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/3/ - 3DCG


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File: 1.34 MB, 1500x882, wipthread.jpg [View same] [iqdb] [saucenao] [google]
422337 No.422337 [Reply] [Original]

Well, the old thread has 300+ posts, so I think it is time for a new thread.

-Nudity is allowed in art, just make it tasteful and not obscene.

-try and critique as much of the work as you can, the more critique we get, the better we get as a community (ie. no "that is shit")

happy CG'ing

>> No.422338
File: 377 KB, 1046x1080, bob.png [View same] [iqdb] [saucenao] [google]
422338

How did I do /3/?

>> No.422342

>>422338
what was your target?

>> No.422343
File: 92 KB, 960x534, tumblr_n1fnpqBDRl1siqqxio8_1280.jpg [View same] [iqdb] [saucenao] [google]
422343

>>422342

I was trying to make this guy.

>this was one of the only refs I was given to work with from studio

>> No.422345

>>422338
>>422343
Glasses should be a bit bigger, and his chest should be pushed out further, you made it look like he has a skinny chest but a fat belly.

The arms look like zombie arms, need to work on the color there a bit. And the color changes on them are way too drastic, should be a lot more subtle.

>> No.422346
File: 161 KB, 545x570, f421ec (3).jpg [View same] [iqdb] [saucenao] [google]
422346

Trying to recreate someone i saw recently, the hair and eyebrows are just placeholders for the hair/fiber.
I find it a very difficult struggle to work from my memory and not have my own tastes influence the anatomy

>> No.422347
File: 245 KB, 1200x750, 6.jpg [View same] [iqdb] [saucenao] [google]
422347

Sup /3/, forgot this place existed!

I still need to add the tongue, and make some sort of background. And a few other things.

>> No.422351

>>422343
meant more along the lines of was it suppose to be high res, game model and so forth.

you did fairly good with just making it look like him, but im guessing that is more of a static pose than an end product

>> No.422353

>>422346
>my own tastes influence the design

Don't perpetuate the rampant misuse of "anatomy"

>> No.422365

>>422351
Yeah, the guy is meant as a game character, so he is just in a stati pose but he will be be given to our animator later.

>> No.422366

>>422347
I love the colors. Cool pose too.

>> No.422367

>>422347
Awesome work!

>> No.422369
File: 310 KB, 697x573, بدونان.png [View same] [iqdb] [saucenao] [google]
422369

>> No.422370

>>422369
allison...

>> No.422381

>>422370
Hein?

>> No.422393

>>422338
That's really good. How'd you make it look like him with a single reference picture?

>> No.422394
File: 129 KB, 458x724, Capture.png [View same] [iqdb] [saucenao] [google]
422394

Working on making Lt. Yar from Star Trek TNG.

>> No.422401

>>422367
>>422366
>>422347

> Sup /3/, forgot this place existed!

You did indeed. Unfortunately for you, it became much more easier to identify pathetic samefaggers with their retarded posts these days. So you need to hang around a little to grasp the feel of /3/.

Btw your work is shit.

>> No.422404

>>422365
ok, the skin is basic, the clothing has no bump to it at all, at least the jeans should have some, the hair is in no way good for any kind of game commenting out in the last 8 years. as far as the model geometry is concerned, i don't know, i cant see it all, but if this is a background character, it may be good enough.

unless there is an engine limitation, or a style limitation, things need to be done a bit better, at least the hair and skin...

>> No.422406

>>422401
i wont call it shit, but its a good start... and thats all it is... if they think its anywhere near done they need to back the fuck up.

>> No.422410
File: 880 KB, 1920x1080, Ares.jpg [View same] [iqdb] [saucenao] [google]
422410

This is my first actual anatomy study. Well, almost anatomy since it's supposed to be a Greek sculpture, but I couldn't help myself.

>> No.422411
File: 242 KB, 652x638, diffuse_color_map.jpg [View same] [iqdb] [saucenao] [google]
422411

>>422410
also here's something more. I really like this diffuse map.

>> No.422412
File: 6 KB, 373x166, Capture.png [View same] [iqdb] [saucenao] [google]
422412

>>422401
Sup nerd? He didn't post all those. You're sounding like a tremendous faggot, why don't you calm down for a bit before mommy takes your computer privileges away?

>> No.422413
File: 52 KB, 373x166, yeahno.jpg [View same] [iqdb] [saucenao] [google]
422413

>>422412

>> No.422415
File: 314 KB, 1383x719, Screen Shot 05-08-14 at 09.20 PM.png [View same] [iqdb] [saucenao] [google]
422415

I'm drawin in the basic structure of a building with the pen tool, but afterwards I would like to have a practical, efficient way to make the widths and angles of the walls to line up uniformly. Any tips?

>> No.422417
File: 12 KB, 168x22, yeah,yeah.jpg [View same] [iqdb] [saucenao] [google]
422417

>>422413
>>422413

>> No.422418

>>422346
not bad not bad, show more angles, neck anatomy is a bit sketchy
>>422410
a bit too cartoony for me, really jarring with realistic presentation

>> No.422422

>>422410
would purchase the model & 3Dprint it on large scale & put it on my garden / 10

bretty gud.

>> No.422446
File: 42 KB, 1226x644, luitpoldhalle.png [View same] [iqdb] [saucenao] [google]
422446

>> No.422448

>>422410
Someone call the centurion! Some mad man is stealing all the dicks in rome!

>> No.422450
File: 153 KB, 960x540, guydudepng.png [View same] [iqdb] [saucenao] [google]
422450

>> No.422454

>>422394
head is too small

>> No.422457
File: 223 KB, 975x945, Untitled-7.jpg [View same] [iqdb] [saucenao] [google]
422457

>>422401

Uh, are you saying that I posted all three of those? I posted the image, but not the other ones, but there's no way to prove it, so whatever. IDC

>>422406

So do you have criticism for me, other than saying its not done?

>> No.422458

>>422457
congradulations, you picked such a shit color it hid all the detail. pick a new color and add contrast to the detail so we can see it.

the horns however look to steril, you may want to improve that, any place that there is a hard surface, i mean not fleshy soft, you may want to detail in some scratched and age marks.

>> No.422459

>>422457
It was shit then and its still shit. You should be ashamed.

>> No.422460

>>422406
>If you have this attitude I'm projecting on you then these out of place criticisms apply to you

>> No.422461

>>422458

I'm making this model for someone, I don't get to pick the color. "Add contrast to the details" What, you want me to up the normal map or something?

I agree on the horns, I'll work on those next.

>> No.422462

>>422458
It's didn't have any color you dumb shit; this is a WIP thread: none of the works posted here are complete.

>> No.422463

>>422462

He's probably referring to my first post >>422347

>> No.422464

>>422461
i mean add some darkness to the crevices and some white to the bumps, if you can't get the effect in a render with the lights you need to add it yourself. without the color it looks far better but if you are going to have to add that, at least put the contrast in it.

in the first render it looks like a lumpy mess that has no detail aside from lumps here and there, in the gray version i can see the details.

>> No.422465

>>422464

I can add more contrast on the diffuse map, yeah. I think I went overboard on the reflections and spec too.

>> No.422467
File: 380 KB, 1046x1080, bob.png [View same] [iqdb] [saucenao] [google]
422467

Worked more on the skin and strengthened the normals on the jeans.

>> No.422469

>>422467
Skin on the forearms and hands still looks way too desaturated, zombie-like.

>> No.422470
File: 2.15 MB, 1000x563, Ugly shite.webm [View same] [iqdb] [saucenao] [google]
422470

I'm on the verge of scrapping it entirely and starting again, it looks like utter shit, the mesh is pisspoor, the normalmaps are jagged as fuck because low resolution, and I can't make a semi-decent texture to save my fucking life.

Fucking horrible first attempt, 0/10 would not try to salvage

>> No.422473

>>422450
>His hope and optimism, gone.

>> No.422478
File: 87 KB, 1214x716, low_banana_tree_leaf_1.jpg [View same] [iqdb] [saucenao] [google]
422478

>>422470
>fucking horrible first attempt

Everyone's first attempt is horrible anon, no need to feel bad about it.

To normalmap looks a bit off to me too, how exactly did you make it? Baking from a highpoly or photo-to-normal conversion?

Pic related, my first documented attempt at modeling for games.

>> No.422481
File: 524 KB, 1920x1080, rullo.jpg [View same] [iqdb] [saucenao] [google]
422481

calling it done.
here's the shitiest render you will ever see

>> No.422482
File: 221 KB, 1450x1056, rullo2.png [View same] [iqdb] [saucenao] [google]
422482

>>422481
also wires

>> No.422483

>>422482
NOBODY asked for wires!!!!

>> No.422484

>>422482
ewww wires

nice model though

>> No.422488

>>422482
nasty

>> No.422493
File: 320 KB, 900x862, piranha_plant_by_yoshigo99-d4gof3o[1].png [View same] [iqdb] [saucenao] [google]
422493

I was thinking about making a sphere with a part cut out but idk how to get the mouth like that wiht the lips and what not i tell you what

>> No.422494

>>422483
>>422484
will never post wires again
>>422488
thank you

>> No.422500
File: 60 KB, 1024x1024, Depthmap.png [View same] [iqdb] [saucenao] [google]
422500

>>422478
Made a greyscale depthmap from the Texture and specified it as a normalmap in unity so it does the calculation. I've tried making them with the plugins in photoshop and GIMP but they come out too weak usually

>> No.422502

>>422467
ok, here i was going to tell you to google
3d hair for video game 3dcg
hoping that it will show off how hair in videogames is made without me looking up specific pictures... what pops up is a shit ton of 3dcg loli, and some bestiality for good measure with about 4 relative pictures, even in incognito mode.

this took a bit for me to find because i was still looking for images apposed to a youtibe video, but here

https://www.youtube.com/watch?v=6Wi4-fdeYyM

i think that shows off how you want to do the hair, instead of a flat bald cap texture,

as for the skin, you are still doing it... i want to say wrong, but i dont know the limitations on the program.

as for the skin, i'm not looking up a tutorial on how you paint it right now, what comes up with a simple search is using images for skin instead of creating your own, so a simple search will turn that up for you but ill see about posting a crear your own skin later.

>> No.422503

>>422500
Ah.

The normal maps look off because they're only affecting a few regions, instead of the entire mesh. Learning to make a highpoly mesh and using tools like xNormal to generate "full-model" normal maps (and other useful maps) would be the next step to take, I think.

>> No.422505

>>422467
I'd make both the detail normals and the diffuse of the jeans way rougher, right now there is a visible "strongness gap" between the baked folds and your detail normals. Making the details stronger will make the jeans look less fabricated.

>>422502
That can be a solution, but usually, photos of skin aren't the best sources for texture, there's a lot of subdermal light scattering going on usually, and you don't want that. Try searching for actual game-ready skin texture maps and try to copy the diffuse and specular colors.
One thing wrong with your skin texture is the shadows on it. AO shadows aren't grey on skin, they're red-ish.

>> No.422509
File: 2.49 MB, 854x480, 0001-0480 2.webm [View same] [iqdb] [saucenao] [google]
422509

Working on some perfect little girls. Not sure about the hairlines tho. Kinda hard to extrapolate 2d hair into 3d sometimes. Thoughts?

>> No.422514
File: 1.16 MB, 1920x1121, Screen Shot 2014-05-09 at 7.20.39671 PM.png [View same] [iqdb] [saucenao] [google]
422514

Latest round of props for iOS game. Only two more rooms to go.

>> No.422515
File: 40 KB, 756x525, ss (2014-05-09 at 04.50.12).jpg [View same] [iqdb] [saucenao] [google]
422515

Learning about mental ray n shit.

Simply scrumptious.

>> No.422516

>>422509
>paedopuff girls

Well made models, disturbing choice of subject matter.

>> No.422518

>>422509

I think your models look good. How did you get their dresses to fold when you lift their legs? I'm still kinda a noob at modeling. The only way I could think of doing that is assigning the dress to the leg armature bones, but I imagine that would get messy and wouldn't look as good as how you did it.

>> No.422519

>>422509

I'd like to inquire about your shaders, what did you use for the cel shaded effect. This is exactly the style I want to apply to my current project.

>> No.422520 [DELETED] 
File: 827 KB, 1280x720, 3ds max.webm [View same] [iqdb] [saucenao] [google]
422520

I've come back to 3D animation after a long break, this time to learn how to rig.

So I'm starting off with learning to rig with no bones, and as usual, 3DS Max is full of surprises that make no sense what so ever.

Video related, when I link the next part, the whole thing gets warped to fuck when I rotate it.

What could be causing this?

>> No.422521

>>422520

Posted in wrong thread. Deleting.

>> No.422528

>>422509
ha saw your porn on pco

>> No.422529 [DELETED] 
File: 188 KB, 1102x620, shittynoise.jpg [View same] [iqdb] [saucenao] [google]
422529

why do my keyshot renders have that shitty noisey speckly shit everywhere?

also how do you make a zbrush mask gradient?

>> No.422531
File: 31 KB, 880x495, shittynoiseresize.jpg [View same] [iqdb] [saucenao] [google]
422531

why do my keyshot renders have that shitty noisey speckly shit everywhere?

also how do you make a zbrush mask gradient?

>> No.422536

>>422531
Its your shadows. Increase your quality in the render settings

>> No.422539

>>422446
I really like this. It reminds me of the animations Valve did for Portal 2. How exactly did you make this?

>> No.422541

>>422514
Shit man, these looks really good. Can I see the wires? Also how did you achieve such a realistic texture, they're photosourced?

>> No.422542
File: 31 KB, 960x540, freestyle_lines.png [View same] [iqdb] [saucenao] [google]
422542

>>422539

I think all he did was use Freestyle. Freestyle adds those cool lines on the edges.

>> No.422543

>>422542
What program, Sketch-up?

>> No.422546

>>422543

Blender

>> No.422549

>>422509
>open gif
>read post
>look at gif again
>continue reading post
>look at gif
>holy fuck they're naked

Good work, though.

>> No.422553
File: 81 KB, 590x699, PPG shaderss.png [View same] [iqdb] [saucenao] [google]
422553

>>422518
>The only way I could think of doing that is assigning the dress to the leg armature bones
That's actually exactly what I did. I tried to do some cloth-sim for the lower 2 poly loops, but I couldn't get them right, so I just said,"fuck it, weight paint errything"

>>422519
Everything you see are procedural textures rendered in Blender Internal. although you might be able to emulate the same effect with other render engines. The trick I used was setting the the material diffuse to use a color ramp, and setting that ramp to use the mesh normals as an input. In layman's , if the polys are at a certain angle or higher(dependant on color ramp) it outputs a flat-ish shader. I sould also say that when it comes to toon shading, lighting is everything. The render I provided has only a sun lamp pointed somewhat upwards, to illuminate the underside, and shade the backside. It's also rendered with some edge and textur3s with specifically placed lines.

>> No.422578

>>422549

heh yeah, I wanted to show my teacher this as a goal reference. I can't show it to anyone in realife because of the content =P

>Ok kids, what do you have for show and tell today?

>> No.422579
File: 67 KB, 720x540, 004SPT_Alfred_Molina_012[1].jpg [View same] [iqdb] [saucenao] [google]
422579

>>422467
reminds me of alfred molina in an eerie way

>> No.422582
File: 633 KB, 1920x1121, Screen Shot 2014-05-10 at 12.35.19234 PM.png [View same] [iqdb] [saucenao] [google]
422582

>>422541
Sure thing. Just shy of 7k tris for all the props. As for the textures, its a combination of photosourced textures and lots of layered hand painted details like edge wear scratches, dust and grime, all controlled with layer masks to restrict where they are at. I'll post the texture so you can see it in a moment.

>> No.422583
File: 1.06 MB, 2048x2048, 12StNatlProps_LR.jpg [View same] [iqdb] [saucenao] [google]
422583

>>422582
This one has 97 layers, I tend to keep every element on a layer so I can tweak them individually to get the exact appearance I want.

>> No.422584

>>422582
> 7k for a single set of props
Thats a bit too much for a mobile game. You'll need atleast a pair of them to fill a small room. Then there's going to be your character which will be another few thousand tris. And other characters as well I assume.

Like that bookshelf has way too much detail. And theres something fucky going on with some edges of the tris.

>> No.422585

>>422584
>>422584
It's not really as high as you think, even with the character, my view counts are still shy of 15k tris. My first iOS game, designed for the first gen iPhone, managed that at 30FPS. Fully propped rooms along with character are running solid 30FPS on my iPad 2/iPhone 4S, which is the low end target. The big issue with mobile is draw call counts and memory bandwidth. We aren't talking low low end devices here. Modern dual/quad core mobile GPU's can handle shitloads of triangles, it's the draw call overhead that kills them, so you have to batch things together with single shared shaders (like these props) to keep them down. I'm currently drawing the interior environment + props + character in 3 calls using static batching, so I am well under the limit for these devices. For reference, the A5/A5X GPU can handle 35M tris lit and textured (per PowerVR's website), so I am really not too concerned with the triangle counts. I care more about the overhead when switching contexts due to draw calls and the memory overhead that induces. As for 'something funky going on with the edges of the tris'- can you elaborate?

>> No.422588 [DELETED] 

>>422585
> As for 'something funky going on with the edges of the tris'- can you elaborate?

These look like chamfered unnecessary extra edges. Although I might be mistaken

>> No.422589

>>422588
There are a fair amount of beveled/chamfered edges, but they are all there for silhouette and lighting purposes. The wires are a lot clearer when you look at the individual objects- from this distance it looks kinda messy.

>> No.422590

>>422585
some edges like the bottom of the sofa chair looks chamfered with unnecessary extra edges. although it might just be a shading issue and i might be mistaken

>> No.422591

>>422590
Ahh thats actually an artifact of the antialiasing in the viewport on border edges.

>> No.422592

>>422584
> 7k for a single set of props
>Thats a bit too much for a mobile game.

Wish i was still living in 2005 like you, man good times.

>> No.422593

>>422592
uh oh, it's the butthurt sloick with his typical so funneh and witty comments instead of mature arguments.

>> No.422594
File: 475 KB, 1280x720, bavaria barbaria.png [View same] [iqdb] [saucenao] [google]
422594

axe, sword or giant mace/club?

>> No.422595

>>422594
Flail. It’s a lot less common to see.

>> No.422596

>>422594
Also you could get rid of a lot of ploys on the armor if you just used intersecting Geo for the spikes.

>> No.422597

>>422595
oh wow, completely forgot that weapon type.
thanks for reminding me! flail it is!

>> No.422601

>>422597
If this is for a game, you can do the chain with a series of cross planes with alpha textures and save a lot of geometry that way while still looking good- would also save you from modeling chain links.

>> No.422602
File: 2.39 MB, 1152x648, 0001-0240.webm [View same] [iqdb] [saucenao] [google]
422602

>>422578
Welcome to my life, anon.
>So, anon, what have you been working on recently?
>Oh... you know... nothing important...

Here is a plain render loop for academic purposes. If anyone asks, you found it on some random blog.

>> No.422603

>>422601
this is what i am doing. tried out the chain links first, but the chain alone was already 900 triangles, so i said fuck it and just made 2 planes

it's not for a game btw. it is just something that i am doing for my self but i still want to keep it kinda low poly

>> No.422604

>>422602
> academic purposes
r34 in 3 posts max
calling it now

>> No.422605

>>422602

Thnx dude, just what I need.

>> No.422606

>>422603
>>422601
got a question that just sprang into my mind

if i later want to animate it, just for the sake of it, should i give the planes at least a few subdivisions, so that they can bend properly, for like a weapon swung or something along the lines of that

>> No.422610
File: 230 KB, 1637x1060, rockingchair.png [View same] [iqdb] [saucenao] [google]
422610

working on this

>> No.422616

>>422610
shit.

>> No.422618

>>422594
dildo

>> No.422621

What am I supposed to be searching for in order to find cloud like fog? Like thick fog thats kinda clumpy? Where can I learn about this for maya?

>> No.422622
File: 382 KB, 720x500, stanza 1.png [View same] [iqdb] [saucenao] [google]
422622

First time modeling a room

>> No.422624

>>422604
see
>>422509

it was r34 before it was clothed

>> No.422625

>>422624
nudity isnt porn

>> No.422626

>>422622
Continue working on it, it looks pretty good man. More furniture + more detail will make good practice!

>> No.422627
File: 64 KB, 1182x787, Image2.png [View same] [iqdb] [saucenao] [google]
422627

>>422539
its just sketchup with anti aliasing edges turned on

>> No.422628

>>422627
>dat topo

>> No.422629

>>422606
What I would do is make a chain of bones with the joints in between the links and bind the chain to that. You want the individual links to be rigid so subdividing them is really pointless. If you set up an IK between the first and last joint in the chain, that would make it so that moving the handle of the weapon would take the whole chain with it. Add some simple gravity to the whole shebang and you'll get a nice effect when you swing the whole rig.

>> No.422630

>>422629
Let me be clear, this would be if you used 2 planes per link. If you only used 2 planes for the whole chain, you'd need subdivisions- the problem with that approach is the chain will bend like a rope instead of separate hard pieces- depending on your intended final look that might be allright.

>> No.422631

>>422622

Dresser is great

>> No.422641

>>422628
you obviously don't know what sketchup is

>> No.422645
File: 242 KB, 1182x787, LINESLIENSLINESLINES.jpg [View same] [iqdb] [saucenao] [google]
422645

>>422627

Your Nazi building looked better.

>> No.422647
File: 87 KB, 684x604, Image1.png [View same] [iqdb] [saucenao] [google]
422647

>>422645
Those are just component lines from sketchup during construction. Final model was all once piece.

>> No.422652
File: 247 KB, 1920x1080, Moon.jpg [View same] [iqdb] [saucenao] [google]
422652

Hey guys, this is my first post on /3/.
Here's something I had just finished. I'm not too sure how well received low-poly is around here, so be gentle.
I just made it to be used as my new desktop wallpaper, so I'm not really worried about how it would stand against something a professional would do.
But anyway, please let me know what you think.

I'm probably going to do more in the future, mostly space scenes probably. Like I said, I don't know if you guys like low poly at all, but if it's well received I might post more as I get done with them.

>> No.422656

>>422630
>>422629
Thank you for the answer. i am using 2 planes for the whole chain for now, but i will definitely remember this approach for future projects

>> No.422658

>>422652

I saw this posted on /wg/ nice work.

>> No.422665

>>422652
terrible

>> No.422668

>>422652
I kinda like it, though I think it's a bit too simplistic. Maintaining the style but adding other detail to build the scene up would go a long way. The stars and especially the earth don't fit at all, though.

>> No.422684
File: 366 KB, 1920x1080, Space duud.jpg [View same] [iqdb] [saucenao] [google]
422684

Care to play my shitty Unity Scene ?
There's no goal, you just jump around.

>> No.422692
File: 530 KB, 1152x933, Anna.png [View same] [iqdb] [saucenao] [google]
422692

Please forgive my ignorance as I have been absent for a while. But did the anon working on this Anna model ever give any more updates? I'd love to know where its at now.

>> No.422693

>>422684
shit i remember that structure from the amazing 3 game. yes ill play it.

>> No.422694
File: 390 KB, 1920x1080, Spece adventure.jpg [View same] [iqdb] [saucenao] [google]
422694

>>422693

thar you go
mediafire.com/download/op6u1ddeco58zxt/Climb+Mix.rar

I didn't know Unity back then, just posted the model to the Unity guy. There was also roads, landscapes, vehicles and a giant cock in the map...good times..

>> No.422696

>>422694
Yeah i was the op.
Was thinking of bringing it back for another round, but i used the project for testing random stuff after the thread died and i'd have to clean it up and add maybe enemies or something to make it more interesting for people to contribute. Still have all models and most of the code, just no time and motivation to bring it into shape.

Seems like you figured the shaders out, looks way cleaner than what we had back then. Time to dl and try.

>> No.422697

>>422696
Well we can make an escape game, or a climbing game without getting into enemies and AI and stuff. I was gonna add mesh collider to the comets so if they hit you, you'd be thrown away, although I couldn't figure it out. And the goal would be to get to the top.

I don't know any coding but I can send you stuff with prefabs with textures, models, materials and everything ready. We can simply make a game with colliders and triggers.

As for the textures, I used Shader Forge and set the texture aniso level to 9 so they look sharp no matter how far or which angle you're looking them from

>> No.422699

>>422668
Yeah, I hope to do more in future things. It was my first go at it, and I wasn't really using it for anything other than my wallpaper.
I'll definitely work more on adding more intricacies and stuff in the future, thanks man.

>>422658
Also thanks to you too.

>>422665
c:

>> No.422701

>>422697

Meh AI is not a problem, I wouldn't mind writing that, problem is time mostly I guess.

And you should learn how to code. You'd need at least a few lines to make that comet thing work. A trigger on the comet that sends a message to the object it hits, and a script that gives the player momentum once it receives the message.

>> No.422718

>>422625
cartoon characters always fully clothed, but than modeled not only nude, but also textured nude with nipples... that i would called porn.

but generally, no i cont consider nudity pornographic in and of itself, just this case, it kind of is.

>> No.422731
File: 64 KB, 1150x542, sds.jpg [View same] [iqdb] [saucenao] [google]
422731

>>422652

Just for shit and giggles, could you run a Subdivision Surface modifier on that with the highest settings and posting that render? I always like to see how low poly-things look when you Subdivision Surface them.

>> No.422747

>>422694
>>422696
holy shit i made the giant golden cock statue for that game.

It was actually pretty decent after the god awful car controls and camera angle were fixed.

>> No.422758

>>422747
>>422701
>>422694

oh shit, the gang is all here !

>> No.422815

Using 3ds Max, how do I create a pile of coins in someone's hand without doing simulation? If simulation is necessary, what techniques can I use? I already have the models.

>> No.422816

>>422815
learn 3dsmax reactor

>> No.422818

>>422628
Can't tell if troll or just retarded...

>> No.422826
File: 496 KB, 1280x720, m320_reload_001.webm [View same] [iqdb] [saucenao] [google]
422826

I've been doing some studying recently, been trying to learn what curves are and how they can help and I also learned how to get the hand to track to the weapon.

Something still feels off here though

>> No.422834

>>422826
fpsc engine?

>> No.422835

>>422834
>fpsc
Isn't that the old quakeish thing?

>> No.422837

>>422826
left hand needs more detail in its animation

it looks like it's not making any sort of pressure when touching the ammo

also tighten the right hand a bit more

>> No.422840
File: 309 KB, 1280x720, m320_reload_002.webm [View same] [iqdb] [saucenao] [google]
422840

>>422837
What about this for the left hand?

For the right I don't really need to worry, how you track hands in blender and how you track hands in Arma 3 are completley seperate.

>> No.422842
File: 732 KB, 749x545, spidey2.gif [View same] [iqdb] [saucenao] [google]
422842

>> No.422852
File: 484 KB, 1920x1080, Moon Smooth.jpg [View same] [iqdb] [saucenao] [google]
422852

>>422731
Max settings with subdivision surface (11), kinda seems like overkill. Unless you were actually trying to get me to crash my computer, (dat 6 gig memory usage).

I'm gonna go ahead and say you were actually interested in the smooth render though.
Everything is pretty much the same, although smooth. I post processed the original in photoshop, but I tried to adapt the masks from it onto this one. It's not perfect, but it's not supposed to be anything extravagant.
It does take on a whole different feel though, so that's pretty interesting.

Anyway, here you go m8, enjoy.

>> No.422858

>>422826
it's way too slow, you need to learn anticipation, action, and reaction. Once you get a handle (lel) on curves you can control the tangents from key to key, and fine tune the smoothness of each seperate motion. Make it snappy.

>> No.422860 [DELETED] 
File: 595 KB, 3250x720, BL2 Mimic breakdown.jpg [View same] [iqdb] [saucenao] [google]
422860

wow havent posted here in weeks
daily sculpt theme :keep of the treasure
decided to go with a mimic from borderlands 2
time: 40 min from sphere

>> No.422861
File: 71 KB, 1383x857, BL2 Mimic.jpg [View same] [iqdb] [saucenao] [google]
422861

wow havent posted here in weeks
daily sculpt theme :keep of the treasure
decided to go with a mimic from borderlands 2
time: 40 min from sphere

>> No.422868

K what h=the fuckl0

>> No.422870
File: 98 KB, 1024x575, rd.jpg [View same] [iqdb] [saucenao] [google]
422870

Pretty much my first time being satisfied with my beginning shapes for a car. The blue part is just a quick photoshop outline resembling the shape of the roof to be added.

Anyone else working on something /o/ related?

>> No.422871

>>422870
Does the_evil_monkey post on /3/?

>> No.422881
File: 108 KB, 888x568, o in rhino.png [View same] [iqdb] [saucenao] [google]
422881

>>422870
I am /o/ in rhino.. I don't post here much. have you tried sm car forum?

old cars are...difficult. modern cars are much easier as all the surfaces are convex.

any other rhino fags here? I know there was one.

>> No.422882

>>422870
About to scrap my crap model (>>422470) and begin anew. I'm jelly.

>> No.422883

>>422858
Arma 3 speeds up any animation from blender exported with the Arma 3 tools times 3.

>> No.422887
File: 181 KB, 997x695, anime-girl.jpg [View same] [iqdb] [saucenao] [google]
422887

i have this precious model but i can't rig it cause rigging is boring and too hard.

i just want poseable anime girl ;_;

>> No.422890

>>422887
aren't there like a million auto rigging plugins these days? also your edges are too thick.

>> No.422891
File: 94 KB, 750x550, 1399836741877.jpg [View same] [iqdb] [saucenao] [google]
422891

>>422692
No one know?

ok ;_;

>> No.422892

>>422891
Nah. I've been in the WIP threads so far, he didn't update his model, or just didn't post it.
My guess is he is discouraged after realising he won't be able to recreate anna exactly the way she appears in frozen.

>> No.422900

>>422892
Ah fair enough, thanks for the update.

>> No.422903
File: 609 KB, 1451x1058, plant.png [View same] [iqdb] [saucenao] [google]
422903

making some assets to train my workflow.
using CrazyBump, haven't decided if I like it yet!
Diffuse on the pot, diffuse and spec on the plant

>> No.422905
File: 217 KB, 1453x1061, cleaver.png [View same] [iqdb] [saucenao] [google]
422905

also started working on a cleaver

>> No.422918

>>422905
Round those wooden edges a bit

>> No.422919
File: 801 KB, 1271x710, 384a197243fe87289ef8e70e6c9ddcbb.png [View same] [iqdb] [saucenao] [google]
422919

Need to learn how to unwrap shit... Cant continue like this anymore

>> No.422920
File: 221 KB, 1280x800, 16.jpg [View same] [iqdb] [saucenao] [google]
422920

Working on the shader, still need to fix the horns.

>> No.422922
File: 1.50 MB, 1516x794, test05 - Copy.png [View same] [iqdb] [saucenao] [google]
422922

sorry about the quality, its a preview render with like 2 light bounces

>> No.422924

>>422920
Whatever that is on the right looks like a tumor. I know it's a wing. But it doesn't look like it.

>> No.422925

>>422922
switch the text to "Rape Co."

>> No.422926

>>422925
i would if they were already converted to meshes
but good idea/10 for effort

>> No.422927
File: 229 KB, 1280x800, 16_fix.jpg [View same] [iqdb] [saucenao] [google]
422927

>>422924

The part in red? Yeah its the wing membrane, I'll straighten it out, it won't be visible at that angle anymore.

Thanks.

>> No.422928
File: 9 KB, 283x420, Capture.png [View same] [iqdb] [saucenao] [google]
422928

>>422337
Hey /3/

Amateur animator here. This curve represents a foot that's supposed to be somewhat still. When I activate the tangent to interpolate it, the curve shifts down and his foot falls through the floor.

How do I move it up? I looked it up on Google but I'd rather not watch an hour long tutorial for something that'd likely take five seconds to explain.

>> No.422929

>>422928
Also the blue lines I drew reprsent frame 1 and frame 2. The curve is between them.

>> No.422933

>>422929
break your tangents

>> No.422935
File: 63 KB, 1015x768, forxtul.jpg [View same] [iqdb] [saucenao] [google]
422935

Hi guys, I have a mesh in zBrush that is a bit lumpy on some of it's surfaces. I'd like to make it a bit more uniform but the smoothing only does so much. Do you guys know of a brush that may help me?

I want to create a displacement map before I do a Retopo copy and the surfaces I have mentioned are not wanted

>> No.422937

>>422935

Go to the lowest subdivision, smooth.
Go up one subdivision level, smooth.
Go up one subdivision level, smooth.
Repeat until last subdivision.

>> No.422941
File: 16 KB, 326x331, pivot.jpg [View same] [iqdb] [saucenao] [google]
422941

Why is my pivot distorted? I've been having video card problems lately. Is there any chance that could be the cause?

I'm using 3ds Max 2014. The pivot is part of a bone, and I have an animation in my scene. I wasn't experiencing this problem until I loaded my save.

>> No.422942
File: 36 KB, 721x934, fuck.jpg [View same] [iqdb] [saucenao] [google]
422942

>>422941
Oh gosh. It's only getting worse the more I touch it. ;_;

>> No.422943

>>422942
I've had that happen before. Make a backup save and select your object, then go in the utilities tab (the hammer icon on the sidebar), select Reset XForm and click "Reset selected" maybe a dozen times, then collapse the modifier stack. See if it fixed it.

Reset Xform does weird things sometimes, like invert all faces, and you also loose all your modifiers, but its saved corrupted objects for me, and most of the things it does is an easy fix.

>> No.422944

>>422943
Oh wait, just saw its a bone, uh.. Not sure if it'll work with the reset Xform, oh well, try it.

Otherwise, load an earlier autobak. Or google the problem.

>> No.422945
File: 371 KB, 900x1051, 3jpg.jpg [View same] [iqdb] [saucenao] [google]
422945

Messed with my car again for a little. Reshaped the body a bit and started trying to size up some of the details. Going to redo pretty much everything, especially the side cuts to make them flow better and add a roof soon.

>>422881
Nice, I'm using Rhino too! Older cars like the one you're working on definitely look tough.
I haven't been on smcars in a while except for some tutorials, but should definitely go back for some more and check out the WIP section. Is it pretty active over there?

>>422882
Good job on completing it, I'm learning that's half the battle. It's a huge learning curve and I've got a long way to go myself, but just gotta keep it up! I wish my first attempt actually turned into a car and not random curves that didn't work haha.

Have you tried using a program like Rhino? It's a treat to work with and there are a bunch of tutorials on smcars.net and carbodydesign.com that help a lot.

>>422871
Don't think so. Was he the one that was making a drifting game?

>> No.422946

>>422887
Rigging isn't hard. Boring, yes, but not hard. It's also relatively quick using plugins as long as your model isn't in a nonstandard T-pose.
The only thing that's a bitch is skin weights.

>Your model is in a nonstandard T-pose.

>> No.422947

>>422943
>>422944
The bone is part of a Skin modifier so Reset XForm isn't an option.

I've been able to temporarily fix the problem by XRef'ing the file into a new scene. I need to find a permanent solution. I literally cannot work with my pivot distorted. When I do any animation (adjusting, adding, deleting keyframes) the pivot becomes distorted again.

>> No.422948

>>422941
>>422942
>>422947
So, I've figured it out. The problem was my animation transformation data. I was able to fix the issue by replacing the broken animation keys with new/different keys starting from frame 0.

Jesus Christ. Sometimes 3ds Max can send me for loops, even though I understand it most of the time.

>> No.422957

>>422948

Max is such a shit sometimes. Reset Xform is just my default solution to everything.

Now, I haven't rigged in.. 8 years. Couldn't you just unlink the skin, fix the bone then relink it?

>> No.422959

>>422957
All of the skinning would be lost in the process.

>> No.422962
File: 761 KB, 2048x2048, RenderFull.png [View same] [iqdb] [saucenao] [google]
422962

Here is a render i just did for a sword i designed, probably one of the most stupid sword you will ever see, it's a sword which uses two other sword as a blade, to put and release the other two swords the user need to pull the handle near the guard.

As always, whenever i do a render, it's always a mess, 1h to figure out a correct pov and some half decent settings and 5 entire minutes to render one frame.
The result is a shitty anti-aliasing, some ugly ass environnement, a sky which disapears in the saved file and boring lighting.

Do you have any tips to share on that mental ray renderer ?

>> No.422963
File: 776 KB, 2048x2048, RenderSplit.png [View same] [iqdb] [saucenao] [google]
422963

>>422962

>> No.422964
File: 42 KB, 1024x768, TIE Fighter_005.jpg [View same] [iqdb] [saucenao] [google]
422964

>> No.422965

>>422945
I need to use Blender now because I'm making this for a game, and as bad as I am at modelling in Softimage, I'm 10 times worse in blender.

>> No.422969
File: 1.58 MB, 1280x720, maxray comparison.png [View same] [iqdb] [saucenao] [google]
422969

Hey guys, does someone know how i can render an object the same way the consistent colors viewport mode in 3ds max does?

i tried setting the self illumination of the material too 100, and it gave me that consistent color look in mental ray, but obviously i lose all the shadows from the geometry this way, whilst in the viewport i have the consistent color look + shadows

>> No.422972

>>422969
You could perhaps use a ramp shader / cel-shading material. I gess you dont want any of that diffuse gradient so those will do the job.

>> No.422974

>>422969
Use an ambient light

>> No.422994
File: 248 KB, 674x789, Praise the Sun.png [View same] [iqdb] [saucenao] [google]
422994

>>422972
>>422974
thanks for the answers, gonna try that out
praise the sun

>> No.422997
File: 469 KB, 1452x1059, feathercleaver.png [View same] [iqdb] [saucenao] [google]
422997

updated the cleaver a bit and made a feather pen
both not very good, but at least i'm making stuff

>> No.422998

>>422997
l2bake normal maps faget

>> No.423000

>>422998
haven't got there yet faget

>> No.423024

>>422945
sm cars is still as quiet as ever sadly.. you wouldn't think so with there being so many ppl who model cars.
It is my first time using rhino so I am still trying to remember what everything does.
but with T-splines, VSR plugin its very powerful software. also at the end you have a model that can actually be used for real world stuff.
Feel like bit of a loner using it tho, not quite the same online communities as polygon modelling.

>> No.423026

>>422997
is the texture on the ink well stretched a little? I see the temptation to use UV maps to scale textures but the uniform deformation on the noise makes it look cheap. Scale the little design in photoshop how you want but keep the noise normal

>> No.423044
File: 2.09 MB, 720x368, sks_reload_001_ingame.webm [View same] [iqdb] [saucenao] [google]
423044

anyone have a good resource for this anticipation->action stuff?

>> No.423046
File: 80 KB, 1034x788, fowxaye.jpg [View same] [iqdb] [saucenao] [google]
423046

Hey guys, I have this issue with my current mesh in zBrush. Any tips on fixing the geometry on the upper eye?

>> No.423059

>>423046
i thought this was a vagina

>> No.423064

>>423059
you've obviously never seen one

>> No.423079

>>423044

record yourself doing the action, or look up on youtube for references.

Always use refs. Your stuff just looks... unnatural right now.

>> No.423080

>>423079
using youtube references seems to do me no good

>> No.423081

>>423046
Just duplicate the sub tool and zremesh it, then project the old details you done to the new mesh.

>> No.423102
File: 359 KB, 628x738, scene2.png [View same] [iqdb] [saucenao] [google]
423102

I'm making a scene from a dream I had

>> No.423117

>>423102
Why didn't you just use a separate subtool and sculpt the hair? It looks weird as fuck painted on.

>> No.423125

>>423102
looks so real

>> No.423127

>>423102
you should start dreaming about proper anatomy

>> No.423131

>>423117
>>423125
>>423127
You guys are cute. Try reading for once, it's a WIP thread, not a finshed project thread. If the lack of feet didn't tip you off this is just a composition test.

>> No.423132

>>423127
When someone on the internet says "anatomy" I'm pretty quick to assume they're an idiot, but nothing solidifies it by like quantifying it all with the word "proper"

Stop trying so hard to SOUND like an artist, and go work on some actual art.

>> No.423133
File: 65 KB, 1365x702, New car WIP.png [View same] [iqdb] [saucenao] [google]
423133

Second car well underway, Doesn't look as shit as the lat one I did (for now anyways). First one done fully in blender, I nearly ripped my hair out a few times because blender's undo list is very limited

>> No.423140
File: 70 KB, 767x474, Jaguar_XFR_S_Start_of_Build[1].jpg [View same] [iqdb] [saucenao] [google]
423140

>>423133
it comes with 32 undo steps you can adjust that in preferences-editing.
also, id suggest you draw a spline cage like this then do it poly by poly
pic relation.
rather than the way youre doing it cos it will only lead to disappoint.

>> No.423141

>>423132
translation
>i dont know human anatomy, my art sucks, so i get mad whenever someone tries to point it out in my work or in works by someone else

Do you even realize how pathetic your comment sounds ? Go to any art school and they will eat you alive for crap like this.
Also how does a real artist sound ?
Anybody can be an artists, but there is good art and bad art so self improvement should be a goal of any one who really wants to improve in his field.
>>423131
still its too worrying about the level of definition this already has, should more of a rough form blockout and it already looks weird anatomy and proportions wise.

>> No.423147

>>423140
How would I go about making said spline cage? Curves?
Then again, I'm not going for photorealism here anyways, I just want to make something passable.

>> No.423149

>>423147
yes curves or paths, whichevers easiest for you to manipulate.

I only said spline cage cos its easier to google-images.

the way youre doing now will create too many polygons.. it wont smooth properly. will generally look like shit.
poly to poly is the best way for that.
just concentrate on the main planes firstly.
bonnet, window, wheel arches. then join them up.

the curves just help you see the form in 3d.

>> No.423157

>>422347
>>422457
>>422920
I don't know if you're still here, but I'd suggest that you take another look at they way he spreads his maw. The dynamic pose of his body is strangely offset with the static opening of his jaw, which suggests a gentle kiss more than a ferocious growl or snap. Maybe if it's mouth is more spread open and the skin is pulled more tightly around his jaws he would alot more intimidating. Great stuff though!

>> No.423159
File: 2.14 MB, 1000x560, Frame00001.png [View same] [iqdb] [saucenao] [google]
423159

I'm currently writing a renderer for a college course final. Basically we get graded on the renderer itself as well as the final image we make with it.

I'm done with the renderer, but I'm really struggling with the image since I'm terrible at lighting and composition.

My basic concept is to put a planet on display, either in a museum or simply on a table somewhere. Pic related is about as far as I got, if you'll ignore the noise.

This is obviously shit still, but does anyone have any pointers as to how I can put this in scene? Any comments welcome.

>> No.423160
File: 2.14 MB, 1000x560, Frame.png [View same] [iqdb] [saucenao] [google]
423160

>>423159
Here's a different angle. I'm using a model of a natural museum as the surroundings.

>> No.423162

>>423160
das noise...

>> No.423163

>>423159
>I'm currently writing a renderer for a college course final. Basically we get graded on the renderer itself as well as the final image we make with it.

I guess being an engineer didnt work out LMFAO

>> No.423186

>>423044
You need to shoot ref especially since you dont have much animation experience
Pay attention to timing
Maybe read up on some basic animation principles

>> No.423188
File: 438 KB, 1000x560, Issue.jpg [View same] [iqdb] [saucenao] [google]
423188

>>423160
value is #1 in a shot especially for readability.
Your object doesn't have enough value separation from its surroundings

>> No.423189

Bit of a noob question here but

Whats the difference between Maya an 3DS max?

Why doesnt auto desk just roll them into one package?

>> No.423191
File: 549 KB, 672x635, Capture.png [View same] [iqdb] [saucenao] [google]
423191

Oinking Intensifies

>> No.423193
File: 426 KB, 1000x560, paintover quick.jpg [View same] [iqdb] [saucenao] [google]
423193

>>423160
>>423188

quick paintover tried to make the values clearer, less saturated to make sure focus is on subject, more reflections
It's really rough but it might help a bit?

>> No.423204

>>423193
I see, thanks!

I think I'll try going with a more neutral and darker environment. I also asked some other people and they mentioned that the atmosphere doesn't really work with a busy, bright background.

>> No.423209
File: 150 KB, 1366x728, New car WIP 2.png [View same] [iqdb] [saucenao] [google]
423209

>>423149
>the curves just help you see the form in 3d.
At the minute I'm really having trouble seeing the curves themselves in 3D. (Reference images on planes are hidden to show the curves)

But I owe you thanks, I found some really good reference images for the car while looking up spline cages

>> No.423213
File: 37 KB, 640x480, through walls.jpg [View same] [iqdb] [saucenao] [google]
423213

I have a wall in 3ds max, for some reason directional light is going through it

trying to do this tutorial
http://www.youtube.com/watch?v=PcLEqTGhfdc&feature=c4-overview&list=UU1kKx8PJk27O6sUKXFA-AMw

>> No.423216

>>423209
well u would go using a stupid visual style.

If I recall you should be able to turn reference image transparency down. and in preferences, you should be able to change the color the curves are displayed in. everyone else works with the same disabilities.

>> No.423217
File: 323 KB, 1366x704, New car WIP 4.png [View same] [iqdb] [saucenao] [google]
423217

>>423216
What exactly is wrong with this theme then?
Also I fixed that by spreading the images out instead of meshing the together at the origin

>> No.423218

>>423217
>>423216
I get it now, when I said "I'm really having trouble seeing the curves themselves in 3D" I meant actually picturing what they should look like in 3D, not that I'm having trouble actually seeing them in Blender

>> No.423225
File: 545 KB, 1366x704, lines.jpg [View same] [iqdb] [saucenao] [google]
423225

>>423217
>>423218
okay.. you only really need a few key lines to show you where the important bits are.
then you just extrude a few planes.

something like that.

it'll lend up a lot neater than your first try

>> No.423232
File: 141 KB, 1581x941, 10368668_10204071827495170_551090519_o.jpg [View same] [iqdb] [saucenao] [google]
423232

Aatrox from League of legends

>> No.423234

>>423232
terrible

>> No.423235

>>423234
explain

>> No.423236

>>423232
>>423234
It is a bit shit, yeah

>> No.423245

>>423232
>>423235
alot of the edges really need to be smoothed out. Right now it looks like you have just been pulling on shit with pinched fingers

>> No.423247

>>423245
thank you

>> No.423289
File: 897 KB, 1920x2160, mahshit.jpg [View same] [iqdb] [saucenao] [google]
423289

Could I get some feedback on these models? A little late, I just submitted them but for future reference, they're enough to pass (1st year of uni) I reckon but I know they can be better. #1 issue was the hard edges on the Dreadnought which I can fit easily with some chamfer, any other suggestions for either of these?

(sorry for jpeg the png was too big)

>> No.423291

>>423289
seems like you credited the software but not the design of the model. This gets a big fat F-.

>> No.423292

>>422959
I'm fairly certain you can reset xforms without ruining the skinning, I recently went through skinning a model and reset xforms after, still animated perfectly.

>> No.423293

>>423291
Additional documentation goes through that all, with sources and reference material all that shit.

>> No.423294

>>423293
well, who made the design?

>> No.423295

>>423294
Didn't realise my lecturer would be on /3/ so late, if you really want to know feel free to look at my upload /s

But yeah was just looking for feedback on the models themselves and was easiest to just use the pre-existing example shots.

>> No.423296

>>423295
Like i said twice now - you credited the software - NOT the design - and when asked where the design is from, you give no answer. This is theft. GET THE FUCK OFF MY BOARD.

>> No.423297

>>422927
I didn't mean that, but you're right. I was commenting on the silhouette as a whole. It could be better if you showed more of the wing because it doesn't look like much of anything.

>> No.423298

>>423296
lol

>> No.423314

there is a plane that won't render at all in blender

wat do?

>> No.423315
File: 66 KB, 478x537, wip.png [View same] [iqdb] [saucenao] [google]
423315

>>423314
forget it I suck dicks

I tried joining the mesh and it worked

>> No.423316

>>423315
Thats a plane ?
Jesus fuck im out of touch with modern aeronatics

>> No.423317
File: 107 KB, 1024x1024, marcoelnarco.jpg [View same] [iqdb] [saucenao] [google]
423317

ready for texturing.

>> No.423341
File: 253 KB, 874x581, thorn.c4d *-2.png [View same] [iqdb] [saucenao] [google]
423341

Tell me all about my edge flow, guys. Please.

>> No.423346
File: 980 KB, 1680x1007, Untitled.png [View same] [iqdb] [saucenao] [google]
423346

props if anyone knows the game where this guy is from

>> No.423347

>>423341
turbine/10

>> No.423348

>>423289
Doesn't fit the proportions of the source terribly well, the Dreadnought I mean. It's too wide.

>> No.423349
File: 54 KB, 256x355, Sporebox.jpg [View same] [iqdb] [saucenao] [google]
423349

>>423346

shiggy

>> No.423370

>>423341
what the hell

>> No.423406
File: 634 KB, 790x824, wip.png [View same] [iqdb] [saucenao] [google]
423406

>>423346
Nice to see someone else using Sculptris, no idea what game, but id suggestions warping the proportions some more

Heres my wip, i assume a few poeple already know the ref

>> No.423435

>>422929
select your key frames and make them linear tangents, looks like you have them on auto and you may not be on full number frames and maya is trying to interpolate what is happening. just a guess from what I can see
so yeah, grab your frames and you can even just do the inner and outter handles separately so you dont effect how the curve flows into the first key and out of the second key

>> No.423455
File: 303 KB, 1024x720, PRish_M4_Reload_001.webm [View same] [iqdb] [saucenao] [google]
423455

Tried animating the whole body this time, way better results in game.

>> No.423474
File: 79 KB, 474x740, ss (2014-05-17 at 11.28.04).jpg [View same] [iqdb] [saucenao] [google]
423474

making something. its not really turning out that well :(

>> No.423475

>>423474
that excuse doesn't hold water.

>> No.423476

>>423455
the animations are too sharp/abrupt. play with the curves so that he follows through at the ends of his movements.

>> No.423492
File: 2.89 MB, 1920x1080, Museum-DarkCheckpoint00085.png [View same] [iqdb] [saucenao] [google]
423492

>>423193
It was a bit of trial and error, but I tried following what you said.

Thoughts on this?

>> No.423503
File: 113 KB, 529x808, nonons.png [View same] [iqdb] [saucenao] [google]
423503

I haven't posted on /3/ for ages. I'm sculpting Nudist Beach version of Nonon at the moment. I think I'm ready to pose now.

>> No.423513

i have a question.

are you able to get shit setup in maya to render at about video game quality, as fast as a video game?

take crysis 3 or the udk4 tech demos as examples, is that possible in maya?

i don't put much value on photorealism and see videogames as good enough... i mean if i have to spend 10-20 minutes a frame, or get 20 frames a second (really i would be happy with 1 frame every 1-10 seconds) i would take the faster frame rate hands down considering i don't have a render farm.

and can anyone give me examples of what the rendering will look like?

>> No.423514

>>423218
how is car?

>> No.423529

>>423513
You could get very close if you use the Maya Hardware renderer- that basically replicates the viewport in an offline render. If you want real time normal maps, etc either use the CgFX shader or use Viewport 2 in the newer versions of Maya.

>> No.423536

>>423492
heres what I think, bg model is shit, but maybe shallow depth of field can fix this.

lighting is unrealistic. Maxwell renderer would be good for this but not essential,

>> No.423538

>>423536
>Maxwell renderer would be good for this but not essential,

you showed your noob card, faggot. Maxwell is worse than even modo renderer - its been proven on thefoundry forums.

>> No.423539

>>423538
Maxwell is physics-based, so any problems can be traced back to the user doing stupid shit.You mentioned the Foundry forums... definitely has a collection of stupid users.

>> No.423542

>>423536
I'm already using a physically based renderer, so Maxwell wouldn't help me in this case. The lighting is a simple sun plus environment map. I'm not sure what would cause it to look unrealistic.

I'll try adding some depth of field, thanks!

>> No.423543

>>423539
the modo renderer can be set to be either biased or unbiased, kid. Both are "based" in physics - something that humans on /3/ think they have a full grasp of yet any physicist will tell you that we hardly understand physics at all.

>> No.423544

>>423542
there just doesn't seem to be enough ambient lighting in the arches. If I was taking a picture id expect, for the arches to be that black and sky in the window to be overexposed white.
im not an expert in lighting that's just what my brains saying.

>> No.423545

>>423544
*id expect that if the arches were that black, the sky would be white.

>> No.423640

>>423543
yes and no.

physics is a VERY wide field, and most of it that we would need to use in rendering, we do know fairly fucking well.

the problem is if you ask a physicist if we understand physics, they immediately go to quantum physics, a field where you have an idea, and structure other ideas around the initial and is a field that in all likelihood, and breakthrough will not be tested or proven in the person who had the "breakthroughs" lifetime

>> No.423645

>>423640
>the problem is if you ask a physicist if we understand physics, they immediately go to quantum physics, a field where you have an idea, and structure other ideas around the initial and is a field that in all likelihood, and breakthrough will not be tested or proven in the person who had the "breakthroughs" lifetime

up until very recently we thought the universe was mostly made up of atoms. Then we found out that a few years ago that atoms are only 4%. I mean, this is very recently. We know almost nothing about the universe and its physics

>> No.423649
File: 488 KB, 900x551, rbb.jpg [View same] [iqdb] [saucenao] [google]
423649

>>422945
Messed with my car for a little bit again. Still have a long way to go.

>>423024
Yeah I went on and checked some WIP sections, but it was pretty dead with only a few posts a day throughout. Definitely not enough posts for how many people have to be checking frequently. VSR plug in is pretty sweet too. I haven't taken advantage of it yet, but seems dialed once you get it down. Completely agree with real world use also. It's a nice feeling to know that with minor modifications our projects can easily be made into quality products.

>>422965
Nice. Whatever works! I wish I had the patience to learn to make a game.

>> No.423652

>>423645
and that relates to rendering how?

like i said, what is related to rendering we know fairly well.

>> No.423655

>>423542
>I'm not sure what would cause it to look unrealistic.

Where's the ambient light? Do you have GI on?

>> No.423656

>>423492
It looks like you're using VRay. Get some Environment Fog in there.

>> No.423666

>>423514
Same as above, as soon as I posted that picture I finished and went home for the weekend, going to work on it again today.

>> No.423675
File: 3.28 MB, 1920x1080, FrameCheckpoint00082.png [View same] [iqdb] [saucenao] [google]
423675

>>423655
I have GI on, yeah. The reason why it's so dark is most likely because the wall texture has very low albedo. Pic related is an older render with a brighter wall texture.

Making the texture darker was intentional, because I thought it would make the foreground pop out. Should I go back to a brighter wall texture for more ambient?

>>423656
I'm not using Vray, but I can add some mildly scattering fog. I'll try that, thanks.

>> No.423684
File: 194 KB, 1440x900, New car WIP 5.png [View same] [iqdb] [saucenao] [google]
423684

>>423514
amidoinitrite?

>> No.423685
File: 2.51 MB, 1200x676, lowpolyWIP.webm [View same] [iqdb] [saucenao] [google]
423685

I'm working on a woodland survival type game. I'm going for that lowpoly faceted style. Using Unity with a vertex shader. Everything uses vertex colors.These are the animals so far and I was playing around with the color for the terrain once I implement a day/night cycle. I was trying out different meshes for the water to see which animated better.
I have more of the stage modeled in chunks so I can do LODs and only load the chunk that the player is currently on.

>> No.423686

>>423685
also, sorry for the webm quality, i have no idea how to record this shit properly.

>> No.423688

>>423675
It looks better brighter, but now the moon sticks out like a sore thumb.

>> No.423689

>>423688
That's an old version of the moon - in the newer renders I have it illuminated by a few spotlights to remove the dark rims.

One thing I worry about with the brighter version is that the background distracts from the foreground. The planet doesn't really "pop", if that's the right word for it.

>> No.423691

>>423689
>The planet doesn't really "pop", if that's the right word for it.

Thing is I don't really get that from the dark picture. There's still enough color difference in the brighter picture which makes Earth stand out. Besides, the orange + blue colors compliment each other very well.

>> No.423692

>>423685
>>423686
Check out /agdg/ on /vg/

Ignore Googum, he's an aussie shitter.

>> No.423693
File: 6 KB, 849x109, welcome to 3.png [View same] [iqdb] [saucenao] [google]
423693

>> No.423694

>>423693
"It's shit." also works.

>> No.423695

>>423692
this is neat. Thanks anon.

>> No.423699

>>423159
thats all you have to do for college!?

Omg I am so jelly.

I have to create a to world scale museum exhibit with at least 15 exhibits in it. With ALL the relative in life saftey measures and shit. And animate it!

What are you studying?

>> No.423700

>>423699
His daddy paid 12k dollars to let his son study some weirdo videogame career, the wealth in the world is badly shared.

>> No.423701

>>423694
Moot should add a wordfilter that changes 'it's shit' to that post. I mean we all mean that, but we write it's shit because it's shorter.

>> No.423705
File: 366 KB, 1536x864, dippy-landscape[1].jpg [View same] [iqdb] [saucenao] [google]
423705

>>423675
pay more attention to reference images.

>> No.423706

>>423699
I think you get the wrong idea. This is just a semester long course that only counts about 7% towards the entire Master studies.

It's a course on image synthesis where the goal is to program a physically based renderer and mathematically verify its correctness. The rendering competition at the end is only an incentive to try and add cool features to the renderer; the majority of the grading is based on the features of the renderer, not the actual image. It's offered as part of the Computer Science major.

>> No.423707

>>423706
Oh I see. I'm doing 3D animation, pre-vis animations is the first graded unit on the two year course, the 2nd next year is story based.

>> No.423708

>>423706
you're getting a worthless degree. computer science isnt something you go to school for.

if you were pursuing a masters in chemistry or mathematics or physics it would be alright. but making a raytracer? come on son. you'll be applying to the equivalent of taco bell soon. inb4 cries.

>> No.423709
File: 1.07 MB, 1000x560, Planet-Cloudy.png [View same] [iqdb] [saucenao] [google]
423709

I made the environment brighter and added some volumetric clouds and city lights.

It looks like someone jizzed on the planet, but any thoughts on the rest?

>> No.423710

>>423709
> clouds that have visible volume in a full earth shot

Clouds occupy only a very thin layer compared to the entire stratosphere. Even though they look puffy and cloudy in your render, it's unrealistic to see them that thick.

>> No.423711

>>423710
>full sized planet in a museum
it's really doubt that's meant to be realistic

also
>nagging about realism in cg

>> No.423712

can 3d program export camera raw?

>> No.423714

>>423711
>getting a degree in computer "science" in a "masters program"
>pathtracing planets in the spinoza atrium for no reason.
>THINKING THIS WILL END WITH EMPLOYMENT != FAST FOOD

>> No.423715

>>423711
> nagging about nagging about realism in cg
back to /mlp/ you autistic faggot

>> No.423716

>>423684
its okay but lose that triangle on the edge of the bonnet. its best to just run two parallel edge loops straight to the front.

>> No.423717

>>423710
Yeah, I know. It's sort of intentional to show off the volumetric path tracing and personally I thought it looked cooler this way, but it still needs some tweaking.

The Earth is faked as hell anyway - I copy-pasted Europe a bunch of times so you wouldn't get an image that's 80% ocean, and the atmosphere is about 30 times thicker than the actual Earth's atmosphere. I tried the realistic Earth, but it honestly just looks boring.

>> No.423718

>>423717
>I tried the realistic Earth, but it honestly just looks boring.

uh, a realistic earth looks 10 millionX better than yours. See gravity. What you have is fucking SHIT. But what else could we expect from some kid pissing his time away studying comp sci? LMAO KID

>> No.423720
File: 192 KB, 1440x900, New car WIP 6.png [View same] [iqdb] [saucenao] [google]
423720

>>423716
It's quite a bit different since then

>> No.423727
File: 45 KB, 640x480, blackbox.jpg [View same] [iqdb] [saucenao] [google]
423727

It's simple, any tips on how to make it more realistic?

>> No.423731

>>423727
yeah, don't be a massive tit and watch a fucking tutorial

>> No.423737

>>423160
am I the only one who really likes the grainy, noisy look

better question: is there a way to get soft focus in a render without grainy noise

>> No.423738
File: 699 KB, 540x960, untitled4.1.png [View same] [iqdb] [saucenao] [google]
423738

>> No.423739

>>423731
>mfw ive been in college for a year

>> No.423741

>>423737
There's a difference between the film grain kind of noise and path tracing noise. Film grain can look cool because we're conditioned by movies to like it, but path trace noise usually looks unpleasant because it's very erratic - the luminance of the noise can vary greatly throughout the image. You may get film-grain like noise in shadows, but really bright speckles in caustics or similar places, which doesn't look very good.

As far as soft focus goes, faking it in post is probably your best bet.

>> No.423742
File: 76 KB, 550x413, POkemon.jpg [View same] [iqdb] [saucenao] [google]
423742

none of your props cast shadows. lack of light is just as important as light. your grey piece of pipe looks superglued-on and has a total of 5 colors. It looks WAY out of place probably because it's so massive and looks semi-detached and something's going on with the modelling that makes it look much lower quality than the rest of the model. The shading on the decal does not match the shading on the tank. The word flight is not wrapping properly around the tank either that or you've got a really tall font for that word only which makes it icky looking. Why would the word Flight be a different font from that of Recorder? Also it looks too flat on the tank's forward bevelled edge, consider adding some sheen to that area so it's not so flat. Also that bevelled part abutts to the adjacent surfaces with a crisp line but there is obviously a mottled texture to the rest of the model so why are these edges so crisp when in reality they would be mottled slightly also.

despite all this technical problems there is still a major conceptual issue underlying the entire model and that is what is your signature? do you think just making a realistic flight recorder is going far enough? what impact are you trying to make with this model? what is its intended use? let us know.

In conclusion i've given you several render, several post render, and several conceptual criticisms that are solid. I've given little specific technical criticism but i don't think you're at that stage yet and furthermore i dont' know if i'm qualified to give technical advise as i'm not a master modeller. however i am an artist and i respect your work and hope to help you improve it and so take my advise seriously and you will do well

inb4 you got trolled i don't care it was fun

>> No.423743
File: 114 KB, 476x356, Tom3.png [View same] [iqdb] [saucenao] [google]
423743

>>423709
i like the clouds. this looks cool as crap. you've got the dramatic lighting almost perfect. just double check everything and maybe check the slab beneath the moon as it looks wrong. other than that great model.

>> No.423745

>>423742
whoops, this was in reply to >>423727

sorry!

>> No.423748

>>423742
wow thanks.

okay a bit o green text

>its one of 16 models for my graded unit
>see >>423699
>text is all the same font
>having trouble with a noise map on the decal, making it look odd.

Will work at it a bit more, thanks for the input.

>> No.423750

>>423712
I know maya can, though I can't quite remember how.

>> No.423765
File: 506 KB, 1299x842, clock4c.png [View same] [iqdb] [saucenao] [google]
423765

Its a clock

>> No.423773

>>423765
that's what it looks like

>> No.423786
File: 259 KB, 2102x1080, alien_dude.18.jpg [View same] [iqdb] [saucenao] [google]
423786

Anyway I can make clean hard surfaces?

>> No.423791
File: 307 KB, 1280x720, test.jpg [View same] [iqdb] [saucenao] [google]
423791

any tips to make the render look better?

also any comments about the scene?

>> No.423793
File: 388 KB, 1286x772, dafuq.jpg [View same] [iqdb] [saucenao] [google]
423793

I have a barrel with specularity. A seam that runs along the middle of it is cutting off the specular. Is there a modifier I can use to fix this, without having to weld the verts manually? I'm using 3ds Max.

>> No.423799

>>423793
soften normals?

>> No.423800

My nigga gyroid whats an easy way to make the shadows darker? Mental ray maya here.

>> No.423801
File: 45 KB, 951x526, ss (2014-05-19 at 09.11.04).jpg [View same] [iqdb] [saucenao] [google]
423801

>>423800

>> No.423804

>>423800
Create an alpha map of the shadow and duplicate it on top or increase contrast.

>> No.423812

Mother of fuck how do I cut polygons via edge in maya?
I just want to make a quick fuckin door

>> No.423829

>>423685
Have I seen this game posted somewhere? A camping expedition or something?

>> No.423832

>>423791
looks like you aint baked any ambient occlusion into your textures.

>> No.423842

>>423800
darker shadows == more luminous light source

>> No.423843

>>423812
insert edge loop? need a /3/ tutorial?

>> No.424073

>>423812
split polygon tool

>> No.424103

>>423829
no, i dont think so. I havent posted any of it anywhere outside of what i posted in this thread. Maybe there is another game similar to this? If you remember the name, I'd love to have a look at it.

>> No.424113 [DELETED] 

>>423685
I'm posting updates in the new wip thread.

>> No.424114

>>423685
I'll be posting updates in the new wip thread.

http://i.4cdn.org/3/1400747799322.webm

>> No.424116
File: 8 KB, 373x208, EPIC.png [View same] [iqdb] [saucenao] [google]
424116

>>424114

>> No.424117

>>424116
yeah, i had meant to put a link to the .webm...