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/3/ - 3DCG


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File: 1.34 MB, 1500x882, wipthread1.jpg [View same] [iqdb] [saucenao] [google]
424029 No.424029[DELETED]  [Reply] [Original]

Old thread at 300+ posts,

TIME FOR A NEW WIP THREAD

>> No.424031
File: 36 KB, 960x540, audir8_2014.jpg [View same] [iqdb] [saucenao] [google]
424031

Working on this audi r8

>> No.424032

>>424031
if only there was a way to enter the damn vehicle

>> No.424053

>>424032
we don't need doors where we're going.

>> No.424054
File: 27 KB, 582x523, ss (2014-05-21 at 03.44.48).jpg [View same] [iqdb] [saucenao] [google]
424054

I decided to texture the headbecause i dont know shut thefuck up leave me alone dad.

When I go to make the body how do I preserve my precious uvs?

>> No.424056

>>424054
put the head and the body on seperate UV maps.

>> No.424057

>>424056
(he'll lose the uv still)

>> No.424058

>>424057

well, what software is he using? if it is blender, you can have multiple uv maps, that you can assign to the mesh.

>> No.424061

>>424058
that would only work if eh was done editing the mesh. He still has a body to summon.

>> No.424068

>>424054
>>424057
Select the polygons that make up the head and assign them to a specific ID. You can then use a Multimaterial to assign different materials to different IDs. Assuming you use 3ds Max.

>> No.424079
File: 647 KB, 1024x720, BF4_SCAR.webm [View same] [iqdb] [saucenao] [google]
424079

Tried mimicing the BF4 SCAR reload.

I've sat here and looked at myself pressing things and how they react to being pressed. Not buttons themselves but the object the button is attached to.

This still doesn't look right as far as the button press is concerned

>> No.424093

>>424056
>>424057
>>424058
>>424061
>>424068
Maya here lads, perhaps suicide is the only option now.

>> No.424109
File: 22 KB, 797x594, Untitled.jpg [View same] [iqdb] [saucenao] [google]
424109

Working on a cube, not sure how it's going, been staring at it too long lool, critique?

>> No.424111
File: 2.80 MB, 1024x576, lowPolyWIP2.webm [View same] [iqdb] [saucenao] [google]
424111

Posted this in last thread. Just going to copy/paste in this one and up new webms of progress.

https://i.4cdn.org/3/1400496396937.webm

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.

I was bored and made this. Thinking I could use it if the player eats some mushrooms. Would overlay on top of regular animations.

>> No.424112

>>424111
also, I think i'm getting the hang of making webms

>> No.424119

>>424111
Mate, those colors are fucking nice. I don't exactly know the last game where I liked the colors themselves, good job.

>> No.424124

>>424119
thanks man.

>> No.424125

>>424109
That's not even cubular... use blueprint next time.

>> No.424137
File: 392 KB, 1296x945, malczewski_wip.jpg [View same] [iqdb] [saucenao] [google]
424137

Current project. He will also have a beard. I'm total noob if it comes to fibermesh.

>> No.424139

>>424137
btw mustache is only sketch

>> No.424140

>>424137
no anatomy / 10

>> No.424149
File: 902 KB, 1920x950, Jacek-Malczewski.jpg [View same] [iqdb] [saucenao] [google]
424149

Fixed some little things I noticed just now and posting reference.

>> No.424150

>>424149
still no anatomy. Protip: reference CANNOT FUCKING BE A DRAWING OR PAINTING

>> No.424151

>>424150
Of course it can be. I just used a lot of paintings as a reference. But my goal is to recreate character in my own aesthetics, rather than build a 100% anatomically accurate model of some human being. It's not Game of Thrones fan art.

>> No.424152

>>424151
This is terrible, morris. You should gtfo

>> No.424153
File: 24 KB, 625x626, 018.jpg [View same] [iqdb] [saucenao] [google]
424153

>>424152
Sure mate

>> No.424154

>>424152
Busted.

>> No.424158
File: 2.89 MB, 556x432, Foxychedelic.gif [View same] [iqdb] [saucenao] [google]
424158

>>424111

>> No.424178

>>424150
>it can't be a drawing or painting

Mario and Sonic

Any fantasy media

>> No.424179

>>424178
no fucking anatomy. NONE.

>> No.424182
File: 494 KB, 2538x942, attachment[1].jpg [View same] [iqdb] [saucenao] [google]
424182

>>424179
jesus you're retarded. stop with this anatomy buzzwording. it all depends on convenction.

>> No.424183

>>424182
HORRIBLE ANATOMY. UGH. GB2 SCHOOL

>> No.424184

>>424182
Agree with this guy. Proportions are more important than anatomy. However you should be very comfortable with your ability to model/draw an anatomically correct figure before you try for a stylized model. Your cartoons/stylized models will always look better if you have a firm grasp on human anatomy.

>> No.424185
File: 75 KB, 1163x1165, david[1].jpg [View same] [iqdb] [saucenao] [google]
424185

>>424183
yeah, also check this retarded renaissance shit with no anatomy

>> No.424186

>>424185
terrible. No anatomy, cartoon eyes. Just stop. We get it, its carved in stone. That doesnt make it any less amateur.

>> No.424189
File: 109 KB, 843x405, maca_morango.png [View same] [iqdb] [saucenao] [google]
424189

Literally started learning this 3D thing yesterday just for the hell of it. I'm as noob as it can get, but it's fun. It's supposed to be an apple and a strawberry

>> No.424190

>>424189
Do organics in Zbrush. It's designed for it.

>> No.424191

>>424190
its too hard, the ui sucks, and saving doesn't save anything

>> No.424192

>>424191
try mudbox then.

>> No.424193

>>424190
Yeah it probably is for this kind of stuff. I'm using Maya and did this just to get used to the interface and tools and what not, it's not supposed to be very realistic. I'll do more simple objects and try to learn the foundations of 3D for now. I'll grab ZBrush later on.
Am I doing it right?

>> No.424194

>>424193
no right or wrong when just staring out. best thing to do is to play around with the tools and get to learn the program. Once you feel comfortable using the program, go ahead and try following some tutorials.

>> No.424196

>>424194
Alright, thanks. I think I'm going to continue with watching modelling tutorials in Youtube fr now, stuff like chairs, tables, cups... to learn as much as I can. I also want to read more about lightning and rendering and all that. I have ZBrush installed and already fiddled a bit with it, but tought it would be a better idea to start with a general package. I'll try to continue posting on these threads

>> No.424202
File: 51 KB, 832x442, model.png [View same] [iqdb] [saucenao] [google]
424202

Makin a low poly army style truck

>> No.424206
File: 33 KB, 794x454, ss (2014-05-22 at 03.15.38).png [View same] [iqdb] [saucenao] [google]
424206

Ok so obviously because the uvs are curved when I go to paint something like a flower on this the shits gonna curve and morph as well right?

How do I set this up so I can have an even looking flower on there and it not get all fucked up?

>> No.424207

>>424202
Good design boring choice to make

>> No.424208

>>424206
move the projection object in and out. That'll modify the "curve" all the uvs fall into

>> No.424232
File: 39 KB, 960x540, audir8_2014.jpg [View same] [iqdb] [saucenao] [google]
424232

Still have to do the head/tail lights and some of the side panel details

>> No.424239

>>424109
this is shit. here's a tutorial that should help
>>421499

>> No.424240

>>424202
Looks like blockland.

>> No.424241

>>424202
needs AA desperately

>> No.424242

>>424184
its basicly the same thing that gets told to people who draw the anime art style all the time. their favorite mangaka, almost regardless of who it is (so long as its not the shoujo genre) can draw a realistic and anatomically correct figure, and they learned that shit before they took on the manga style.

but lets look at it this way.
damn near no one listens to that, screaming about "but i dont want to draw that style, i like anime" mother fucker did you fail english... is reading comprehension that fucking hard to get through your retarded skull.
THE REASON IT LOOKS GOOD IS BECAUSE THEY HAVE FULL UNDERSTANDING OF REALISM, not because they shit years of their life away trying to imitate an artstyle.

you can do the cartoony artstyle, but god damnit if you want to improve you also have to do real life studies.

this applies to all art.

>> No.424243

>>424190
zbrush could help, but if the modeling software has any form of sculpting tools, you will be able to get by... it wont be as detailed as a zbrush sculpt, but you can get what you need done done.

>> No.424251
File: 317 KB, 1000x1250, ub test 10.jpg [View same] [iqdb] [saucenao] [google]
424251

Working on my Unnerving Boy costume. Sidekick to Captain Disturbing.

>> No.424255

>>424182
>anatomy dotn matter, look at this
>posts an example of good anatomy

you wut m8 ?

>> No.424257

>>424251
I dont like the belly and pelvis areas, also face could use some work.

>> No.424260

>>424257

It's really just the clothes I'm making. The figure is the Daz Genesis figure.

>> No.424261
File: 82 KB, 1280x720, lewing.jpg [View same] [iqdb] [saucenao] [google]
424261

either a part of my startship, or will end up lost as a piece of a flying teapot

>> No.424263
File: 13 KB, 184x193, guts.jpg [View same] [iqdb] [saucenao] [google]
424263

>>424054
>headbecause i dont know shut thefuck up leave me alone dad.

>> No.424264

>>424251
what the fuck dude, why did you give him tits and where is the bulge?

>> No.424270

>>424111
I want to see this completed. Great job man, reminds me of Innawoods.

>> No.424271
File: 3.00 MB, 1920x1080, Museum-DepthCheckpoint00092.png [View same] [iqdb] [saucenao] [google]
424271

It's hard to tell at this point whether I'm making it worse or better.

I'll probably just remove the glass box, fix some of those repeating textures and call it a day.

>> No.424272
File: 28 KB, 534x401, 1380917586000-X131-20DF-9.jpg [View same] [iqdb] [saucenao] [google]
424272

>>424271
the planet from the movie "Gravity". Yours is SO FUCKING SHIT OMG KID!!!1111!!!1

>> No.424273
File: 480 KB, 1000x1250, ub test 16.jpg [View same] [iqdb] [saucenao] [google]
424273

>>424264
It was just the anime morph I use as a test figure.

I've completed both costumes now. CAPTAIN DISTURBING and his sidekick UNNERVING BOY!!! Fighting crime by challenging gender norms. Basically they make their opponents feel uneasy then turn themselves in rather than fight them.

>> No.424274
File: 455 KB, 1000x1250, ub test 17.jpg [View same] [iqdb] [saucenao] [google]
424274

And from the back.

Now to put them up on ShareCG.

>> No.424296
File: 1.20 MB, 459x284, feet.gif [View same] [iqdb] [saucenao] [google]
424296

>>424029
How do I stop my tangents from sinking his feet into the ground?

Someone told me to simply "break" them, but how the fuck do I do that?

pls help

>> No.424314

Is there a way to freeze transform of a bone in a CAT rig? Every time I try it says "a failure occurred while freezing object transform"

>> No.424325
File: 294 KB, 1920x1080, ChessSetRender.jpg [View same] [iqdb] [saucenao] [google]
424325

I've only been 3d modelling for about 6 months, so I'm pretty proud of myself.

>> No.424326

>>424325
The bishops and the pawns look pretty good, but the rook and knights are kinda weird.

>> No.424327

>>424271
better

>> No.424328

>>424326
I really had no idea on how to make a horse chess piece without sculpting with mudbox.

>> No.424331

>>424328
you could have googled low poly horse. usually tthere will be some topology someones done some time u can copy.

>> No.424333
File: 42 KB, 600x589, minitut.jpg [View same] [iqdb] [saucenao] [google]
424333

>>424325
>>424326
Yeah, look into "smoothing groups." Or they might be called something else in whatever software you're using. But they're how you get rid of those weird normal problems you have at the edges of things.

>> No.424335
File: 65 KB, 747x610, test.jpg [View same] [iqdb] [saucenao] [google]
424335

>> No.424351
File: 69 KB, 562x577, test2.jpg [View same] [iqdb] [saucenao] [google]
424351

>>424335

>> No.424352
File: 246 KB, 1920x1080, hphones2.png [View same] [iqdb] [saucenao] [google]
424352

started learning blender like 5 days ago. made my headphones (sony mdr v6). so when i am making something like these headphones, is it bad practice to make different parts be seperate meshes? this model is made out of 13 different pieces and i feel like i would have no idea how to connect them nicely.

>> No.424360

>>424352
Sony MDR-V6?

>> No.424361

>>424360
yeah

>> No.424365

>>424352
>bad practice etc etc
No. You separate what you need to. Not everything in this world is monolithic so it's completely reasonable to separate most objects into their constituent pieces.

>> No.424369

>>424183

Shut the fuck up you idiot. I've been working in games since 2004 and >>424182 looks fantastic.

Go back to your "game development" youtube-attended degree, and stop insulting people for no fucking reason.

>> No.424377
File: 51 KB, 733x674, holyshitmuscles.jpg [View same] [iqdb] [saucenao] [google]
424377

Made this today in Zbrush, someone critique/insult it for me please

>> No.424378
File: 46 KB, 726x686, moarmusclesomgee.jpg [View same] [iqdb] [saucenao] [google]
424378

>>424377

>> No.424379

>>424182
I don't know why you're getting all this hate, that looks fucking awesome

>> No.424385

>>424369
Ya'll been rused that was a joke post I reckon

>> No.424386

>>424377
>>424378

with this, you don't need /3/ to crit you work, google muscle chart, you know what here

http://www.physioshop.co.uk/images/P/9781587790355-01.jpg

you should be able to see where you messed up with this

>> No.424387

>>424369
the part of that that i see as bad is the jacket, specifically the middle, he has sharper creases in the folds, but where the jacket is suppose to fold sharply, he makes it a wide bend...

>> No.424388
File: 72 KB, 1152x625, ss (2014-05-24 at 01.32.04).jpg [View same] [iqdb] [saucenao] [google]
424388

I forgot what the jaggy shit is called but how do I smooth it?

When I add a second texture tile shit gets all weird and pixel like

>> No.424392

>>424388
You need higher res textures my friend

>> No.424395
File: 116 KB, 1431x833, mtb.jpg [View same] [iqdb] [saucenao] [google]
424395

started it yesterday, and just resumed work on it

final polycount will be around 2.5 km with higher poly version baked into normal map

its a fictional pistol for muh vidya based on Mateba 2006M, Mateba unica 6 and OTs-38 revolvers

it has two barrels and 4 round cylinder, I want it to shoot two bullets at a time, ammo i .454 casull

currently working on hammer and iron sights, I am unsure what metal I should use for frame and elements, but I am currently set for non reflective dark metal for frame, and other elements, ironsights, cylinder, and barrel, being in chrome or other reflective material

>> No.424407
File: 1.42 MB, 800x450, BF4_SCAR.webm [View same] [iqdb] [saucenao] [google]
424407

I tried making this from reference videos IRL and mainly from BF4 videos.

Outside of a couple tweaking here and there I think it turned out well for a game that really needs animations for weapons.

First time I've tried using the cfg's to track magazines to hands. it worked out alright I think.

One thing I noticed is how it seems to move like its sliding around the inside of a waxed bowl with its movements. I think that is the key to making things smoother, predefined motion paths that exaggerate the smaller details.

>> No.424408

>>424395
>final polycount will be 2.5 kilometers
>massive ngons

>> No.424415
File: 133 KB, 1155x883, mtb2..png [View same] [iqdb] [saucenao] [google]
424415

>>424408
it was a typo, not my first language, and it will be around 5k actually

and justification to ngons is that I have just started yesterday and shaped gun with splines just to get general look
right now there is only outline left of that grip, and order I will be completing parts is
hammer > frame > grip > trigger

>> No.424422
File: 760 KB, 1024x768, Penguins.jpg [View same] [iqdb] [saucenao] [google]
424422

>>424415
Looks fucking shit. Kid with one hand could do better you fucking autistic manchild
>Muh edgy gun

>> No.424424

>>424422
Simply ebin :^)

>> No.424425

>>424422
who are you trying to impress?

>> No.424430
File: 1.31 MB, 1440x1080, output1.png [View same] [iqdb] [saucenao] [google]
424430

The abs are shit but since this render I've made them better.

Posing in Zbrush is an absolute cunt, how the fuck do you do it withouth making a mess?

>> No.424433

>>424430
holeeee shiiiiiii no anatomy -w-h-a-t-s-o-e-v-e-a

>> No.424448

>>424149
i am a noob in that...but ears still too fuckin low...
>see second drawing? the ear is one the eye level

>> No.424454

>>424430
You mask an area off... Blur the mask a bit, take one end of your rotate tool and put it at one end of the part you're rotating, and put the other end at the start. Now move it like you would any rigged bone in any software, it's exactly the same, the masking is literally like painting weights in any other software.

>> No.424455
File: 19 KB, 200x287, 1390599476270.jpg [View same] [iqdb] [saucenao] [google]
424455

>>424422
Do you have some kind of mental disorder that causes you to be such a cunt? I swear /3/ can be so stupid at times

>> No.424456
File: 110 KB, 1920x1080, car.png [View same] [iqdb] [saucenao] [google]
424456

trying to get into low poly art with limited success. texturing is hard man. 388 tris with a 64X64 texture for the body and a 32X32 for the wheels. havent textured the interior yet

>> No.424457

>>424392
It looks fine though until I add a second tile in so I dont know what is changing and causing this?

If I have a single tile thats 2k or whatever and then I add a second tile will I have 4k total or will Maya for some reason split the res between the two tiles?

>> No.424463
File: 38 KB, 641x693, 1.jpg [View same] [iqdb] [saucenao] [google]
424463

Just started work on an overgrown cathedral last night for my final group project in my class, this will be a part of the arched sections on either side of the nave.

The rest of my group is fucking around and doing nothing so I will probably have to do the entire assignment by myself, which will be damn near impossible to do in 2 weeks while working full time and going to school.

>> No.424464

>>424463
upper part of the first layer of arches, put together a texture from some bas relief sculptures, moss, brick, and some grime. Also been playing around with putting dark grey grimy streaks and stains on spec maps for a dirty looking effect without modifying the color map, it's pretty fun to play with. Anyone have any suggestions on how to make it look better besides the blurry moss texture on the pillar?

>> No.424465
File: 303 KB, 960x540, 2.jpg [View same] [iqdb] [saucenao] [google]
424465

>>424464
Forgot pic

>> No.424466

>>424261
I like it

>> No.424467
File: 1.77 MB, 2574x1194, prev.png [View same] [iqdb] [saucenao] [google]
424467

making this

>> No.424477
File: 516 KB, 371x209, shit.gif [View same] [iqdb] [saucenao] [google]
424477

hey i'm getting into texturing.
is there anyway to make textures without using cameras or downloading pictures from the internet?

obviously people arent using MS paint for textures so I guess what I'm asking is what software you would use to make a custom texture

>> No.424498
File: 541 KB, 960x540, lol.png [View same] [iqdb] [saucenao] [google]
424498

>>424465
This looks like a scene from an old Resident Evil game haha

>> No.424506

>>424477
Photoshop or GIMP. Depending on what exactly you're texturing and the art style you want will determine how to make the texture itself.

If you don't want to use photos at all then you're basically stuck with painting everything manually, which is fine but does limit you to more simplistic aesthetics. No photorealism without using photos somewhere, even if its just for various overlays and masks.

>> No.424507

>>424506
no one uses GIMP. Krita is sex.

>> No.424524
File: 159 KB, 540x960, cover_art_cg.png [View same] [iqdb] [saucenao] [google]
424524

working on this right now.

>> No.424530

>>424524
You got a little white around the edge of the barb wire. I'm guessing the barb wire is just polygons with an alpha, make sure that your texture layer has a dark color beyond what the alpha should mask.
Also if it's cover art that you'll reuse a bunch, actually modeling barb wire might be a good idea. And why does a pretty okay hand like that have no fingernails?

>> No.424534

>>424507
Krita is sex now at least
The older versions crashed like shit. Not so much now though.

>> No.424540

>>424415
>orthographic perspective
go kill yourself nigga

>> No.424549
File: 100 KB, 955x815, mtb7..png [View same] [iqdb] [saucenao] [google]
424549

update with some shitty topology, working on that grip

>>424540
what is so bad with ortho?

>> No.424550

>>424540
>>424422
Try a little harder, no one gives a shit.

>>424549
Ortho is bad because you can't properly analyse the shape of the model. You only need to use Ortho for top/left/front views and perspective for the 3d preview.

>> No.424555

>>424530

the cover art name is a little misleading it is going to be a model for the main menu of a game and it needs to be mid poly in order for it to be rendered realtime.

>> No.424556
File: 571 KB, 744x933, normalshit.png [View same] [iqdb] [saucenao] [google]
424556

Help me bros. How do i into baking? This was baked using xNormal. Notice the duplicate mini leg on the right leg, how do i fix this?

>> No.424557

>>424556
check you uv layout. mayb you have one side of the leg laid out small ontop that u haven't noticed.

>> No.424559

>>424555
>the cover art name is a little misleading it is going to be a model for the main menu of a game and it needs to be mid poly in order for it to be rendered realtime.

if something's the main menu, its going to be a still image. A texture.

~:)

>> No.424560

>>424557

Maybe. I have the same problem with the arms.

>> No.424565

>>424560
That means you have the ray distance set too high, you are actually baking one leg into the other leg as it is sampling from too far away.

>> No.424566

>>424559
The way we are planning on doing the main menu in ue4, is that we will have the menu be a scene with the hand and a backdrop, ad then some swaying dynamic lights and particles, so yes, we need it to be realtime.

>> No.424567

>>424565

Nice, thank you. Should i be using a cage?

>> No.424568

>>424567
Yes, either lowering the ray distance or making a proper baking cage should fix your problem, check the fingers too, as I bet they are screwed up as well

>> No.424580
File: 281 KB, 889x870, achtungbox.jpg [View same] [iqdb] [saucenao] [google]
424580

Practicing PBR. Simple model. Git at me

>> No.424587
File: 182 KB, 579x756, cowboyman.png [View same] [iqdb] [saucenao] [google]
424587

Ok, so i need to seperate every piece of cloth and object in different colors to my single low poly mesh uv. Mudbox fucks me over with transfering paint layers. How do you guys do it?

>> No.424588

>>424587
You want to ... split the mesh ?
I dont get teh question.

>> No.424589
File: 149 KB, 1024x526, street_cop_workflow_15[1].jpg [View same] [iqdb] [saucenao] [google]
424589

>>424588

My high poly sculpt consists of several seperate meshes, the jeans for example is a seperate mesh. My low poly mesh is a single mesh. I want to paint my seperate high poly meshes with different colors and then transfer those colors to the low poly mesh so i can seperate them easier when i do texture work.

>> No.424590

>>424580
>"PBR" buzzword
>image is not even in linear space.

>> No.424600

What the fuck is linear space?

>> No.424632
File: 48 KB, 843x803, poopoop.png [View same] [iqdb] [saucenao] [google]
424632

ive never really done modeling before, any tips?

>> No.424633
File: 103 KB, 678x686, test3.jpg [View same] [iqdb] [saucenao] [google]
424633

crits?

>> No.424643

>>424632
keep modeling until it looks good

>> No.424644

>>424643
you'll never get a good result that way. You have to pick up the pencil (or wacom stylus if faggot ).

>> No.424645

>>424633
Fucking awesome

>> No.424646

>>424645
im so confused about this place.

someone posts something good, you call it shit. someone posts something shit you call it awesome.

>> No.424647

>>424646
>what is samefag

>> No.424648

>>424645
thanks
>>424646
can you give me a crit please?
on /ic/ we all shit on each other but still give crits
I'm new to 3d and want to know what I'm doing wrong

>> No.424649

>>424646
Im a noob but i think what he did is good looking, even tho its not master lvl complexity phd swag study of the nature inside 3d

>> No.424650

>>424646
>>424647
Erh which samefag am I meant to be?
/3/ just flipped their shit over Daniel simon,
>>424648
I don't know what it is and it doesn't seem to do whatever it does very well.

but the renders okay.

>> No.424652
File: 70 KB, 440x734, ss (2014-05-25 at 04.35.25).jpg [View same] [iqdb] [saucenao] [google]
424652

We did it, nigga we made it.

I want to stop and take this moment and thank all of /3/ for their hard work and mine. Especially my hard work leading up to this moment. Oh gosh I said I wouldnt cry.

>> No.424655

>>424652
At this rate, you'll make it into Pixar in no time.

>> No.424661

>>424655
So with linear work flow do I need to gamma correct materials with textures on them?

Or just materials with no textures on them?

>> No.424662

>>424589
i dont use mudbox so i dont know how it goes there, but within zbrush i would do this by just panting each high poly separately, and when i was done i would merge all parts into one object, export, and the bake normally the texture ao and normal from there be it in 3dmax maya, or xnormal.

>> No.424663

>>424662
>>424589
or now that i think on it, i wouldnt even marge it, just export all parts and bake

then finish up the texture on the low poly model

>> No.424665

>>424661
EVERYTHING

>> No.424667

>>424665
Yeah but what if you are a liar trying to shut down my chances at pixar.

>> No.424669

>>424665
Do you work at dreamworks

>> No.424673
File: 1.28 MB, 1989x770, Lionesses.jpg [View same] [iqdb] [saucenao] [google]
424673

Started the other day, still working away on it

>> No.424681
File: 214 KB, 540x960, hand_anatomy1.png [View same] [iqdb] [saucenao] [google]
424681

decided to work more on the hand.

let me know what you guys think

>> No.424688

>>424632
1: Learn anatomy. That model has no hips and his entire lower half looks flimsy and disproportionate
2: Learn the do's and don'ts of topology. The topology in your model looks pretty bad but it's hard to definitively say without wires
3: Use reference images, preferably front and side view image planes
4: Follow a tutorial to get a better understanding of the best workflow to model a human, otherwise you will do it wrong

>> No.424689

>>424673
Breddy good. You almost don't need fur.

>> No.424690
File: 758 KB, 1080x1920, hand_anatomy1.png [View same] [iqdb] [saucenao] [google]
424690

>>424681

better render of this

>> No.424697

>>424271
how did u do the clouds and do the mountains? displacement map for the mountains?

also tone the heights of them down same with the clouds too puffy ontop

>> No.424725

>>424296
Adjust the skeletal parts to actually bend the leg to make up for the movement. Watch some body movement videos and tweak it till it looks natural.

>> No.424741
File: 319 KB, 1800x866, wip.jpg [View same] [iqdb] [saucenao] [google]
424741

Pretty happy with it now, might move on to a different animal.

>> No.424742

>>424741
>so diffuse
>no fur
>unreal engine does sss in realtime lmfao

>> No.424743

>>424742
> unreal engine does sss in realtime lmfao
so does the new COD engine...

>> No.424744

>>424743
why is this lioness so shit...

>> No.424746

>>424744
it's not shit. but it's retarded to sculpt the fucking fur on it with highpoly mesh, considering it's never the way it's used in movies.

>> No.424750
File: 274 KB, 576x933, untitled12.png [View same] [iqdb] [saucenao] [google]
424750

just got back to Anna guise

>> No.424751

>>424750
not good.

>> No.424752

>>424751
um, crits please?

>> No.424753

>>424750
good for 1994

>> No.424755

>>424750
change the le proportions

>> No.424764

>>424079
are you the same guy who was trying to animate a while back?

the movement on the gun looks pretty good. hand is alright but its overall very stiff because you're treating the hand too much like one object, you need more overlapping acting on the fingers/palm, especially towards the end. it would also help to have the hand stay longer at the button press (ease in) and then have more of an ease out and snap to when the hand goes forward so it looks less wooden. also when the hand catches the gun at the end it looks like it freezes. instead, the hand and the gun should overshoot (go past) the ending key and then come back after a few frames, it will give it more weight. another slight issue is that the gun and the hand start moving towards the last key at the same time. that looks unnatural. last thing, the whole gun is falling at the same speed; the back or the front should fall slightly faster for it to look more organic

hope I helped

>> No.424765

>>424137
ear placement is weird

>> No.424766

>>424271
Better man, glad to see you improved the lighting

>> No.424772

>>424746
It's not for movies or games, it's just for fun.

>> No.424774
File: 52 KB, 720x480, output.webm [View same] [iqdb] [saucenao] [google]
424774

does webm support transparency?

>> No.424775

>>424632
Good topology is key. Learn how to control your edges.
>>424646
Same
In all honesty it looks bad.
If you're going to sculpt a hard object make the edges sharper and straighter.

>> No.424776
File: 346 KB, 720x480, output.webm [View same] [iqdb] [saucenao] [google]
424776

>>424774
Needs fewer leaves and more physics

>> No.424777
File: 78 KB, 720x480, output.webm [View same] [iqdb] [saucenao] [google]
424777

>>424776
having a hard time controlling the speed
gonna try more forces

>>424456
Looks very cool.
I like low poly stuff.
Try adding more detail to the texture.
>>424325
I forget what it's called but in blender with subsurf you can select a few edges hit shift+e and dragging the cursor will allow you to choose how sharp you want the edges and which edges you want to remain sharp.

for modelling the knight you have to practice and use references. It's like drawing. The only way to learn it is to do it.

>> No.424781

>>424456
Add some exagerated shine into the bodywork, and set your viewport lighting to unlit or flat, also looks like you need to turn off texture filtering

>> No.424815
File: 37 KB, 720x480, output.webm [View same] [iqdb] [saucenao] [google]
424815

>>424029

>> No.424817

>>424815
>leaves fading before they reach the other end of the window

>> No.424818

>>424817
they are turning such that the edge faces the camera.
I have on a random distribution. I'll try a different seed.

>> No.424819
File: 491 KB, 1920x1080, Week_2 _V1.jpg [View same] [iqdb] [saucenao] [google]
424819

if someone can guess its a reference to what(no one)

inb4 its shit
yes I know its shit

>> No.424821
File: 57 KB, 586x510, Trashbin.png [View same] [iqdb] [saucenao] [google]
424821

A trashbin for a unity project.
Might share the scene later.

>> No.424822

>>424750
The ear looks a little shallow, I'd say just behind the little bump thing (whatever the hell it's called) indent a little.

>> No.424824

>>424549
Why does it have two barrels?

>> No.424825

>>424819
it looks like a power up from Unreal Tournament

>> No.424837
File: 478 KB, 3840x2160, mtb10.jpg [View same] [iqdb] [saucenao] [google]
424837

>>424824
cylinder has 4 slots
gun has two barrels
you pull trigger, cylinder cycles, two bullets are fired at the same time

game I am working on is Serious Sam + DMC3, so it needs cuhrayzee designs like this

it also fires .454 casull

>> No.424838

>>424774
THIS GUY

DOES IT SUPPORT TRANSPARENCY OR NOT???

>> No.424839

>>424838
yes webm supports transparency

>> No.424847

>>424837
2 bullets to make them double dead?

>> No.424849

>>424847
more dakka anon

this is not a cod clone, you will face big enemies there that laugh at stuff like 9mm bullets
thats why you need TWO bullets that are used to hunt big game to drop these assholes

if you have played Serious Sam, think of it as Coach Gun from it, in form of pistol

>> No.424873
File: 574 KB, 1920x1080, Week_2_V2.jpg [View same] [iqdb] [saucenao] [google]
424873

>>424825
I don't know if you're a genius or if I really got the Unreal sweg in there

>> No.424877

>>424742
Fur is sculpted on

>> No.424891

>>424818
try having them bend slightly or have some thickness

>> No.424919

>>424690
Dude give Jay back his hand.

You CVA or CAA ?

>> No.424926
File: 430 KB, 969x554, visibleseams.png [View same] [iqdb] [saucenao] [google]
424926

Gentlemen, how do i fix visible seams in the normal map? It's baked with xNormal and this problem is visible at every seam.

>> No.424930

>>424926

post high and lowpoly

>> No.424938

>>424926
you dont.
place uv seams better and dont fuck up your smoothing groups next time.
i have no idea what kind of smoothing you applied there, my guess is per uv island, but stick to just one per whole model if you cant really split them well yet

>> No.424941

>>424926
If you're working with Blender, make sure you set all uv seams to hard edges and apply the edge split modifier.

>> No.424942

>>424926
Do you have this problem with specular as well being cut at the seam? Just wondering.

>> No.424950

>>424926
normal maps are calculated relative to the UV map. So right at this part here your UV map splits apart and has a different orientation. So the colors for left/right and up/down would be different. You can "fix" it by having the other UV cell have the same orientation, or even better, not have them split at all.

Then again some renderers don't have a problem rendering UV seems in a satisfactory way. If it was made by a computer, then all the pixels on the normal map are exactly what they need to be to make the mesh look like your sculpt.

>> No.424958

Does anyone know how delete part of your mesh from another piece of geometry? Inserting it, and then deleting it rather than masking manually. I saw this done somewhere, but I can't seem to find it anywhere.

Also how do you do that gradient mask? I see people do it a lot, but it seems to be done via a keybind and google shows nothing.

>> No.424989

>>424919

I do not know what either of those abbreviations mean.

>> No.424990

>>424989
CAA = Civil Aviation Authority

>> No.424998
File: 673 KB, 1920x1080, Week_2_V3.jpg [View same] [iqdb] [saucenao] [google]
424998

need to make the lighting nicer

>> No.425010

>>424941
>make sure you set all uv seams to hard edges

How do i do this?

>> No.425012
File: 2.47 MB, 1080x1920, cyber rebel1.png [View same] [iqdb] [saucenao] [google]
425012

WIP

>> No.425013

>>425012
alioto, you didnt use linear workflow and your background is black. You suck assholes.

>> No.425051
File: 372 KB, 1124x1161, prev8.png [View same] [iqdb] [saucenao] [google]
425051

lowpoly & baking done. texturing asap

>> No.425054

>>425051
I dont understand, im new to all this and everywhere i go people say: Watch out for tris, watch out for ngons and your model is full of triangles. Is it on purpose? is it normal way to do this?

>> No.425055

>>425054
some rendering algorithms use only triangles while others can use any number of verts per face

>> No.425057

>>425054
Lowpoly for games must be made of triangles

>> No.425058

>>425054
You'll create several versions of a model depending on what it'll be used for. If you're planning on making a game asset or something with a normal map, you'll make a high-poly model. This model should be composed nearly entirely of quads with very few tris. The reason for this is because quad topology is easy to work with and subdivide. It's predictable.

Next (and this step is optional but advisable), you'll make your low-poly or game-res asset. This will be around the number of tris (one quad=2 tris) you'll be using for your game. You'll bake the normals from your high-res mesh onto this mesh.

From here, you optimize the model as much as you can without hurting how it looks. This is why lots of game models have 'poor' topology when ripped. They've been optimized to hell because you no longer need to worry about things like baking or editing the model. This version should be the final version of the model.

That's a very, VERY loose explanation. It gets more in-depth, and honestly, reading about it isn't going to help you understand. You need to get into a production pipeline to really see what I'm talking about.

>> No.425059

>>425058
>From here, you optimize the model as much as you can without hurting how it looks. This is why lots of game models have 'poor' topology when ripped. They've been optimized to hell because you no longer need to worry about things like baking or editing the model. This version should be the final version of the model.

You clearly have no idea what you're talking about. You can morph your character, edit all parameters, rip it apart with physics, do whatever the developer programs in. You're making generalizations that make no sense.

Also, triangle count means nothing. The only thing that matters is vertex count. This is from a developer.

>> No.425065

>>425059
I may be autistic, but doesnt it all come to the same thing with another number? Quads will be smallest number, then you multiply by two for triangles and then you have vertices thats gonna be even bigger than triangles but the model stays the same. So why would a dev care about vertices in particular, can you explain?

>> No.425068

>>425065
what. You dont render every triangle that would be incredibly inefficient. you use indexes so you can reuse verts

>> No.425077

>>425059
> triangle count means nothing. The only thing that matters is vertex count

Don't be a cunt. Technically vertex count is more important and is the thing that truly matters, but how many artist include the vertex count of their models/scenes in their portfolio? Nobody that I know. They always list the tri count because that's the industry standard when defining how complex/detailed/large a model is.

The steps listed there make perfect sense. There was a 'tutorial' (more like a dev diary) I saw during the development of Uncharted 3 by Naughty Dog that went over their production pipeline. One of their character artist showed a character in various stages of development. The first was the high res, the second was the low res model with good topology used for baking, and the final model was the low-res that had been optimized for the engine.

I'm busy now, but will try to find it later.

>> No.425082

>>425077
naughty dog makes shit games

>> No.425084

I've really grown to love 3D modeling because I can slap together any 3D model that I can think of fast and the perfect canvas for my imagination. I don't want to spend a whole lot of time on a single project, I want to stay motivated and keep moving forward. I have so many ideas for 3D cartoons.

I just posted this today:
https://www.youtube.com/watch?v=VDCZNnu3Vk0

I have more coming out very soon and I will only get better at this

>> No.425086
File: 144 KB, 728x546, slide-7-728.jpg [View same] [iqdb] [saucenao] [google]
425086

>>425059
I've worked in studios with various production pipelines and that is a feasible way to do it.

>model HR model from base mesh
>bake normals from HR model to base mesh
>modify the base mesh to be optimized for the game by adding detail where needed and simplify areas that can be simplified

Here's a picture from the Naughty Dog pipeline.

>> No.425087

>>425086
great, pants from uncharted 1000

>> No.425095
File: 193 KB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
425095

the beast with 50 dicks

>> No.425097

>>425059
>This is from a developer.
The fuck you develop ? a shit every day ?

Nobody ever lists vertex count when talking about model complexity, its all tris or polies..
Ask someone whats your poly budget and he will say 10k tris.

As for object deformation, no fucking shit, this is why it was made in the first place, for the in game use.

>>425058
>>425086
>>425077

I dont get it, you mean uncharted devs changed topo after baking ? That will mess up the normal smoothing and make all kinds of weird artifacts. Sure on a more rounded object with less harsh edges and one smoothing group the normal will more or less be uniform blueish in color, but still its back ass way of doing things.

>> No.425103

I like how everyone on /3/ is an expert and the ones who criticize are the ones who never post anything.

This is a wip thread.
post your wips.

>> No.425107

Using a VRay Material, how can I give a fresnel reflection not only a color, but a material as well? Just to be clear, I'm not trying to control the AMOUNT of reflection with a material. I'm creating a velvet material. I have the fresnel reflections working fine, but it's a pure white color. I want to make it have a bit of noise or cellular too. How do I do this?

>> No.425109

>>425107
plug a map into the specular color?

>> No.425110

>>425109
There is no specular "color" in VRay. Besides, the specular overrides the diffuse color.

>> No.425111

>>425110
Too bad you can't decide the color of your reflections.

I can. In V-Ray.

>> No.425112
File: 116 KB, 610x710, thisshitrighthere.jpg [View same] [iqdb] [saucenao] [google]
425112

hey guys, I don't want to make a new thread for a single newfag question, so I'll ask here:
why max considers UV to increase top and right, not bottom and right? is that a common practice?
pic related

>> No.425114

>>425097
Points are actually a more accurate judgment of model complexity. Triangles are just a construct of points. Points are what are actually processed. A triangle sticking out of an edge takes more performance than a triangle surrounded by others, since one of it's points aren't shared by another triangle. But points are always the same.

>> No.425117

>>425114
yeah yeah and extra vertices for uvsplits and hardened edges.
everybody knows that shit

>> No.425119

>>425109
>>425111
I'm not trying to control the color either. I want there to be a noise-like effect where ever there is fresnel. Adding a Falloff map to the reflection works, but is there an easier method?

>> No.425121

>>425114
Yeah, but nobody really cares.
Sure each uv split duplicates the vertex count, or that using separate planes for hair will generate a lot of verts, but really, nobody thinks about it.
Especially now, when polycounts in games for characters range from 8-20k and will only grow in number, these few hundred additional verts wont make a difference.

Still what i was really wondering is geting away with post baking optimalization is something that big studios do for tehir normal workflow.

I mean try to do that on a gun with hard edges and it will turn into a shading mess, there is only so far you can take this.
And as in the example of those uncharted pants, adding those loops around the pockets pretty much ruins the shading of the pocket that becomes a balloon.
Then again last gen console games were too weak to rely much on normal map shading, especially with no fancy secular shading or even some cub maps for reflections. So maybe nobody cared when almost everything as uniform ambient lighted diffuse map with no real shadows.

>> No.425124
File: 137 KB, 400x294, knife gun spider man.png [View same] [iqdb] [saucenao] [google]
425124

>>424467
where does the bullet come out

>> No.425125

>>425097
I read the whole document, the answer is no.
They don't change topology after baking.
The process is pretty straightforward: Make a base mesh, sculpt, then retopo and bake
The retopologized mesh is what they call "arbitrary game mesh" and of course it's going to be made of triangles.

>> No.425129
File: 1.66 MB, 1440x900, 1.png [View same] [iqdb] [saucenao] [google]
425129

>> No.425136
File: 326 KB, 2046x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
425136

i missed doing 3d.

>> No.425145

>>425129
10/10 would play

>> No.425146

>>425129
I really like this one, good work m8

>> No.425149

>>425129
> lok guiz i made generic halo 3 interior
really boring and a knock off

>> No.425150

>>425149
its more like someone tried to do a deus ex interior, but messed up all the materials, didnt use linear workflow, didnt use bloom correctly, and it looks really cg

>> No.425151 [DELETED] 

>>424029

I'm going to fuck you in the ass!

>> No.425152
File: 256 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
425152

stopping here for tonight

>> No.425185
File: 55 KB, 714x833, Jacuś.jpg [View same] [iqdb] [saucenao] [google]
425185

>> No.425187

>>425149
>>425150
you're just mad

>> No.425190

>>425187
Can't handle the truth kid ?

>> No.425197

>>425150
>linear workflow
Fucking seriously?

>> No.425198

>>425197
linear workflow is huuuge thing. If you dont have it, your darks are too dark and everyone can tell its cg.

>> No.425203

>>425190
it's not even my work kid

>> No.425204

>>425198
that's a real time render, nigga

>> No.425242

>>425198
Why would you want people to not think that its cg? Isn't that the fucking point?

>> No.425243
File: 1.50 MB, 800x450, BF4_M249.webm [View same] [iqdb] [saucenao] [google]
425243

Video Games

>> No.425246
File: 136 KB, 1431x685, briefcase.png [View same] [iqdb] [saucenao] [google]
425246

Started a briefcase today.
>>424467
Are you do the dude posting the work on lunchcrunch?

>> No.425247

>>425243
Shit man is that for ArmA 2? Very nicely done. How hard is it to work around ArmA's spaghetti engine?

Also how close are you to finishing everything? I would definitely download that.

>> No.425263

>>425246
Yes I'm on Lunchcrunch as well

>> No.425268
File: 137 KB, 944x1002, untitled.blend.png [View same] [iqdb] [saucenao] [google]
425268

i'm not very good at texturing.
especially lowpoly.
about as good as i cnan do
I'll rig it tomorrow.

>> No.425275

>>425268
Actually it looks pretty good. It's not fancy, but it's clean, and simple. Looks nice.

>> No.425279

>>425247
Not that guy but it looks like arma 3.

>> No.425322

>>425279
>>425247

Did you guys not see the BF4 filename?

>> No.425339
File: 1.31 MB, 3072x3072, glass_war_axe_crossed_bigrend_wip.jpg [View same] [iqdb] [saucenao] [google]
425339

pull up. pull up. pull up. pull up.

>> No.425342

>>425322
its Arma

I'm animating by using IRL references and BF4

>> No.425346

I'm using 3ds Max. My models are about 30% larger than real life, which is bad. How do I adjust the Unit Setup accordingly to account for this?

>> No.425348

>>425339
holy shit fuck, poly count on that one m8? hahahah

>>425346
Can you like set your stuff to metric and reimport your models and fit like one part of it to its real life scale and scale everything else accordingly

>> No.425349

>>425348
Why metric? I'd like to avoid re-importing anything. I was hoping I could just set the Unit Setup scale to 30% larger and it would work, but I don't understand if it would work that simple.

>> No.425350

>>425349
Hmmm i really dont know man, that was just the first thing that i had in mind that could help you. Honestly ive never been in that situation and im kind of a noob. Just trying to find a fix for your problem cause im curious as fu

>> No.425390
File: 1.66 MB, 1920x1080, Garens Blade.png [View same] [iqdb] [saucenao] [google]
425390

Been working on this since I got home from work. Still have to change the guard a bit and need to add the two prongs from where the blade jets out of. I'm gonna try unwraping and texturing again but I've only done it twice.

>> No.425392

>>425339
Dude... You could have just used a smooth mesh preview instead of having a shit ton of polygons like that.

>> No.425393

>>425392
smooth mesh subdivides the mesh as well

>> No.425394

>>425393
Sure, but it keeps the file size smaller, and allows people to see your edge-flows better.

>> No.425395

>>425394
If you want to export the mesh to another application to texture, you need the mesh with the subD that matches maya. So, you have to export the subdivided mesh.

>> No.425404
File: 157 KB, 944x1002, Bullrig.blend.png [View same] [iqdb] [saucenao] [google]
425404

think i'm done

>> No.425428

>>425392
yeah, but no, because fuck you.

It's more to underscore the difference in the smoothness of the geometry and the polygon density between the game model and the smoothed model for non-/3/ people.
Just a cel shader.

>> No.425495
File: 764 KB, 1280x720, b.webm [View same] [iqdb] [saucenao] [google]
425495

Testing stripper clips..

>> No.425521
File: 320 KB, 1264x872, wip transistor.jpg [View same] [iqdb] [saucenao] [google]
425521

Wip Transistor from the game Transistor.

I'm having fun painting it with Mari and Mudbox. I got to finish the diffuse, normal and emissive.

If i got the time; I will probably animate it and do some fx on unity like in the game.

>> No.425523

>>424926
what seams to be the problem, officer ?

heh heh

>> No.425565
File: 317 KB, 594x1036, Transistor.jpg [View same] [iqdb] [saucenao] [google]
425565

>>425521 here

Just Finished the mesh, it took me 6 hours. I will probably do the vfx this week when i'll got more time. critique for improvement are welcome.

>> No.425572
File: 84 KB, 1600x533, goblin.jpg [View same] [iqdb] [saucenao] [google]
425572

When do we get a new thread?

>> No.425577

>>425572
So, do you work at a studio? Because that quality of sculpting is good enough for pretty much any...

>> No.425579

>>424433
it's a street fighter character
have you never heard of street fighter?
because the characters have horrid anatomy
most of the women have MASSIVE thighs

>> No.425580

>>424111
That looks way more like an acid trip
Mushrooms cause people to see things that are not really there or happening, plants would be waving around like this, but they'd also be shooting out sparkling lights, or there would be villages of elves that aren't really there, or cars would become monsters.

>> No.425581

>>425577

Really? Wow, thanks!
I live in Brazil, so no, it's just a hobby. There are no working opportunities on studios here

>> No.425587
File: 715 KB, 973x695, b8037c0f521535ed0414aa052983cfd4.png [View same] [iqdb] [saucenao] [google]
425587

making a simple little game to try out UE4. I'm liking it so far but I've got a feeling it's not really as versatile as Unity, unless you go and modify the source code

>> No.425588

>>425246
I'm calling this finished and going to move on.

critiques pls

>> No.425589
File: 129 KB, 1320x681, briefcase_final.png [View same] [iqdb] [saucenao] [google]
425589

>>425588
Well I'm fucking stupid.

>> No.425600

>>425572
Needs bigger glutes, it looks like he wouldn't be able to stand up

>> No.425605

>>425589
Unwrap n texture it now you scrub

>> No.425608

>>425589
remove the oval shit at the top, and/or replace it with something else

>> No.425615
File: 49 KB, 613x533, 1397527235014.jpg [View same] [iqdb] [saucenao] [google]
425615

Hey /3/, I'm new to this board but not all that new to 3D modelling.
I've used Blender all of my career (if you could call it that) because I'm a poor fag. Recently I went to an animation course. And I got to have a go at maya.
Holy fuck was I disappointed. How can anyone use it? Everytime we ran into a problem the reason was because "Maya just hates *thing*".

>> No.425619

>>425615
Pleb school with pleb equipment and pleb instructors.

>> No.425620

>>425619
Oh that's funny. It was Acadamy of Interactive Entertainment.

>> No.425622

>>425620

Ah yes the Acadamy of Let's Milk The Maximum Amount Of Money From The Suckers For The Minimum Amount Of Service.

Been using Maya since 2006. Bitches today don't know how good they got it.

>> No.425623
File: 49 KB, 720x400, What the bother.jpg [View same] [iqdb] [saucenao] [google]
425623

>>425622
This is the first I've heard this about them. Care to elaborate?

>> No.425625
File: 584 KB, 1902x922, Tronrace.jpg [View same] [iqdb] [saucenao] [google]
425625

Making a futuristic ambient scene in Unity. Experimenting with new shaders and scripts.

>> No.425628

>>425625
Yet another Blue shade variants, yellow, white and black scene, how original.

>> No.425629

>>425625
looking sexy
>>425628
show me one original thing in this thread

>> No.425630
File: 103 KB, 1071x522, briefcase_NoOvalShit.png [View same] [iqdb] [saucenao] [google]
425630

>>425608
It was part of the design that I followed. Look better without it?

>>425605
I've never textured anything before. Can you or anyone tell me where I should start?

>> No.425631

>>425625
Could you perhaps elaborate what's going on with the road shader, looks like an interesting effect.

>> No.425632

>>425630
Make a low poly version, UV unwrap it, get a normal map from the high poly, aint over the UV map.

>> No.425637
File: 2.75 MB, 1080x1920, cyber rebel4.png [View same] [iqdb] [saucenao] [google]
425637

>>425012
anon trying to improve his work

>> No.425643

Im looking into learning maya, but there is something i need to know.

are you able to get things to move relatively fast?
i mean like clothing and probably hair. i dont put much value in photo real mostly because of how retardedly long 1 second of animation would take to render, so my goal is to come within 1 frame every sub 20 seconds, with at least videogame level complexity in the effects.

however the more i'm thinking about different aspects, such as if i have a character move, will i need to also make the hair move or will that fall under some kind of sim, along with clothing and such... im wondering how close to my goal i can get.

>> No.425644

>>425643
wat

>> No.425646

>>425644
basicly, i want cloth sim and hair movement, 100% physically accurate doesn't matter, just so i don't have to animate the head moving, and then animate every thing of hair along with it. as part of this, i also want it as close to 10 seconds or less per frame as possible. id figure i would ask here to know if its possible rather than learn a program and only find out later the shit i want to do isn't possible in anywhere close to a timely fashion.

>> No.425653

>>425646
if you want to do that sort of thing you have to use gpu solutions like physx cloth. Its going to be hard to use that stuff tho

>> No.425685

>>424580
i wonder..are you from germany?

>> No.425687

bump limit reached :o

>> No.425689
File: 661 KB, 728x396, regi.png [View same] [iqdb] [saucenao] [google]
425689

oh oh

>> No.425699
File: 74 KB, 1920x1080, LwIhLf5.jpg [View same] [iqdb] [saucenao] [google]
425699

>>424029
Maybe someone can help me: this is in Maya. How the fuck would I add freckles to this? I'm using mental ray, and yeah it's not going to look perfect. I'm just trying to learn and shit, but freckles are escaping me. So, any suggestions?

>> No.425705
File: 54 KB, 462x402, ftruck.jpg [View same] [iqdb] [saucenao] [google]
425705

>> No.425709
File: 33 KB, 250x112, bloggif_538bec7e1f0d8.gif [View same] [iqdb] [saucenao] [google]
425709

WIP parkour animation, this is only the start of the scene. Also sorry for size.

>> No.425718

>>425709
You've got the motions right but I think the speed between each stride is off.

>> No.425735

>>425709
The character doesn't look like he has all that much weight behind him and looks a little too robotic for parkour.
>>425705
What is this for?

>> No.425832

>>425699
Put them on the texture in photoshop?

>> No.426817

>>425705
10/10