421813
File: 244 KB, 600x1000, -.png [View same] [iqdb] [saucenao] [google]
421813

That was sloooow.
Can't render.
>>421655
Oh nice. Love this modelling. Good job.
Is it polygons or some sort of NURBS?

>> No.421814
File: 782 KB, 3000x800, Turn.png [View same] [iqdb] [saucenao] [google]
421814

>> No.421829
File: 2.58 MB, 1600x900, arma3 2014-05-03 16-32-47-87.png [View same] [iqdb] [saucenao] [google]
421829

This turned out alright.

>> No.421852
File: 357 KB, 1024x1024, collumn.jpg [View same] [iqdb] [saucenao] [google]
421852

Been playing with Vray displacement for shiggles. I have always done brick walls with bump/normal maps up until now. Gone are those days.

>> No.421914
File: 523 KB, 1680x1050, wires.png [View same] [iqdb] [saucenao] [google]
421914

>>421813
Naw, dude. Polygons become so much powerful, that I barely use nurbs or subdiv nowadays.

>> No.421922

>>421914
I have a 3d printer. I want to print that glorious bird, put some servos and an engine in it, and watch it fly. Seriously, it's beautiful.

>> No.421924
File: 1023 KB, 400x230, WOW.gif [View same] [iqdb] [saucenao] [google]
421924

>>421829
omfg its a cylinder !!!

>> No.421928
File: 43 KB, 960x540, solar_panels.jpg [View same] [iqdb] [saucenao] [google]
421928

>>421692
I'm pretty much calling this done. I had the fucking hardest time with the CV curve. I was in the side view and I couldn't draw it out. Does anyone know why that would be?

>> No.421930

>>421852
get some mighty tiles

>> No.421931

>>421928
any wires on this?

>> No.421935

>>421931

it's a step by step guide for idiots from digital tutors, it's called quick start to maya or something, lot's of useless geometry there, very high poly

>> No.421936

>>421935
Yeah pretty much this. I just got into maya and trying to learn.

>> No.421937

>>421936

I didn't mean anything offensive by saying for idiots, I followed that guide as well. Keep at it

>> No.421938

>>421937
It's cool.

I thought it was pretty easy until I got to the NURBS part.

>> No.421989

>>421852
enjoy your increased render times

>> No.421994

>>421989
Quality > Render Time

>> No.421996 [DELETED] 
File: 218 KB, 1888x714, mr man.jpg [View same] [iqdb] [saucenao] [google]
421996

>>421938
Low polyd some more stuff. I'm thinking of redoing some of that front hair again. Some of the bangs look kind of weird

>> No.421997
File: 269 KB, 2422x714, mr man.jpg [View same] [iqdb] [saucenao] [google]
421997

>>421395
Low polyd some stuff. Gonna redo some of the front bangs

>> No.422002
File: 33 KB, 443x460, spec.jpg [View same] [iqdb] [saucenao] [google]
422002

>>421997
Messed around with specularity a bit. Kinda like it

>> No.422005
File: 361 KB, 1046x1080, bob.png [View same] [iqdb] [saucenao] [google]
422005

>>421204

Finished the low poly of this model, 1k maps on the head, 2k for the body

>> No.422016
File: 159 KB, 900x506, gg.jpg [View same] [iqdb] [saucenao] [google]
422016

just finished some vintage glasses for another portfolio piece. design is steampunk influenced and to be made of 24kt gold

>> No.422019

>>422005
Don't forget the food stains and the beard. .

>> No.422020

>>421045
The clothing looks awesome.

>> No.422022
File: 496 KB, 1167x937, Unity_WIP_01.jpg [View same] [iqdb] [saucenao] [google]
422022

a WIP of an enviroment Im working on

>> No.422023

>>421041
This is really nice. good detail with the breast vein bulges. The longest length of the antennae feel like they don't have as much care as the rest though don't get the feeling of exoskeleton from it. (but the first segment has very nice detail)

>>421044
Can't say I've been on /3/ long, but it looks pretty decent to me. Questionable content though.

>> No.422040 [DELETED] 
File: 316 KB, 1920x1080, Shanghai Street.jpg [View same] [iqdb] [saucenao] [google]
422040

Light baking rawks doesn't it. Here's my unity WIP

>> No.422041
File: 316 KB, 1920x1080, Shanghai Street.jpg [View same] [iqdb] [saucenao] [google]
422041

>>422022
Light baking rawks doesn't it. Here's my unity WIP

>> No.422043
File: 65 KB, 1366x732, ZBrush ScreenGrab02.jpg [View same] [iqdb] [saucenao] [google]
422043

Last friday I decided to teach myself to sculpt, I've spent practically the entire weekend studying male anatomy, and this is the stage I'm at. It was made in one session in Zbrush yesterday, and I plan a second session tomorrow when I come home from work. Obviously there are still lots of flaws and mishaps but I'm fairly certain many of you have been where I am and recognize the difficulties I'm having and would be very happy if someone pointed me in the right direction.

I usually begin with Clay Buildup to define muscles but always pussy out at the last second and smooth the living shit out of everything, like, bake it in to not risk everything looking weird, and I lose all the fine detail in the process. Then Damien Standard(?) to compensate but again, just kind of bake it in. Everything just ends up looking like a wax doll rather than a human being. I also haven't really found a reliable method when working with reference, so if anyone would like to discuss, that would be great. Will I benefit more from studying real atlhetes, Ronnie Coleman, illustrations or other sculpts, CG or real? Or just a healthy mix of all those?

>> No.422049
File: 240 KB, 1457x1059, usbstickitupyourass.png [View same] [iqdb] [saucenao] [google]
422049

been working on this the last hour or so

>> No.422050

>>422049
thats literally a 5 minute job with meshfusion.

No, I wont stoop to your level.

>> No.422051
File: 126 KB, 1280x720, Planet1.jpg [View same] [iqdb] [saucenao] [google]
422051

Help please - How do I get rid of the dark refractions of the autodesk water?

>> No.422053

>>422050
well, i'm obviously not at your level master

>> No.422055

>>421994
i guess it's nice to not have deadlines.

>> No.422056

>>422051
make the environment another color and only visible through refractions?

>> No.422057

>>421997
>>422002

no cheek bones /10

>>422043
study muscle placement and shape

>> No.422058

>>422051
Change the max depth in your advanced refraction section, if it's using a mia_material.

>> No.422062

>>422002

It's not shit.

>> No.422066

>>422043
i cant show you the image because i don't know where its from, but when you do a muscle study, instead of doing a real person, do an exaggeration with actual muscle placements.

once you burn where the muscles are into your head, than worry about making them look like a real human can achieve those results without steroids.

>> No.422067
File: 49 KB, 607x629, Image1.png [View same] [iqdb] [saucenao] [google]
422067

>> No.422068

>>422067
muh edginess

>> No.422073
File: 88 KB, 786x530, Image2.png [View same] [iqdb] [saucenao] [google]
422073

>>422067

>> No.422074

>>422068

>muh 6th shoah

>> No.422086
File: 177 KB, 1542x798, 5-5-2014 22-56-56.png [View same] [iqdb] [saucenao] [google]
422086

Feeling ambitious so I started this today.
Trying to get better at blocking out shapes and adding in detail.

>> No.422087

>>422086
...Follow the yellow brick road?

>> No.422088

>>422087
Heh, never meant it to look like that.
Just making a regular house/mansion thing, maybe have it look abandoned or haunted. For now I'm just defining the base, then I'll add shingles, railings, siding, framing, columns, and so on separately. I probably won't do more than a few clay renders so I'm not worried about being efficient.

>> No.422090
File: 144 KB, 1292x878, head5.jpg [View same] [iqdb] [saucenao] [google]
422090

I'm done for the week. I'm gonna try facial mocap next week.
>>422057
I've been inflating them. You still think so?
>>422022
Looks cozy. Would love to walk around in that

>> No.422093

>>422022
Whats that on the wall behind the sofa. The lighting is quite lovely i must say.

>> No.422095

>>422093
Looks like an AC thing.

>> No.422099

>>422068
> muh "muh edginess"

>> No.422114
File: 141 KB, 858x470, opel.jpg [View same] [iqdb] [saucenao] [google]
422114

My first car for my end assignment. It's a hearse variant of the Opel Rekord Caravan

>> No.422115

>>422090
That outfit is terrible. The bumpmap looks bad and cheap, the bright cable on the top button looks wierd, there's a lot of clipping and smoothing artifacts near the edges like under the shoulder.

Face looks great though. The eyes are a bit wierd but looks easily fixable. And the hair looks convincing.

>> No.422129
File: 358 KB, 1636x1059, Screen Shot 2014-05-06 at 8.00.10 PM.png [View same] [iqdb] [saucenao] [google]
422129

working on this

>> No.422130
File: 91 KB, 1638x1059, Screen Shot 2014-05-06 at 8.00.30 PM.png [View same] [iqdb] [saucenao] [google]
422130

>>422129
also, I can't figure out how to fuse these two part together!

>> No.422133
File: 43 KB, 738x579, Capture.jpg [View same] [iqdb] [saucenao] [google]
422133

>>422130

>> No.422134

>>422133
i tried that, didn't look to good smoothed though

>> No.422135

>>422134
did you try beveling the creases?

>> No.422136

>>422135
just closed down everything, going to try that tomorrow

>> No.422137
File: 84 KB, 1150x580, Capture.jpg [View same] [iqdb] [saucenao] [google]
422137

>>422136

>> No.422142
File: 200 KB, 1600x900, art.png [View same] [iqdb] [saucenao] [google]
422142

deep
cover "art" for my new epic post-avant vapor-noise edm breakcore memerap banehop album
(its just vaporwave)

>> No.422143
File: 265 KB, 1366x768, WIP.png [View same] [iqdb] [saucenao] [google]
422143

This is going to end in tears, easily the most complicated thing I've rotoscoped.

>> No.422146

>>422143
what are you rotoing it for?

>> No.422147

>>422114
well at least its not an audi, Camaro, lambo, mustang.

>> No.422148

>>422146
A mobile game.

>> No.422151 [DELETED] 

>>422090
Nice try. It looks almost as good as n64 graphics

>> No.422153
File: 358 KB, 1280x960, oakley_design_aventador.jpg [View same] [iqdb] [saucenao] [google]
422153

>>422147
>at least its not a lambo
Yeah.. because that would be terrible right? hahaha. Enjoy a glorious RWD Aventador.

>> No.422156

>>422153
I think the point that anon was making is most people always go with a Lambo, Audi, Camaro, or Mustang for their first car. It's nice to see somebody try something else.

>> No.422158
File: 1.61 MB, 1250x1213, mario.png [View same] [iqdb] [saucenao] [google]
422158

Got an art block so I started dicking around in zBrush. I'll probably do the whole body when the head is finished

>> No.422175
File: 777 KB, 2376x1080, turntable_Heavy.jpg [View same] [iqdb] [saucenao] [google]
422175

Who is he??

>> No.422179

>>422175
burdensome arms dude?

>> No.422199

>>422179
good guess im with you

>> No.422210
File: 428 KB, 1163x648, Unity_WIP_01.jpg [View same] [iqdb] [saucenao] [google]
422210

>>422093
jepp its an AC thing
though I have discovered some mysterius artifacts, the thing on the left could arguebly be some light escaping my geometry in the bake, but what are thouse squary things? reflections?

>> No.422220

>>420693
It's never too late, to git gud.

>> No.422222

>>422210
Why is the tv on this wall? Do the People who live there have an neck deformation?

>> No.422224

>>422222
Please read the thread.

>> No.422225

>>422210
Your previous render has artifacts that are a bit different, by the speaker. Maybe mess around some more with the things you changed in between? Also,
>Jepp
You´re not Swedish by any chance? :)

>> No.422231
File: 361 KB, 1936x1056, ss (2014-05-07 at 10.20.18).jpg [View same] [iqdb] [saucenao] [google]
422231

Any thoughts on my Feng Shui /3/?

>> No.422232

>>422156
Well, we had to choose a non-American car from before 1980. Otherwise I'd probably chose an modern Aston Martin or something.
But nonetheless, I think I can say I'm the first person ever to make a hearse at my college.
They asked us to be original, so yeah

>> No.422257
File: 204 KB, 787x549, prev01.jpg [View same] [iqdb] [saucenao] [google]
422257

let's render!

>> No.422286

>>422222
lol nice quitns

>> No.422395

>>422137
when i smooth that it looks like shit...

>> No.422399

>>421924
nothing I modeled from that had a cylinder in it

>> No.422400
File: 32 KB, 450x367, 1390419423957.jpg [View same] [iqdb] [saucenao] [google]
422400

>>422395
real welds aren't pretty anyway, assuming these are metal bars. are these metal bars? give some more information about what the objects are

>> No.422403

>>422400
Yes. They're supposed to be two metal bars welded together so the messy look quite suits the object i'm making! BUT, I might want to make something out of plastic in the future, in that case the messy look wouldn't suit the mesh

>> No.422447
File: 113 KB, 864x727, smoothloops.jpg [View same] [iqdb] [saucenao] [google]
422447

>>422403
add more edge loops.
one on the inside of the sem and one on the outside. Loops over 3 don't add noticeable sharpness to a seam.

>> No.423891
File: 394 KB, 1024x655, f17c5df4-b130-11e3-a966-12313b0a34a4-large.png [View same] [iqdb] [saucenao] [google]
423891

Been working on this portrait that is meant to be Steve Buscemi, still getting some awkward bumps and gaping around the eyes that need sorting and it looks like there is a fold in on the displacement map on the side of his nose. Sculpt isn't perfect by any means and the displacement map needs scaling back as the features are too full on.
oh and it needs hair.... eventually. If anyone has insight on the displacement weirdness on his nose i would be grateful

>> No.424075

>>423891

lol