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

/3/ - 3DCG


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File: 163 KB, 505x1000, WIP WIP.jpg [View same] [iqdb] [saucenao] [google]
442231 No.442231 [Reply] [Original]

Sideways edition

>> No.442244
File: 144 KB, 1108x1080, 001.png [View same] [iqdb] [saucenao] [google]
442244

A highpoly I'm working on.

>> No.442255
File: 314 KB, 900x1440, 1.jpg [View same] [iqdb] [saucenao] [google]
442255

Designing a folding case...

>> No.442264
File: 18 KB, 731x538, epic house of awesomeness.png [View same] [iqdb] [saucenao] [google]
442264

>>442231
1/2
texturing in progress

>> No.442265
File: 108 KB, 531x800, 506655e6c1ec.jpg [View same] [iqdb] [saucenao] [google]
442265

>>442255
cool
>>442264
2/2
the pic its based off of

>> No.442291
File: 815 KB, 1440x900, 2014-09-21_215114.jpg [View same] [iqdb] [saucenao] [google]
442291

>>442265
Tanks.

I´m figuring out a flexible solution from mITX to HPTX, multi system render farm and 6+ GPU systems in one chassis.

I´ve spent days reading at form factor manuals.

>> No.442299
File: 469 KB, 960x540, incense holder final 2.png [View same] [iqdb] [saucenao] [google]
442299

Made an incense holder. Going to make the incense tomorrow. I'm fairly new to 3D so this took way too long to make.

>> No.442302
File: 1.83 MB, 800x600, phot3oshop.png [View same] [iqdb] [saucenao] [google]
442302

Anyone have any experience with modelling buildings?

>> No.442309
File: 472 KB, 960x540, incense final 01.png [View same] [iqdb] [saucenao] [google]
442309

>>442299
did it tonight because i cant sleep

>> No.442323
File: 621 KB, 1552x906, olddude_WIP.png [View same] [iqdb] [saucenao] [google]
442323

>> No.442328
File: 952 KB, 1600x900, Screenshot (75).png [View same] [iqdb] [saucenao] [google]
442328

here is what I am currently sculpting

>> No.442329
File: 942 KB, 1600x900, Screenshot (76).png [View same] [iqdb] [saucenao] [google]
442329

>>442328
i know his head is to big it is suppose to be...im thinking of making him a mascot for my soon to be studio

>> No.442330
File: 950 KB, 1600x900, Screenshot (77).png [View same] [iqdb] [saucenao] [google]
442330

>>442329
not sure whether to give him legs or just make him a bust and finish the wings.....suggestions?

>> No.442331
File: 955 KB, 1600x900, Screenshot (78).png [View same] [iqdb] [saucenao] [google]
442331

>>442330
last one...will be back with updates momentarily
if thread is still alive

>> No.442339

>>442309
Ash n´Smoke or gtfo

>> No.442349

>>442339
planning on doing that next
also probably going to change the tip to look like an ember

>> No.442376
File: 142 KB, 1280x720, render.jpg [View same] [iqdb] [saucenao] [google]
442376

My second ever model.

>> No.442377
File: 462 KB, 1552x906, olddude_WIP2.png [View same] [iqdb] [saucenao] [google]
442377

>>442323
Getting in the hair and eyebrows

>> No.442387

>>442377
I've seen a more finished sculpt just like this somewhere... what concept are you are you copying?

>> No.442388

>>442387
Richard Nixon, Legendary Super Sayin

>> No.442389
File: 483 KB, 1552x906, olddude_WIP3.png [View same] [iqdb] [saucenao] [google]
442389

>>442387
I'm following a workshop by schoolism,

Here's a link:
http://www.schoolism.com/school.php?id=4

http://cgpeers.com/torrents.php?id=37376&torrentid=37302

>> No.442414

>>442291
is this a model of a computer?

>> No.442415

>>442302
>>442264
im a pro ask me anything

>> No.442425
File: 1.67 MB, 1437x900, 2014-09-22_172211.jpg [View same] [iqdb] [saucenao] [google]
442425

>>442302

Yes?

>> No.442434

>>442414

These are plans of various form factors, fan dimensions, radiator holes that i´m sing to make a cnc laser template.

>> No.442472 [DELETED] 
File: 657 KB, 600x338, incense holder moving final 01.gif [View same] [iqdb] [saucenao] [google]
442472

>>442349
i dont like how the tip looks

>> No.442473
File: 656 KB, 600x338, incense holder moving final 01.gif [View same] [iqdb] [saucenao] [google]
442473

>>442309
i dont know why the tip looks so one dimensional. maybe its because i made it an emitter? im going to render it again once i fix the tip

>> No.442490
File: 27 KB, 960x540, incense final 02.jpg [View same] [iqdb] [saucenao] [google]
442490

>>442473
Fixed the tip but it looks kind of fucked up still.

>> No.442500
File: 272 KB, 960x540, street1.jpg [View same] [iqdb] [saucenao] [google]
442500

Currently working on creating a street from Lisbon

>> No.442520
File: 747 KB, 1024x768, yeahh.jpg [View same] [iqdb] [saucenao] [google]
442520

>>442500

damn i wish i were this god Q.Q

can you how you model from a distance? i always was fascinated by house building in 3d but never managed to get my hands on it.

>> No.442547
File: 224 KB, 1069x507, chiblin body.png [View same] [iqdb] [saucenao] [google]
442547

sketching in some anatomy, how is it looking? struggling somewhat on the legs and forearms, the muscles there have always been convoluted and hard to follow to me.

>> No.442550

>>442547
ruined it.
The head looked nice but why do you have to make it a furry?
Just make a exaggerated cartoony style dog.

>> No.442551
File: 385 KB, 1920x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google]
442551

>>442520
>>442520
I'm trying to specialize in architectural modelling, although i don't know what you mean by to model from a distance, i just setup a bunch of cameras in different angles and I only modeled the street from a single side in order to save time.

>> No.442553
File: 170 KB, 829x524, chiblin body.png [View same] [iqdb] [saucenao] [google]
442553

>>442547
bit more progress then I'm taking a break.
what is the best way to bypass that annoying effect where you use clay buildup and it kind of goes through the tool? I'll post an example at the moment; it's stopping me from sculpting the calves
>>442550
it's not a furry it will have clothing, the idea is that it's a 'furry goblin' I don't want it to look too much like a dog in the end.
>Just make a exaggerated cartoony style dog.
That wouldn't be a fun challenge to me.

>> No.442554
File: 96 KB, 829x524, fuuuck.png [View same] [iqdb] [saucenao] [google]
442554

>>442553
this is what I mean

>> No.442555

>>442554
I've never had that happen to me, but have you tried turning on backface masking?

>> No.442560

>>442555
that worked nicely thank you anon.

>> No.442561
File: 503 KB, 1657x1366, FreakyFeedback.jpg [View same] [iqdb] [saucenao] [google]
442561

how do I make my edges align when i duplicate special? I'm on a mac if that's useful and using maya 2012. almost done with part 3 of this tutorial...

>> No.442570

>>442554
I guess you are using zbrush, try the inflate brush.

>> No.442589

>>442554
>>442555

yeah, backface masking is a must with all flatten and clay brushesh, then tend to sample polygons on teh other side of teh model when brush size is big

>> No.442612

>>442561
Select the whole edge seam prior to duplicating and use the scale tool to make sure the edge is flat. Then go to any of the manipulator tools and press and hold d an v to snap the center pivot to any vertex on the edge seam. Then it'll be right.

>> No.442619

>>442550
>ruined it
>Just change your project completely to suit my passing tastes

>> No.442620

>>442561
put this in the script editor and save it as a button on your panel. It will change your life

move -a -x 0;

>> No.442621
File: 1.36 MB, 300x251, scanner.gif [View same] [iqdb] [saucenao] [google]
442621

As of fifteen minutes ago this god-awful gif was a work in progress for a Comp. Sci. course I'm taking.

>> No.442625

>>442621
i feel like if I didnt know how to use my scanner, and this gif popped up while I was using one, I would then know what to do

>> No.442631
File: 978 KB, 1974x1708, Howtosnapedgestogrid??.jpg [View same] [iqdb] [saucenao] [google]
442631

>>442612
Okay, I'm confused on the first step 'Use the scale tool to make sure the edge is flat." I'm not sure what I'm supposed to do. If I do the scale I can do pic related, but Idk what I'm supposed to do.

In the second step, d and v worked to snap the center pivot in the center of the face, but f I duplicate it I still get the same problem. So I know that my edges aren't perpendicular, but still can't figure out how to fix it, which is what I'm thinking you meant by scaling the edges to make them flat, which I'm not sure what to do there.


>>442620
I haven't tried this yet, I'm assuming it makes everything snap? Also I don't really use the script editor, whats your advice for getting into using it for low poly modeling?

>> No.442653
File: 925 KB, 1920x1080, 1 copy.jpg [View same] [iqdb] [saucenao] [google]
442653

>>442302
I did this a couple of months ago, so ask away.

>> No.442663
File: 107 KB, 800x518, richard meier church.jpg [View same] [iqdb] [saucenao] [google]
442663

>>442653

What's your workflow? What program did you use and do you have any architectural background? Pic related was what I made with sketchup and I'm still learning about post processing

>> No.442679
File: 388 KB, 1918x1121, Screen Shot 2014-09-24 at 1.39.56768 PM.jpg [View same] [iqdb] [saucenao] [google]
442679

>>442631
Select the half you have, use the scale tool to flatten the edges like in the second/third images in your pic. Center the pivot (Modify>Center Pivot), hit Home (Mac) or Insert (Win/Linux) to change to move pivot mode, hold V and drag the pivot to a vertex on the edge you just flattened. Now hit Home/Insert again to exit pivot move mode, and then Edit>Duplicate Special>Scale -1 in X (assuming these pics are front view). Combine the sides, select the verts in the center, and merge them. If you do it like this, the edges will line up and you don’t have to bother with snapping edges to a grid at all.

>> No.442680

what do you guys do to combat procrastinating

>> No.442681

>>442680
Work on something you are personally invested in- be it a particular project you have an emotional or monetary investment in, or something with a clear goal towards improving your skills. Doodles are nice, but it’s easier to lose focus without a specific goal in mind.

>> No.442689

>>442631
It's good to know a few commands on the script editor for when you need that machine precision
the move -a -x 0; script takes all the components selected moves them, by an absolute measure, along the X axis, to 0.

So you select all the vertices in the center of your model and run this script and it'll aling them all along the ZY plane. Making them all line p perfectly when the model gets mirroed.

Using the scale tool will align your components with each other, but not to the world origin. If you don't line them up to within the merge tolerance they wont merge, and if you expand the marge tolerance then you risk merging vertices you don't want to.

>> No.442691
File: 172 KB, 294x372, theMostImportantScriptInTheWorld.gif [View same] [iqdb] [saucenao] [google]
442691

>>442689

>> No.442694
File: 92 KB, 720x480, prev.jpg [View same] [iqdb] [saucenao] [google]
442694

>>442663
My workflow is pretty rubbish, i usually don't sketch or anything like that, I just have a general idea on my mind and start building blocks ,like in the pic. I use Modo as it's pretty fast to model and has a good render and no architectural background.

You should find a background image that fits the luminosity and the color balance of your model, because that sunset background does look odd with what seems to be a 2PM / 3PM sun.

>> No.442697

>>442694
That blocky construction IS your sketch

>> No.442777
File: 189 KB, 1482x936, Oro.jpg [View same] [iqdb] [saucenao] [google]
442777

>> No.442794
File: 406 KB, 2800x1080, collage_01.png [View same] [iqdb] [saucenao] [google]
442794

Highpoly almost done, the only thing left is the inside of the magazine. Trigger and decocking mechanisms looked like shit, so I changed those.

>> No.442814

>>442794
Nice shit mang, super clean. Would like to see the progression to the lowpoly.

>> No.442815
File: 60 KB, 409x907, man.png [View same] [iqdb] [saucenao] [google]
442815

I am fairly new to 3d. Just wanted to make a basic low poly mannequin something, not sure if I should continue and what to make out of it.

>> No.442923
File: 597 KB, 1280x720, untitled.webm [View same] [iqdb] [saucenao] [google]
442923

>> No.442929

>>442923
Look at that loose, slutty donut

>> No.442969
File: 626 KB, 1200x666, render.png [View same] [iqdb] [saucenao] [google]
442969

First time messing with mentalray and i'm clueless, any tips to make the light better/more accurate, /3/?

>> No.442993

>>442794
I'll make sure to post some shots every now and then, which part are you interested in the most?

>> No.442994

>>442993
meant for >>442814, I'm tired as fuck.

>> No.443011

>>442969
>mental ray
that looks like a quick bake in unity free

>> No.443017

>>443011
Probably because he's not using mentalray correctly, it's a biased renderer, so you can render in ways that make it look as cheap/approximated as a game, or in ways that make it look as realistic as an unbiased path tracer. He's probably using AO on his materials, which is a no-no for physically accurate rendering.

>>442969
Turn on Final Gathering, turn off Ambient Occlusion, set the Final Gather Secondary bounces to 3, use Unified Sampling, use an HDRi image for your outside lighting and put Area Lights with "Portal Lights" plugged into their "Light Shader" section, on the windows, and check "Use Light Shape" on those lights.

>> No.443020
File: 59 KB, 1382x657, tv.jpg [View same] [iqdb] [saucenao] [google]
443020

Doing various furniture that'd be in a living room. Here's a TV.

>> No.443023
File: 1.97 MB, 1440x5120, ha_13_59_editor.png [View same] [iqdb] [saucenao] [google]
443023

wip since 2005

>> No.443034

>>443023

How the fuck did that take 9 years? In the time an entire gaming console generation has taken place, you made a small unfinished city block. Looks pretty good though, what is it?

>> No.443035

>>443034
It's from splinter cell I believe...

>> No.443036
File: 1023 KB, 1366x768, youcanthandletheawesomeness.png [View same] [iqdb] [saucenao] [google]
443036

>>442264
>>442265
update time

>> No.443047
File: 500 KB, 1024x680, the-western-and-southern-sides-of-gunkanjima-looking-north.jpg [View same] [iqdb] [saucenao] [google]
443047

>>443023
Is that Gunkanjima?

>> No.443077

>>443023
holy ship, is that hashima island?

>> No.443078

>>443023
It's poorly optimized if you're intending to put it into a video game engine.

>> No.443196
File: 498 KB, 1050x1680, newgard-lastword_wip3.png [View same] [iqdb] [saucenao] [google]
443196

Destiny gunsssss all dayyyyyy

>> No.443197
File: 68 KB, 750x1800, jarman-assaultrifle1_4_s.png [View same] [iqdb] [saucenao] [google]
443197

>>443196
.. yyyyyyyyyyyyyyyyyyyyyyyyyyyyy

>> No.443216
File: 121 KB, 1280x720, alien.jpg [View same] [iqdb] [saucenao] [google]
443216

been working on this for the past month. I'm having some trouble attaching the head to the body. the edge loops don't line up

>> No.443218
File: 321 KB, 1346x599, neck.png [View same] [iqdb] [saucenao] [google]
443218

>>443216

>> No.443222
File: 381 KB, 960x720, draggin my balls.png [View same] [iqdb] [saucenao] [google]
443222

>>443216
How do you render the background?

when I make a sky with mentalray it shows up in my render window but not when I save the file.


Also, dragon wip, crit plz.

>> No.443224

>>443222
all i did was go to the render settings >indirect lighting >create physical sun and sky

>> No.443225

>>443224
Weird, mine doesn't render the sky, only the lighting. :(

>> No.443230
File: 228 KB, 960x720, dragon.jpg [View same] [iqdb] [saucenao] [google]
443230

>>443224
>>443225
oh if I save as a jpg it works.

>> No.443231

>>443230
isn't there a way to save as a png without the transparency?

>> No.443232

>>443231
most likely, I don't know how to in maya though.

>> No.443241
File: 232 KB, 960x720, dragon1.jpg [View same] [iqdb] [saucenao] [google]
443241

>>443230
okay, now I just need to make the feet.
Also the wing webbing currently is all fucked up so I'll probably redo that too.

>> No.443249
File: 131 KB, 890x490, -.png [View same] [iqdb] [saucenao] [google]
443249

durr

>> No.443250
File: 875 KB, 2484x1329, wut.png [View same] [iqdb] [saucenao] [google]
443250

trying to learn Zbrush

>> No.443251

>>443250
don't really know how to take it further

>> No.443252
File: 137 KB, 451x831, screen_cap_001.jpg [View same] [iqdb] [saucenao] [google]
443252

>>443231
Under renderable cameras, untick the alpha channel box.

Working on the armour for a character still life

>> No.443270

>>443250
>>443251

Detailing.

>> No.443276

>>443251
sum antomy might help
>>443252
you might wanna clean some off that up with additional meshesh

>> No.443285

>>443250
instead of creating random 'creatures' you should try and take inspiration from one, or a combination of animals and actually use reference images to create a convincing likeness and anatomy, paying careful attention to the underlying forms like the skeleton and musculature. You've hit a dead end because you don't really have anything to work from and you're just out of ideas.

>> No.443288

>>443276
>sum antomy might help
this isn't advice

>> No.443292

>>443285
best advice i could've gotten! thank you

>> No.443299

>>443292
no problem anon.

>> No.443302

>>443250

You should definitely use reference to help you create detail if you are not used to doing it from imagination. What can really help is to think of the process in 3 stages,

1. Big Details. In this stage you are creating silhouette and the overall form of what you are creating. Don't try to do much Medium/small detail at this point, and do not try to work with too many polygons. This stage i would say stick to 10k - 100k polygons and the move tool is one of your greatest assets at this point, Smoothing is strong enough to shape the model.

2. Medium Details. This is one step further where you start creating things like anatomy and shapes that give rise to what you are actually making, This step maybe work at 50k - 200k polygons, you should not be doing skin detailing or fine lines. Smoothing gets harder to do for big details and you will have to rely on the move tool.

3. Small Detail. This is the step where you create wrinkles and pores and all the fine details that add life into the sculpture. Here you can have as many polygons as you want and you will want to use alphas to do a lot of the detailing work. Smoothing gets really hard for Medium details and almost impossible to smooth form.

Right now you have done a good chunk of the big details and started a bit on the medium details, you are stuck because you cant think if how to proceed further from imagination, get some pictures of dinosaurs and reptiles and continue to create shape (Second step of detailing process) once it looks like what you want then do the detailing work (Last step for detailing) with scales/scars/wrinkles and what not. Hope this helps.

>> No.443303
File: 719 KB, 1440x900, 2korrus6.jpg [View same] [iqdb] [saucenao] [google]
443303

what to add or change? i've worked on it for so long that i can't think of anything anymore.

>> No.443304

>>443303
some kind of plant weould be neat imo

>> No.443305
File: 850 KB, 1440x900, TurnDownBrightness.jpg [View same] [iqdb] [saucenao] [google]
443305

>>443303
in my honest opinion turn down some of the brightness.

Adding some variation to the textures would help, it looks too clean unless that's what you were going for.

>> No.443308
File: 555 KB, 1417x794, WipChar.jpg [View same] [iqdb] [saucenao] [google]
443308

Just started to detail the head, and will be slowly moving down the body, any critique is welcomed and appreciated. I'm not using any reference, just going at it from my head.

>> No.443309

>>443303
I think the bumpmap on the floor is a bit too strong.

>> No.443310

>>443308
proportions don't work imo, waist up it just looks relatively regularly proportioned while the legs are tiny.

>> No.443312

>>443288
+its the advise that should automatically write itself under almost every post
>>443305
that has to be the smalest oven ever made
what the hell
also why would it be under the sink ?
its a pretty awkward position
and those windows seem big, they start at around the knee area

as for the render, maybe some dirt to teh floor spec map ?

>>443308
those short legs crack me up
also head seems a bit big

>> No.443313

>>443312
It's peter dinklages oven
show some respect!

>> No.443317
File: 307 KB, 959x841, azog.png [View same] [iqdb] [saucenao] [google]
443317

Just quicksculpted Azog, any criticism?

>> No.443319

>>443317
its perfect as it is

>> No.443320
File: 90 KB, 1597x764, slowdown.jpg [View same] [iqdb] [saucenao] [google]
443320

Nothing impressive. I'm current in an "intro" college class and I think I'm just starting to piss people off with my models, so I scaled shit way back to super simple chibi looking shit.

Anybody got experience in easy ways to make simple cartoony stuff pop more?

>> No.443322

>>443320
Do they teach you nothing in your college class?

>> No.443323
File: 38 KB, 1395x627, own.jpg [View same] [iqdb] [saucenao] [google]
443323

>>443322
They really don't, its week 7 and they are still like "here's how you extrude" and the rigging techniques they are teaching are very bad.

I've been working on other stuff on my own time.

>> No.443324
File: 785 KB, 1440x900, 2korrus7.jpg [View same] [iqdb] [saucenao] [google]
443324

>>443312
the oven is 70x50cm, which is normal for a smaller oven. just the sink was too high which made the oven look smaller, i pulled the sink down by 10cm, looks better now. also changed the floor and moved the bottom of the window up a bit.

>> No.443325

>>443324
also its rendered on preview settings so it looks a bit worse and i just changed the contrast a bit in post

>> No.443326
File: 25 KB, 708x534, Untitled.jpg [View same] [iqdb] [saucenao] [google]
443326

My first model that turned out to be something and not just an abstract mess

pls r8

>> No.443328

>>443324
looks like shit. So grainy and it just looks like someone did some "scrapbooking" where they just attached random images yet didnt even add them into the irradiance map. Tldr you suck ass, you get better results in realtime in ue4

>> No.443330
File: 1.03 MB, 1000x1000, 3.jpg [View same] [iqdb] [saucenao] [google]
443330

>>442815

Thats what I turned it into now.

>> No.443331

>>443328
i know you're just an ebin troll, but its grainy because i was using low render settings.

>> No.443336

>>443317
needs more anatomy

>> No.443337

>>443323
Drop out now, you're wasting your time and money seriously, how to extrude should be covered in the first 20 minutes of the first session.

>> No.443338
File: 148 KB, 1200x1200, Face.jpg [View same] [iqdb] [saucenao] [google]
443338

>>443323
I know how you feel, I'm in a into class at community college and it's pretty basic. the teacher still wants me to stay at the classes pace though and will make me stop if i'm working on my own shit in class.

I actually have learned some basic things that I missed while self teaching though, so I guess it's not all for nothing.

Anyone got tips on how to do the Hair, eyebrows, and eyelashes for this thing?

>> No.443339
File: 170 KB, 1366x768, MilkShape3D.png [View same] [iqdb] [saucenao] [google]
443339

I think this is the best place to ask this instead of making another thread...
How in the world does one get started with Blender?!
I just can't understand all the stuff that this shitty layout throws at beginners from the first time the program runs. And to make matters worse, the Blender help documents are divided into hundreds of smaller divisions which don't link together in a smooth method nor simplify the sheer complexity of its tools.

I cannot use MilkShape 3D forever...Progress has reached a complete halt because of MS3D's limitations and older method of modelling. For one who does 3D modelling as a casual hobby, doing hair and cutting down on polys while keeping a perfect appearance is tough. Having a modern program like Blender might ease the workload. I don't have access to resources to even use Maya or 3DS Max.

So, /3/... Which tutorials would be the best for a beginner to Blender? I read the sticky, there are tons of links, but some of them are not very convincing or professional. A leading hand to a more efficient and concise guide would be nice. I have a general idea of how modelling and animating works (as far as MS3D can take me and a bit beyond), but I cannot understand and memorize Blender's interface for the life of me...

Here is a picture to keep the post relevant.

>> No.443340

>>443339
The way I learned Blender was by watching tutorials of people teahing how to model certain things, not the ones like "Blender for Beginners - Lesson 1", where they repeatedly tell you what the rotation tool does and what is an axis and shit. I watched people teaching how to model a car, a plane, a cave, a house.... and of course, doing them. I had all the basics covered in a week

>> No.443343

>>443338
looks really ugly, and stupid, even

>> No.443351

>>443303

Bricks look like garbage, redo them

>> No.443361

>>443303
Needs more oranges.

>> No.443385

>>443338
>will make me stop if i'm working on my own shit in class
Are you working on your own shit instead of class shit, or are you working on your own stuff "on top"?
Because if you're doing the class work like everyone else and then start with your stuff, your teacher is an asshole.

>> No.443389

>>443339
Don't use Blender then. Try 3ds Max or Maya, they're just as free as Blender as long as you're not doing commercial work. And you don't have to torrent anything.

>> No.443393

>>443340
This. Never search for "Blender Basics in 10 ez steps", search for precisely the thing you want to do. Getting to know shortcuts and layout is tough, but the learning curve is only steep at the very start.

http://waldobronchart.github.io/ShortcutMapper/#Blender

>> No.443414
File: 23 KB, 827x626, frontman10g_amp_wip.png [View same] [iqdb] [saucenao] [google]
443414

My first model without a tutorial. Pretty happy with it, although it's very basic I've been learning a lot by doing it. It's my crap guitar amp. Going to make new knobs though, I forgot to change the number of vertices of the cylinder and they look like shit now.

>> No.443418
File: 187 KB, 1024x1024, 9.jpg [View same] [iqdb] [saucenao] [google]
443418

>> No.443419
File: 59 KB, 640x480, 7.jpg [View same] [iqdb] [saucenao] [google]
443419

no idea whats wrong with my simple uv on the mesh cage

>> No.443422

>>443419
some planar mapping and the texture is bad quality

>> No.443432
File: 613 KB, 917x550, game.gif [View same] [iqdb] [saucenao] [google]
443432

>>443422
my problem was that the planar i had was on a different uv set
just started maya

>> No.443440

>>443326
can you post wires on that?

>> No.443448

>>443385
I kind of go back and forth, like, we're modeling a fish right now and I pretty much didn't follow the steps, I just made the fish in like 20 minutes and then started working on my own stuff. She comes and asks me to work on the fish so I basically just open it whenever she walks by.

>> No.443449
File: 451 KB, 423x587, turian render.png [View same] [iqdb] [saucenao] [google]
443449

trying out some rendering/presentation technique on zbrush and photoshop, does the noise and sharpen filter look cheap?

>> No.443450

>>443449
Yeah.

>> No.443452

>>443450
I think it was working in too low a resolution, I didn't realise how low resolution it was until I finished.

>> No.443453
File: 302 KB, 1411x811, Wat.png [View same] [iqdb] [saucenao] [google]
443453

following a neat tutorial.

i love to play around with models like that

>> No.443457

>>443449
really diggin' that model

>> No.443458

>>443457
thanks

>> No.443465

>>443449
Heretic, you have a portfolio website I could look at?
This is pretty cool.

>> No.443467

>>443465
I only made the transition into 3D fairly recently so I don't have a portfolio yet but I started a blog for university this summer. jordannua.wordpress.com

I wouldn't bother reading anything, I'm mostly spilling my thoughts as I hate uploading images without some text. There's nothing really enlightening there.

Thanks for showing interest, you're the first person to request a site in my years as an artist, it's flattering thank you.

>> No.443476
File: 3.12 MB, 1173x1378, demonduderender.png [View same] [iqdb] [saucenao] [google]
443476

>>443449
trying another one. higher resolution this time.

>> No.443477

>>443476
filthy mcnasty

>> No.443481
File: 521 KB, 1920x1080, wires.png [View same] [iqdb] [saucenao] [google]
443481

Finished the pistol's lowpoly. Goal was 5k, it's at 5061 tris now.

>> No.443485

>>443477
th-thanks

>> No.443489

>>443338
Smooth your normals brosef. Make separate meshes for the eyebrows and hair, unless you want to go deep into hair simulation, which can be really annoying. Good lookin model tho.

>> No.443492
File: 1.01 MB, 1440x900, 2korrus.jpg [View same] [iqdb] [saucenao] [google]
443492

finished it

>> No.443497

>>443492
the bump on walls is too strong
the oven still bugs me out, change it to that big type and move it from under the sink
where are knifes etc ?
where are the drawers ? wouldnt it be logical to turn the are under teh sink into that ?
those doors seem too small, are they really 2m tall ?
the sink and worktop or what ever you call it in english should be 85-90cm
if the doors are 2m then the outside doors must be 3m, i never saw such big ones
render is too bright, i liked the darker one and with the previous tiles much more

overall the render is ok... but the design ...

>> No.443501

>>442264
>>443036
need input

>> No.443502

>>443320
>"intro" college class
>(how do i) make simple catrtoony stuff pop more?
>in college
>ask teacher

>> No.443503

>>443320
also that dino needs tons of work. eyes, teeth,est
also there need to be a female in the mix. unless there urrmmmm... you know,

>> No.443505
File: 32 KB, 688x741, Untitled.jpg [View same] [iqdb] [saucenao] [google]
443505

>>443440
Of course, but why?

Also i didn't saved the painting because it's shit

>> No.443507
File: 28 KB, 1059x380, Untitled.jpg [View same] [iqdb] [saucenao] [google]
443507

>>443505
fuck, I'm retarded

>> No.443509

>>443505
>Of course, but why?
Not that guy, but wireframe shots are important since they enable others to see the underlying structure of your model. Helps a great deal in identifying surface errors or guessing how light will move across.

>> No.443514
File: 196 KB, 1000x1000, Celine 06.jpg [View same] [iqdb] [saucenao] [google]
443514

>>443489
thanks m8, are you talking about the seam down the middle? currently the models are still still in two pieces, I haven't merged them yet.

I've attempted hair simulation and I kind of get it but I'd like to try making the hair with polygons.

Are there any methods for modeling hair like this?

>> No.443531

>>443330
If your using blender, apply the smooth shader, and have a fiddle with the subdivision-surface modifier, to make it look less flat.

>> No.443532

>>443339
Blender uses a lot of key binds, so once you know the basics, you're not fumbling through the interface to do anything.

>> No.443533

>>443492
Something feels off about that fruit bowl.

>> No.443538

>>443449
>>443476
Poor use of DoF adds nothing to the image.

>> No.443543
File: 300 KB, 1493x693, 7e150eae723b28d352919fd75b9de186.png [View same] [iqdb] [saucenao] [google]
443543

Awp High poly.
Ran out of time so its not where I want it to be at all.... Fkn deadlines.

Ill Put a render on here soon tho.

I guess ill just finish/polish it when I have some free time.

Also, we had no poly budget so its why I went overboard with the turbosmoothe.

>> No.443555

>>443481
nice

>> No.443556
File: 48 KB, 798x767, filename.jpg [View same] [iqdb] [saucenao] [google]
443556

How do i improve this?

>> No.443557

>>443556
Woah wtf, is that polycount normal?

>> No.443559

>>443557
Didnt notice it, that is with HP, this thing is around 2500 tris.

>> No.443562

>>443556
Aluminum handle looks paper thin. Thicken it a little.

>> No.443563

>>443514
I've been looking around for hair related tuts recently also. From what i can tell, hair like that is just modelled. I've seen a few people saying it's best to extrude splines, but beyond that it's a mystery.

>> No.443569

>>443020
dammit, i guessed microwave...

>> No.443576

>>443556
Textures don't "flow" together properly.

Basically why does the body texture look blurry as shit compared to the handle or the pin even?

>> No.443579
File: 178 KB, 754x426, Hairt_02.png [View same] [iqdb] [saucenao] [google]
443579

>>443514
>>443563
I'm on the same boat as you. I tried to sculpt some hair for a bust I had to do. I found some examples on youtube but I don't think there's a method, more like guidelines.

I tried to separate the hair in areas, in my case, but I guess if you use dynamesh you might not have to, although makes it easier to work with this way.

Brushes that I found useful: Clay / clay build up for form, Dam Standard for strand separation, creases and edge definition with Alt + stroke; Pinch is useful to get the ends of the strands. Move for placement and sometimes Snake - Hook to stretch a bit. H-Polish to clean up sometimes.

I didn't got a good result but it's a matter of just keep trying. Pic related.

>> No.443592
File: 196 KB, 423x587, turianrender2.png [View same] [iqdb] [saucenao] [google]
443592

>>443538
I disagree I think it makes it pop and draws attention to the face even if only slightly. Here it is without the depth filter, the difference is subtle but effective imo.

>> No.443594

>>443592
it def helps to hide the lack of detail and polish
while im not talking about your work in particular i always found dof as a cheap way of focus point when the sculpt itself lack one
as for the render i would make a bigger pic for starters and maybe add an back and fill light, reduce the ambient light or chose a material that isnt so uniform in shading
the spec shading also fills a bit muddy

>> No.443596

>>443594
yeah you don't need to go gently on me those are legitimate criticisms of the sculpt and why I think the presentation is important (as it happens this is a relatively old sculpt I just used it to test out these methods) as of yet this is the most effective method of presenting my work that I have found.
>add an back and fill light, reduce the ambient light
I was going to begin practicing with lighting soon. I'm aware of 3 point lighting.

>> No.443597

>>443514
im no expert on making hair like that
but my advice would be to split it into simple primitives and the defined them up
we could say there are 6 parts to this hair
like the whole head is just a sphere, very front is a curved plane with symmetrical two smaller curved planes on the sides
banks are made from 2 squished tubes placed in row, and symmetrically placed on both sides
back seems to be one main strand with 2 smaller ones on sides

start with adding a sphere there, then make the planar shapes in front, keep it low poly for easy deformation and good control when yu have nice curve to it add some thciknes
prepare one bank from the front from ether a thickened curved plane or from a flattened tube, duplicate twice in row, rotate a bit and mirror, start like this and you can think of doing the back side

as for the hair patter etehr go into zbrush and sculpt it, or make sure your topology flows in right direction and just pick one edge and move slightly forward, another slightly back and so on, you can bevel teh edge to gain more control on lower polycounts

>> No.443598

>>443514
While I don't have much experience doing hair, someone posted a guide for painters here (>>441644) and to me it seems that some of these rules apply to sculpting, too.

>> No.443599

>>443592
dof would work better if you have something behind it. even a blured out texture than a solid

>> No.443601

>>443599
I find that having a scene in the background looks incredibly cheap if the model itself isn't high detail and realistic. I can experiment with that though I guess.

>> No.443604

>>443492

What did you use to make this? There's too many light fittings and the space between the counter and kitchen table is too far off creating alot of negative space. The floor finish doesn't feel right with that wornout timber look.

>> No.443607

>>443592
If you insist on using DoF, then make it subtle. You used too much in >>443476 and it's distracting.

>> No.443608

>>443604
I used Cinema 4D, Vray and Photoshop. I know the design isn't great, it's one of my first scenes done completely by heart. I'm only 17 tho so there's still time to progress.

>> No.443611
File: 562 KB, 1404x819, landfall.jpg [View same] [iqdb] [saucenao] [google]
443611

Finally got back to working on this, been learning zbrush by working on this guy.
I guess my next step is to retopo in zbrush or 3dsmax and get it unwrapped.
My pipeline a shit.

>> No.443612

>>443611
terrible

>> No.443613
File: 731 KB, 1277x983, magnumscr498489489.png [View same] [iqdb] [saucenao] [google]
443613

I'm working on a colt anaconda, still building the hp

>> No.443615

>>443612
thanks but don't stop, I'm honesty pretty tired of working on this, I didn't focus much on the poncho looking thing my next project will probably focus more on fabrics.

>> No.443617

>>443615
It looks like a really early stage concept for a sculpt, but because you went high poly way too early you have a lot of really ugly deformations. you should be starting at a fairly low poly to get the forms right and get a nice silhouette. >>443302 put it nicely, give that a read. Don't even bother polypainting yet at all.
>>443607
I'll take it on board thanks, I personally really like the look even on a solid background so I'll continue to do it but if everyone is telling me it looks bad I'll definitely look into working on it.

>> No.443619

>>443617
Thanks, I'll start working on something a bit more simple.

>> No.443625

>>443308
OMG a fuking dwarf andoird!

>> No.443653

>>443613
Why is ur Max in Halloween mode?

>> No.443673
File: 125 KB, 1859x645, New Image_7.jpg [View same] [iqdb] [saucenao] [google]
443673

That 70's House

>> No.443685
File: 312 KB, 1920x1080, guitaramp_wip_comp.jpg [View same] [iqdb] [saucenao] [google]
443685

I know I forgot to do a lot of stuff (like fixing those hard edges in the cords), but whatever, I did this to learn more about materials/nodes/lighting in Blender, so I think it turned out alright.

>> No.443689

>>443653
Cause it makes my eyes work and read with no problems, standard text and standard selection wire color is shit for me

>> No.443691

>>443317
amazing ninja turdtle sculpture

>> No.443709

>>443507
Dude what the fuck

>> No.443714

>>443673
looks like the old folks home from the simpsons

>> No.443719

>>443673

Why the slanted wall ?

>> No.443727
File: 400 KB, 1024x1024, watermelon.jpg [View same] [iqdb] [saucenao] [google]
443727

finished this tutorial

does anyone know a good tutorial for rendering/setting up a scene/presenting a character in modo? i have no idea how that shit works

>> No.443728

>>443709
Fuck the what dude!

Seriously, is it that bad? ;-;

>> No.443731
File: 185 KB, 1623x828, Das fuhrer.png [View same] [iqdb] [saucenao] [google]
443731

lowpoly hitler

>> No.443732
File: 230 KB, 1623x828, Das Fuhrer Habe ein grosse hahn.png [View same] [iqdb] [saucenao] [google]
443732

>>443731

200 polys

>> No.443733

>>443732

fixing the size and shape of Hitlers head, didn't notice how weird it looked lol

>> No.443739

>>443733
I think that's exactly the charm of the model, give a weird creepy style to it

>> No.443757 [DELETED] 
File: 570 KB, 1020x1032, r7.png [View same] [iqdb] [saucenao] [google]
443757

A Draenei

>> No.443774
File: 690 KB, 2098x1188, Screen Shot 2014-10-01 at 7.09.25 PM.png [View same] [iqdb] [saucenao] [google]
443774

working on this...

>> No.443777

>>443774
hhhehehe...

>> No.443779

>>443777
Thank you

>> No.443789

>>443731
>>443732
>>443733

No, keep it like that. If you change it any further now, I suspect you'd turn it into yet another stock cutesy character. Even Hitler can't handle that.

>> No.443790

>>443727

Link to tutorial?

>> No.443793 [DELETED] 

>>443757
The uck did you do to that great piece of work

>> No.443799 [DELETED] 

>>443793
He's obviously just dicking around.

>> No.443800 [DELETED] 
File: 245 KB, 1800x1311, 1392418655369.jpg [View same] [iqdb] [saucenao] [google]
443800

>>443799
genious

>> No.443811
File: 346 KB, 1736x699, joan3dsmax.png [View same] [iqdb] [saucenao] [google]
443811

Trying to learn 3ds max.

>> No.443813
File: 221 KB, 960x720, wing.jpg [View same] [iqdb] [saucenao] [google]
443813

Tips on how to make the webbing for these wings? I tried just extruding an edge from the finger along the arm but that was kind of tedious.

There has to be an easier way.

>> No.443820

>>443757
draenai have horse dicks and not human ones

>> No.443822
File: 133 KB, 1273x722, dodger.jpg [View same] [iqdb] [saucenao] [google]
443822

building a dodger charger

i just learned about the Mesh Cleanup in Modo. it's amazing and suddenly my smoothed model doesn't look a little bit off anymore. really nice

>> No.443825

>>443790
it's a tutorial from digital tutros,i'm sharing an account with a buddy. maybe you can find a torrent or something?

it is called Creating Cartoon Characters in Modo

http://www.digitaltutors.com/tutorial/1450-Creating-Cartoon-Characters-in-MODO

>> No.443826

>>443811
10/10

>> No.443834

>>443813
an accordingly adjusted plane with an alpha texture

or if it has to be actual geometry, you could maybe use the same plane as mentioned above, just subdivide it multiple times, bring it into a sculpting app an use some kind of custom brush that you can create with photshop or maybe there already is a preset brush that you could use

>> No.443846

>>443811
That's actually really good.

>> No.443856

>>443846
Joan of Arc tutorial is dabess

>> No.443862
File: 305 KB, 1025x580, newgard-lastword_wip5.png [View same] [iqdb] [saucenao] [google]
443862

pew pew

>> No.443896

>>443308
no reference, amazing art.
i am blown away sir!`

>> No.443898

>>443862
never saw those dots
software?

>> No.443908
File: 1.91 MB, 1280x720, Ft1 Gi Mb-1.webm [View same] [iqdb] [saucenao] [google]
443908

Concept titles for a documentary about the Great Fire of London. I think I'll cut down the fuel/increase the burn rate and try rendering some more frames after the text has fully formed.

>> No.443909 [DELETED] 

>>443898
looks like rhino to me

>> No.443914
File: 190 KB, 1920x1080, 008.png [View same] [iqdb] [saucenao] [google]
443914

Lowpoly with final UVs and baked normals/AO. Texture size is 2048*1024.
I'm not really liking the way the rear grip smoothing turned out. The wonky shadows can't be fixed without adding more polys, but the surface itself, has curvature issues that might stem from the highpoly. I need to revisit that.

>> No.443915

>>443914
To be fair, that's better contouring than the average rear pistol grip.

>> No.443916

>>443915
Thank you, but take a look at the area around the bottom screw, the "stripes" aren't really necessary and can be fixed without too much work.

>> No.443919

Autosage in a few

>> No.443921

>>443916
All the best with your endeavor but I wouldn't sweat it too much, that sort of thing is a common problem on real pistol grips.

>> No.443924
File: 449 KB, 1920x1080, Funwizawp.jpg [View same] [iqdb] [saucenao] [google]
443924

>>442231
a shit render with clay material. Render with materials is coming.

>> No.443928

>>443908
the way the fire spreads seems way too arbitrary and 'computed' it doesn't look natural at all. and it's kidn of too fast if it's supposed to be reminiscent of the great fire of london, think about scale, something huge going up in flames would be relatively slow.

>> No.443946

>>443928
Thanks, I'll try having fuel emission for the whole text from the start and a single point of ignition, I'll also dial down the physical and time scale.

>> No.443994
File: 709 KB, 2048x1536, anaconda1.jpg [View same] [iqdb] [saucenao] [google]
443994

>>443613

>> No.443996

>>443908
literally thought that it was liquid flowing with negative gravity at first

>> No.444004

>>443994
did you use zbrush for that

>> No.444005

my first attempt at uv-unwraping a charachter

>> No.444006
File: 579 KB, 1680x1050, leopard1.png [View same] [iqdb] [saucenao] [google]
444006

>>444005
iv got the uv stuff packed like this

>> No.444012

>>443727
http://flippednormals.com/tutorial/lighting-portrait-modo/

if you got 801 go to interactive showcase menu then new scene template. There are some prebuilt scenes you can use if you are feeling lazy

>> No.444018
File: 120 KB, 1173x838, bristlesmith.png [View same] [iqdb] [saucenao] [google]
444018

I'm trying to make a set for Bristleback, but my workflow is so shit I never finish anything.

>> No.444047

Yes

>> No.444048
File: 231 KB, 1276x682, newgard-lastword_wip9.png [View same] [iqdb] [saucenao] [google]
444048

>>443898
Solidworks.

>> No.444049
File: 271 KB, 1920x1080, 1408990801011.jpg [View same] [iqdb] [saucenao] [google]
444049

>>444018

Man, I wish I at least had an idea on how to implement stuff into the game, I have 2 models just sitting there, ready to be a courier (after another 9000+ hours of texturing, rigging and animating) but I never get around to finding out how to actually do it.

I guess I haz de dumbz or something, cause everything I do look up online seems convolted as fuck and never explained in full (3ds max).

>> No.444052

>>444012
thank you very much anon. going to look into this today

>> No.444068

>>444052
wow, i've just taken a look at the site in general and it's pretty awesome. didn't know about them beforehand, really neat stuff

>> No.444075

>>444004
No, 3ds max, it's sub-d modeling, fuck zbrush, all these new kids who model everything in zbrush, that is for sculpting, not modeling, I'll probably add some detail to the handle with zbrush tho

>> No.444079

>>444075
How could you even use Zbrush for non-organic subjects.`

>> No.444080

>>444079
It seems like someone does, using alphas and shit

>> No.444087

>>444079
its possible using certain brushes and retopology tools but you wouldn't necessarily model a gun there, more like a robot or armour.

>> No.444116
File: 16 KB, 296x398, Untitled.jpg [View same] [iqdb] [saucenao] [google]
444116

It is supposed to be a shield

>> No.444117

>>443308
good for a concept-sketch, but I would try breaking it up into smaller subtools to get some hard-edges in your armor pieces, otherwise everything will have that curvy flatten brush organic shape.

And yea, proportions are a bit wonky but might work well if you make it more cartooney.

>> No.444118

>>444116

Looks more like a tongue with that bitmap. Try a less organic texture.

>> No.444121

>>444079
Panel loops, slice brush, edge-loops, polygroups, extracting and the Topology brush. All these combined allow you to do some pretty good hard-surface if you learn the techniques well. The next update to ZBrush has some pretty amazing low-poly tools for hard-surface though.

>> No.444135
File: 128 KB, 1195x770, van.png [View same] [iqdb] [saucenao] [google]
444135

>> No.444139

>>444116
first glance like a vag
you might want to change the design

>> No.444141

>>444135
looks great, doesn't read well from the front though. Don't know if that's an issue.

>> No.444161

>>444116
Gotta agree it looks like a vag. This doesn't have to be a bad thing, just make a butthole shield to go with it.

>> No.444179
File: 571 KB, 660x765, Capture (2).png [View same] [iqdb] [saucenao] [google]
444179

i cant expressions

>> No.444181
File: 19 KB, 435x266, amyamyedited.jpg [View same] [iqdb] [saucenao] [google]
444181

>>444179
XD

>> No.444187
File: 233 KB, 660x765, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
444187

>>444179
I like the nose, it's pretty cute but rest of the face needs appeal.
Here is what I did with the liqufy tool. I added an expression but I think it looked better without the dreamworks look, but meh.

>> No.444189

>>444179
She's pretty and looks sorta puzzled, skeptical or doubting

>>444187
meh, eyes are too big, chin is too short

>> No.444204

>>444189
It gives her the appeal. He is obviously not trying to aim for realism.

Bigger eyes adds a cutness level and the chin was just absurbly long for the head. The chin is actually pretty normal, the lips are too big, which in relation makes the chin look short.

You do a quick edit and give her more appeal, just want to see what you would do to add more appeal to that character of his.

>> No.444222

>>444161
Feminists are always complaining that the tools of war are phallic symbols. He's just trying to even things out.

>> No.444235

Goin in a game about fucking your mom. This is your mom.

>> No.444236
File: 87 KB, 689x734, milf.png [View same] [iqdb] [saucenao] [google]
444236

>>444235
every time

>> No.444237

>>444204
thanks for the tip amd for>>444187
. a big reason why her chin was massive is because I didnt put perspective on in zbush. I also realized that i didnt even mess with her eyebrows.

>> No.444250

>>443898
Solidworks, the program for gods.

>> No.444256

>>444250
kek already got that answer

>> No.444258

this thread is kill

>> No.444259
File: 2.64 MB, 209x170, 1412129033704.gif [View same] [iqdb] [saucenao] [google]
444259

>>444258

>> No.444272
File: 469 KB, 1366x728, wiseduck.png [View same] [iqdb] [saucenao] [google]
444272

Making a Wiseduck from Tech Romancer

>> No.444276
File: 492 KB, 1137x789, screenmandy.jpg [View same] [iqdb] [saucenao] [google]
444276

>> No.444301
File: 41 KB, 627x391, ss.jpg [View same] [iqdb] [saucenao] [google]
444301

How do I un-alioto this?

>> No.444304
File: 1.09 MB, 1024x1024, Low Poly - Set 01 - Redwoods5.png [View same] [iqdb] [saucenao] [google]
444304

Got into 3D modeling a few days ago, decided to really tackle renderers/lighting with some low poly stuff.

>> No.444306

>>444301

sdearch for good references

>> No.444307

>>444304
Peter Molyneux pls stop viraling GODUS

>> No.444312

>>444307
):

>> No.444359

>>444301
Just keep pushing and smoothing

>> No.444361

>>444359
How do you mean? I'm having trouble understanding how wings would attach to the back and I go over and smooth so much it reduces it to a blob.

>> No.444369

>>444361
strictly speaking wings in nature are just repurposed arms and hands, so real wings attach in the same way that arms do on a human, so having small wings on the back like that won't necessarily be easy to adapt from real world anatomy, try to be creative and think about how you could emulate the functionality of lats, deltoids and pecs on that part of the back.

>> No.444376
File: 276 KB, 984x811, 36881f06617f778d9d88ad75f591fabe-d5k8nlw.jpg [View same] [iqdb] [saucenao] [google]
444376

>>444369
Right. I found this, but the musculature is what's getting me. I'm really bad with muscles, I guess I need to brush up on anatomy.

>> No.444378

>>444376
yeah I mean it should be easy enough to add a second rotator cuff but inserting the pseudo pectorals and deltoids would be tricky if you're going for a realistic anatomical look, it should be a pretty fun exercise thoush.

>> No.444379

>>444378
I'm not going particularly realistic, it's an anime styled model. I'm just finding it hard because I have no understanding of what I'm doing I guess.
I'll keep playing with it.

>> No.444380

>>444379
well yeah just try and make sure you have some logical shapes and insertion points.

>> No.444381

>>444376
first do the back, split it up into 2 tools
so add deltoids and so on, and once you are done place the wings, and overlay few additional muscle,
bam you are done, they dont really have too look functional

>> No.444459
File: 390 KB, 1536x2048, image.jpg [View same] [iqdb] [saucenao] [google]
444459

Just finished my first 3d modeling class. This was my final project. It's a lizard man holding a pig. I got an b in the class.

>> No.444460

>>444459
You get an F for effort

>> No.444471

>>444459
were you like...actually trying?

>> No.444482

>>444179
>>444187
It's her neck. She looks like she's drawing her head back, surprised.

>> No.444494
File: 544 KB, 1440x900, omatuba3.jpg [View same] [iqdb] [saucenao] [google]
444494

how can i get the shadows of the window to cast on the blinds? using Cinema 4D and Vray.

>> No.444499

>>444494
Not sure. It might make it easier for you to do it in post using a render pass.

>> No.444526
File: 697 KB, 2099x1046, Screen Shot 2014-10-05 at 2.51.00 PM.png [View same] [iqdb] [saucenao] [google]
444526

tell me /3/, how much of a fuck-fest is it?

>> No.444527

>>444494
I think there was a "Backlight" effect or something similar that you had to apply to the Luminance channel of the material.

>> No.444528

>>444526
definite improvement from the first sculpt now that you are using reference, keep practicing. Try and really nail down the shape of the skull and muscles before trying to add detail though, keep everything smooth so you don't get distracted by details, you can even use reference from the animal's skull directly it will really help.

>> No.444530

>>444528
thank you! yeah i'm very eager to jump into details...

>> No.444531

>>444494
What kind of material are you using for the blinds? I'm guessing you just used a regular material with transparency right?

To get the effect you're looking for you need to use the "Vray2sided" Shader, it's in the "create Material" menu or whatever it's called. Look it up in the Vray manual if you want to know how to set it up.

>> No.444536
File: 570 KB, 1440x900, omatuba3.jpg [View same] [iqdb] [saucenao] [google]
444536

>>444531
thanks. i forgot about the 2sided material. i finished the scene now.

>> No.444563

>>442621
i watched the loop around 50 times...

>> No.444565

>>443685
noise is killing me
is that noise or a bump map turned up way to high on the box?

>> No.444569

>>444565
a voronoi texture connected to the displacement output, if that makes any sense. In reality it's way softer, I know, I also put it on the walls to give it "texture" but I realize that was a bad move and there are way better ways to do it. I'm much better at this stuff now, this was my first time really messing with anything but diffuse-glossy-fresnel mix shaders in the node editor.

>> No.444570

>>444536
Nice, you should put something (a plate) under the plant, the same material than the pot. I think its a little detail that will add even more realism

>> No.444579

>>443303
Bricks look very awkward. Look at the edges. Then look at some pictures of actual masonry. Then reach a great realization.

The chairs are also catching my eye, the way they're built looks unnatural.

The floor has too strong a normal map. It looks like it's made of half-hardened jelly.

>> No.444593

>>444526
It's not a fuckfest. Listen to >>444528
When you nail down the right volume making your own alphas totally trumps what you can do now with detail.

>> No.444663
File: 44 KB, 513x720, 10354808_772000476186236_2568981820103231534_n.jpg [View same] [iqdb] [saucenao] [google]
444663

>> No.444671
File: 1.12 MB, 2143x720, 3DnonymousWipChar.jpg [View same] [iqdb] [saucenao] [google]
444671

Changed the proportions a bit, still a long way to go with the details. This is about 50% done with the high poly.

>> No.444675
File: 61 KB, 1024x768, boydemo.jpg [View same] [iqdb] [saucenao] [google]
444675

the protagonist

>> No.444681

>>444671
Proportions are awful, even for being exaggerated.
There is no balance or focus.

The best fix for this would be to shrink the head down.

>> No.444682

>>444675
arms too short legs too muscular neck too thick

>> No.444701
File: 58 KB, 2592x1080, TheLastWord_zed.png [View same] [iqdb] [saucenao] [google]
444701

Anyone know how to do that nifty Voronei webbed solids thing?

Here, have some orthos-

>> No.444725

>>442621
WHERE DOES THE PAPER GO!?

>> No.444728

>>442621
What shitty comp sci curriculum makes you do 3D?

>> No.444755

>>444675
Jesus christ that's terrifying. please please please don't rig and animate this.

>> No.444760

>>444671
longer legs with much bigger lower legs

>> No.444761

>>444671
are you sculpting or modelling it? I would like to see the topology anyway

>> No.444766
File: 140 KB, 627x627, shrock.jpg [View same] [iqdb] [saucenao] [google]
444766

I got zbrush today and this was my first doodle in it. loveing this program!

>> No.444767
File: 89 KB, 861x533, Polished-Turd.jpg [View same] [iqdb] [saucenao] [google]
444767

>>444671

10/10 rendering skills
0/10 everything else

>> No.444769
File: 501 KB, 2195x882, sssssadadAAA.jpg [View same] [iqdb] [saucenao] [google]
444769

>>444671
dude, unless you are doing a dwarf there make the legs longer

>> No.444771

>>444671

Wow I could see this in the next crysis, they should hire you :D

>> No.444774

>>444671

That is an awesome model, people are just jelly,

>> No.444776

>>444774
it's great but it has problem with the proportions. If one person calls you a horse...

>> No.444786

>>444769
He obviously is making a dwarf version of... I think crysis armor.
But it's been apparent for a while.
He's not an idiot. It actually seems he is probably higher level than you, slocik.

>> No.444788

>>444786
>obviously

>> No.444794

>>444671
Feet need to be wider. The legs taper too much below the calves.

>> No.444810

>>444788
>to pretty much everyone

>> No.444840

>>444786
Firstly thats not crysus armour, swcodly even if it is a dwaef the proportions are still off; the libs are about as girthy as a normal man but just stumpt which looks odd, thirdly I think slocik is clearly above 3dnonynous' level

>> No.444842

Thanks for all the feedback guys.

>>444761
I started with Zspheres then i dynameshed it, later gave it a quick dirty retop to be able to get more detail in. Its all sculpting.

>>444769
Thanks for the feedback though i am not really trying to make it realistically proportionate, neither is there supposed to be a human inside of that. It is supposed to be kinda dwarfish though i am still working on the proportions for sure. Im happy with the lower body, now trying to mess with the hands/head.

>> No.444875

>>444766
haha oh my god.
do a hundred more doodles and post again, that is complete and utter shit

>> No.444876

>>444875
It's really not bad for a quick sculpt. the stylisation is very nice.

>> No.444883

>>444840
>slocik is clearly above 3dnonynous' level
>this much dick sucking

>> No.444885

>>444883
>>this much dick sucking
>It actually seems he is probably higher level than you, slocik
hardly.

>> No.444886
File: 63 KB, 1920x1080, tr.jpg [View same] [iqdb] [saucenao] [google]
444886

>> No.444888

>>444885
>hardly.
You would like them hard, you dick sucker.

>> No.444896
File: 193 KB, 664x664, blah.jpg [View same] [iqdb] [saucenao] [google]
444896

Messing around with new brushes and matcaps. pretty much watched ryan kinglisen videos all day.

>> No.444908

>>444842
Still even for a dwarfed shape the proportions seem off, especially the shape of the feet.
Even if the design isnt realistic it should be visually appealing, you should experiment more with the silhouette, since a lot of people intuitively feel hes too short
>>444786
>He's not an idiot. It actually seems he is probably higher level than you, slocik.
Even if he was really great dosnt mean hes immune to making bad designs or cant improve.
So i have no clue what relevance your post has.

>> No.444960
File: 293 KB, 1280x720, Car.jpg [View same] [iqdb] [saucenao] [google]
444960

more or less finished this. took me quite some time, i need to do loads a cars to git gut

>> No.444974
File: 1.62 MB, 3840x2880, Render-1.jpg [View same] [iqdb] [saucenao] [google]
444974

Wip. Some shit building in the caribbean coast.

>> No.445002
File: 348 KB, 1024x768, momHair.jpg [View same] [iqdb] [saucenao] [google]
445002

Hair planes. Definitely gonna need a better texture. I'm not sure on the style too. I was originally going to go with a different style, but this method of making hair geometry doesn't lend itself to it.

Making hair geometry really is annoying. I've never seen a low labor technique for getting it done.

>> No.445019
File: 332 KB, 719x822, 3c286ceaaff064edf8aad77ff1343c98.png [View same] [iqdb] [saucenao] [google]
445019

about 3 hours in WIP from sphere.

Give me some fresh eyes please, I know its crappy.

>> No.445020
File: 259 KB, 640x721, 43ec95ce855d666ff87da3ae40237a24.png [View same] [iqdb] [saucenao] [google]
445020

>>445019
how do I beards?

>> No.445021
File: 205 KB, 586x702, 4e0fba25241b86763ef0abde37de64c0.png [View same] [iqdb] [saucenao] [google]
445021

>>445020

>> No.445057
File: 16 KB, 607x459, itm000.jpg [View same] [iqdb] [saucenao] [google]
445057

Can someone tell me why the opacity map doesn't show on the render?
In the viewport it works.
i'm using alpha map opacity.

>> No.445105

>>444896
im cureuse, do people like to just sculpt the head and finish or do you make the rest of the body eventually

>> No.445107

>>444536
thats the dream life right there

>> No.445129

>>445057
what software?

>> No.445223
File: 422 KB, 890x900, -.png [View same] [iqdb] [saucenao] [google]
445223

>> No.445224
File: 400 KB, 1030x590, _.png [View same] [iqdb] [saucenao] [google]
445224

4136 tris and 512 diffuse and normal map textures +some matcaps for fake shadows and rims.
No lights.

>> No.445225
File: 179 KB, 529x716, Capture.png [View same] [iqdb] [saucenao] [google]
445225

>> No.445226

>>443501
You need to work on it more.

>> No.445227

this thread is creepy as fuck O__o

>> No.445229

>>444236
can I follow this anywhere?

>> No.445230

>>444671
I can see what everyone's saying about the feet being too short when the torso looks completely normal, but I kind of like it.

>> No.445234

>>444896
>dat dick on forhead

>> No.445257

>>445129
3D studio max

>> No.445264

>>445229
Uhm not really. Not outside of here for now. When there's more to show of the game perhaps I'll be more open about it..

>> No.445376
File: 10 KB, 266x239, 130790996572.jpg [View same] [iqdb] [saucenao] [google]
445376

>>445264

>> No.445701
File: 249 KB, 2101x1066, Screen Shot 2014-10-12 at 8.21.17 PM.png [View same] [iqdb] [saucenao] [google]
445701

wowking on a dinosauw

>> No.446161
File: 161 KB, 630x908, SwordSrhine.jpg [View same] [iqdb] [saucenao] [google]
446161

sword on top of mini mountain-thingy

>> No.446162
File: 465 KB, 432x622, Untitled-2.gif [View same] [iqdb] [saucenao] [google]
446162

>>446161
>>446161

It magically opens and shit