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/3/ - 3DCG


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File: 923 KB, 1000x680, lolism.jpg [View same] [iqdb] [saucenao] [google]
445034 No.445034 [Reply] [Original]

W.I.P 666 Edition

Post your god damned projects.

>> No.445036
File: 2.39 MB, 1440x900, Ocean Club.jpg [View same] [iqdb] [saucenao] [google]
445036

Puttin Palms for an ocean view project.

>> No.445201
File: 2.81 MB, 1920x1080, prueba.jpg [View same] [iqdb] [saucenao] [google]
445201

>>445036
And light test.

>> No.445219
File: 16 KB, 149x176, 1363187826055.jpg [View same] [iqdb] [saucenao] [google]
445219

>>445036
>>445201
moar like this. I jerk off to architecture

>> No.445232
File: 1.60 MB, 3840x2880, prueba2.jpg [View same] [iqdb] [saucenao] [google]
445232

>>445219
Ok? ಠ_ಠ

>> No.445233
File: 847 KB, 1440x900, ocean view.jpg [View same] [iqdb] [saucenao] [google]
445233

Putin Palms for an ocean view project.

>> No.445237
File: 367 KB, 1422x800, Iron Knuckle.jpg [View same] [iqdb] [saucenao] [google]
445237

Iron Knuckle

>> No.445248
File: 363 KB, 1280x720, 0001-0185.webm [View same] [iqdb] [saucenao] [google]
445248

playing with smoke sim, might add city or something getting destroyed

>> No.445260
File: 2.32 MB, 2560x1260, comps_01.png [View same] [iqdb] [saucenao] [google]
445260

>>445034
researching render finishing workflow, target VN\anime backgrounds with simple post workflow
left - vray, right - post
am I doing it right?

>> No.445261

>>445260
Yes
But right lower makes no sense, as if it's night and the moon is shining with the force of a thousand suns

right upper is 4pm and school's about to finish, but it seems like there is no window or light source on the corridor.

Overall great stuff bro

>> No.445263
File: 42 KB, 638x540, you win one free internet coupon.jpg [View same] [iqdb] [saucenao] [google]
445263

>>445233

PREMIUM KEK

>> No.445267
File: 274 KB, 1920x1080, 009.png [View same] [iqdb] [saucenao] [google]
445267

I'm pretty much done with the textures.
I went for the PBR model approach, so it's one Diffuse/Albedo, one Specular, one Hardness/Gloss map, one Normal Map, and one AO Map, 2048*1024 each. Screenshot is from Blender's viewport.

>> No.445269
File: 157 KB, 1366x768, a7.png [View same] [iqdb] [saucenao] [google]
445269

Making a boat (Currach) for a fishing game

>> No.445270
File: 111 KB, 700x525, currach.jpg [View same] [iqdb] [saucenao] [google]
445270

>>445269
Still have the inside to do though (Seats, ribs) and outboard motor, but at least I made a half decent fibreglass texture

>> No.445271
File: 106 KB, 960x540, Render.png [View same] [iqdb] [saucenao] [google]
445271

>>445270
Shit wrong image

>> No.445272

>>445233

Top Kek

>> No.445273
File: 101 KB, 640x281, kek.jpg [View same] [iqdb] [saucenao] [google]
445273

>>445233
Here is internet

>> No.445326
File: 229 KB, 1920x1080, snt.png [View same] [iqdb] [saucenao] [google]
445326

a fan dinger maghiger

>> No.445345
File: 556 KB, 1920x979, elevenboxmodel02.png [View same] [iqdb] [saucenao] [google]
445345

Nailed it.

>> No.445346

>>445345
Milo?

>> No.445353

>>445345
well u nailed his fucked up forehead and brow

>> No.445354
File: 214 KB, 672x930, elevenboxmodel03.png [View same] [iqdb] [saucenao] [google]
445354

>>445353
Yeah. I think I got it pretty close with the exception of the nose, the mouth, the chin, the ears, the eyes, and the neck.

>> No.445356

>>445345
This is what happens when you turn your brain off as you model.

>> No.445375
File: 32 KB, 806x575, putin palms.jpg [View same] [iqdb] [saucenao] [google]
445375

>>445233

Largest KEK in town.

>> No.445377
File: 277 KB, 1920x1080, 011.png [View same] [iqdb] [saucenao] [google]
445377

Changed up the color of the slide a little and spent some more time on the gloss map. Feedback is much appreciated.

>> No.445380

>>445377
Logo on the rubber handle seems distorted. Also post mesh plz.

>> No.445384
File: 2.71 MB, 2048x1536, Info.png [View same] [iqdb] [saucenao] [google]
445384

>>445380
I'm not really sure what you mean by "distorted"... Any other way you can explain it to me?

>> No.445386
File: 424 KB, 1920x1080, wires_2.png [View same] [iqdb] [saucenao] [google]
445386

>>445384
The wire shot is next to un-readable in that pic, here's the full-res thing.

>> No.445395
File: 319 KB, 1920x1080, bonsai3.png [View same] [iqdb] [saucenao] [google]
445395

low poly coming thru :^)

>> No.445412

>>445384
What is the difference between "specular" and "gloss" maps?

>> No.445413

>>445384
>>445412
hmm nevermind, I googled it and I still don't see much difference. Specular makes sense to me, but "gloss" just seems like another word for "specular power." So now we're calling "specular color" the "specular" component and "specular power" the "gloss" component. Ok.

>> No.445416

>>445413
it should be reflection, and reflection gloss.

spec map controls the strength on the specular component, while spec gloss is about the spread. Most notably the spread of the spec highlight.

>> No.445417

>>445413
You're right about specular, and Andre is right about the "spread". Gloss/Specular Hardness is controlling the spread of the specular.

>> No.445418
File: 30 KB, 960x540, hardness.png [View same] [iqdb] [saucenao] [google]
445418

>>445413
>>445417
Some further "explanation": The brighter the gloss/hardness texture, the more "concentrated" the reflection will be.

Both spheres are lit by the same light and have a white specular, but the left one has a gloss/hardness value of 10 and the right one has the value 100. The weird values (normally, you'd be in the 0-1 range, meaning 0 is completely blurred and 1 is crystal clear reflections) are because of Blender's settings.

>> No.445419

>>445418
Nope. Lets break it down, kid.

>gloss/hardness
>hardness

kid you must be using some real hillbilly engines to even consider interchanging gloss with hardness.

>both spheres are lit by the same light and have a white specular

There is no spec in PBR. There is only reflection.

>Blender's settings

This is why you fail.

>> No.445420

>>445419
>interchanging gloss with hardness.
I know this is a troll, but explain to me what the difference between hardness and gloss is.

>There is no spec in PBR. There is only reflection.
You don't even know what PBR stands for. Image Based Lighting/Cubemaps, realtime reflections, specular reflections, all of them can be used in a PBR pipeline.

>> No.445422

>>445420
Nope.

>#waiting for third party to decide winrar

>> No.445464
File: 2.53 MB, 553x535, workingDoor.gif [View same] [iqdb] [saucenao] [google]
445464

WOOOO check it out bitches. I gotta door!

>> No.445500
File: 552 KB, 1920x1080, ZBrush ScreenGrab2.jpg [View same] [iqdb] [saucenao] [google]
445500

My first fairly successful head sculpt

>> No.445518
File: 311 KB, 1267x906, whoresarefordoors.jpg [View same] [iqdb] [saucenao] [google]
445518

Nothing Original

Finally learn't how to do my normal maps though!

>> No.445519

>>445464

hehe, fuck yeah

>> No.445520
File: 248 KB, 1536x870, Screen.001.jpg [View same] [iqdb] [saucenao] [google]
445520

Ever since playing Sanctum 2 with a friend awhile back I have wanted to make a similar game using DnD elements instead, however, I think I would also like to incorporate a dungeon builder mode as well.

So there would be a few maps for the tower defense side of things, and then some template maps for user generated content. Playable in top down mode or first person.

>> No.445521
File: 291 KB, 1536x870, Screen.002.jpg [View same] [iqdb] [saucenao] [google]
445521

>>445520

I'll model the assets in blender, see what I can do in it's game engine, then move over to Unity and mess with it there.

>> No.445527
File: 214 KB, 1112x724, Face.jpg [View same] [iqdb] [saucenao] [google]
445527

>>445500
Good job on your sculpt, i suggest taking the move tool and adjusting the jaw a bit. Like on the pic. You should then move to do wrinkles and pores and all that jazz.

>> No.445528
File: 324 KB, 1440x2000, jpg (1 of 1)-2.jpg [View same] [iqdb] [saucenao] [google]
445528

>>445527
Nice! Thanks, I always forget that the head is confined within a square like that, too many rules for me to handle at the moment but its starting to come together. Is there anything else major that holds the sculpt back? Ive held off detailing for several months now just so I have the secondary forms down, I can wait a couple more...
Ï have also been playing around with the skin material in MODO

>> No.445532

>>445528

I think at this point you have done more than enough on the big forms, you need to go to the next step and start defining things a lot more, at this stage try to use reference for each individual part, for example get an image of an ear and then hide everything on the model except the ear and try to get it as close to it as possible as far as the form and the anatomy.

From what i can gather you have been working on this for too long. i can tell you have smoothed the model many many times and reworked the shapes a lot. at this point you have a really good base to work on, now you need to start shaping it up, defining things more and giving it personality.

Make sure to be working on good topology and with multiple subdivision levels, this makes sculpting easier. Either do a quick dirty retop or zremesh it.

>> No.445540
File: 1.75 MB, 1440x3000, skull again.jpg [View same] [iqdb] [saucenao] [google]
445540

>>445528
Don't spend to much time tweaking and tweaking a head, it won't get any better unless you really dig in and make large edits. Only big edits will make a big difference.
Your first couple of heads won't look good no matter how much you polish them. Here's a tip for getting a basic head shape down quickly.
After having done this on a couple of heads you'll know what part you tend to exagerate and which part you shape oddly or breeze over to much.

>> No.445542
File: 689 KB, 1200x850, haus5.jpg [View same] [iqdb] [saucenao] [google]
445542

My first work done with sketchup (and some photoshop afterwards). Any advices?

>> No.445555
File: 434 KB, 1920x1080, ZBrush ScreenGrab03.jpg [View same] [iqdb] [saucenao] [google]
445555

>>445532
I always make sure to have an approx. 16-32 resolution dynamesh that has all the primary shapes before I go on. This seems to be the right method I suppose?
>>445540
Awesome, appreciate it a lot! My only concern is of the differrence in focal length between the reference and the sculpt. I sculpt using the 50 mm perspective in Zbrush, and I am afraid the image of the skull was shot with a greater focal length of 100+, thus shortening the perspective. Heres one with adjusted perspective, wouldnt it be better to adjust that way?

>> No.445593

I dont want to spend too much time on this hair, but im not getting passable results, I feel.

This one's texture and normal were made in zbrush.

>> No.445594
File: 334 KB, 1024x768, hairboydemo.jpg [View same] [iqdb] [saucenao] [google]
445594

>>445593
asdfasfsadf
zBrush hair

>> No.445595
File: 367 KB, 1024x768, hairboydemo2.jpg [View same] [iqdb] [saucenao] [google]
445595

>>445594
and here we have just some hair texture I'm borrowing from the internet. I'm using the UV map to make the hair appear to conform to the shape of the mesh.

>> No.445606
File: 1.21 MB, 1894x1016, dig_progress05.jpg [View same] [iqdb] [saucenao] [google]
445606

>>445034
Nice! You guys brought back the corrupted ones. Love it.

Here's what I'm working on these days

>> No.445611

>>445555
Surely one can change the fov in Zbrush though?

Here's the corresponding fov to some typical lenses;

35mm - fov 54
50mm - fov 40
85mm - fov 24
135mm - fov 15

>> No.445615

>>445606
that shaders spec on the dirt looks too metallic which looks off. The Trees normals are inverted i think. The rest of the scene looks really good, reminds me of the witness

>> No.445617

>>445594
turn on final gathering.

>> No.445619
File: 131 KB, 1801x983, DFC_chan_model.jpg [View same] [iqdb] [saucenao] [google]
445619

I'm having problems on modelling the hair, every time I model it it just ends up looking like shit

any tips?

>> No.445620

>>445617
It's going to be rendered in unity so the MR toys don't matter.

>> No.445621
File: 280 KB, 1024x768, hairboydemo3.jpg [View same] [iqdb] [saucenao] [google]
445621

>>445619
It depends a lot on the look you're going for. Can you post an example of something you want to replicate?

I'm having the same issue right now in fact.
>>445617
There final gathering.

>> No.445624
File: 809 KB, 1374x958, juschtschplineit.jpg [View same] [iqdb] [saucenao] [google]
445624

>>445619
Very curved and blended surfaces like hair mesh are difficult to create with poly modelling, so instead you use spline patches, or NURBS I suppose if your package is any good at those, max's nurbs are super legacy and the suckage.

Spline patches are very good at creating difficult curved surfaces that flows together chaotically in hard to keep track of angles.

>> No.445634 [DELETED] 

>>445619
aiming for this
https://www.youtube.com/watch?v=yk5Hkh5-xNE

oooor

this
https://www.youtube.com/watch?v=8kX5_69sO8Q

>> No.445635

>>445621
aiming for this
https://www.youtube.com/watch?v=yk5Hkh5-xNE

or this
https://www.youtube.com/watch?v=8kX5_69sO8Q

>> No.445637

>>445464
I love the wiggle of excitement after you move it the first time

>> No.445640

>>445611
Thats what I did with the last image! If you compare it with the previous ones the perspective is much weaker. I think its about 50 and 10 fov respectively

>> No.445650

>>445635
If you use Zbrush, hair can be very easy. You can combine splines like >>445624 and dynamesh them to create strands of hair that are merged at the scalp instead of trying to layer and hide every single strand, you can take the spline technique and turn it into a more cartoony geo-hair while preserving your chunky strands for animation.

Try watching these videos and combining the techniques.

https://www.youtube.com/watch?v=-_BFWjqNV-s
https://www.youtube.com/watch?v=GLoL19_0nDQ
https://www.youtube.com/watch?v=_WbNRMFgkao

>> No.445651

>>445650
lemme change my pants
I just came buckets


thanks for the link, these should be usefull

>> No.445652
File: 53 KB, 367x487, hair.jpg [View same] [iqdb] [saucenao] [google]
445652

>>445651
Yeah I'm making an animay model too, trying to go 100% zbrush so I had to scrape around a lot to find fitting hair techniques.

Here is what I have with just the spline curve brush, I'm going to dynamesh it and clean it up and merge the roots. You can see it got messy at the top of the head where all the strands meet. If dynamesh ends up merging things like the tips i'll probably manually retopo and merge the base of the strands by hand.

Hope it helped.

>> No.445654

>>445652
I will probably only use 2 of the links since i just want the hair to look good on my model, after that put some physics on that stuff so it moves when I animate it

>> No.445655

>>445233
>yfw /3/ finally made a meme

>> No.445658
File: 596 KB, 1916x1076, mouth2.jpg [View same] [iqdb] [saucenao] [google]
445658

Tried my hand at a mouth

>> No.445665

>>445658
>You do know what this looks like, am I rite?

>> No.445670

>>445665
>Oh damn, now that you say it. Its the same color and everything

>> No.445673
File: 253 KB, 1047x771, mfw.jpg [View same] [iqdb] [saucenao] [google]
445673

>>445670
>my face when.

Lips look pretty good but If you feel your lips you'll notice they should be a continuous smooth curve
folding in on themselves rather than have a soft edge type structure around the gap

>> No.445674

>>445652
>spline curve brush
the what ?

>> No.445675

>>445674
I meant the curve brush.
See >>445650

>> No.445676

>>445675
ahh, you just made a custom curve brush

>> No.445677

>>445673
Now I desperately want a fleshlight with animatronics.

>> No.445680

>>445673
Yes, I am aware, but thanks for the heads up! I tried for a good thirty minutes just to give them that shape but I dont think Im competent enough to have any good methods... All I could do was polygroup each lip - magnify and smooth but I just couldnt get it right. Oh well, maybe next month.
>>445677
>That material
>For 3D printers
>Zbrush sales increase by many orders of magnitude

>> No.445681

>>445680
No fleshlight is worth $800

>> No.445683

>>445681
Except one some anon brought back in a DeLorean that cooks you food and do the dishes.

>> No.445685

>>445658
work on the anatomy of the corners of the mouth
also its very rare for the bottom lip to be so sharp, its more prominent in blacks, but normally the line is pretty smooth

>> No.445687

>>445683
for 800$?
man i pay more for escorts, need to find myself some cheap chinese girl
wonder if they come packaged

>> No.445706
File: 361 KB, 1920x1080, asfdesa.jpg [View same] [iqdb] [saucenao] [google]
445706

working on a tiny kitchen for school.

1000 poly limit per object, rest are making 3 object dioramas, I have nothing to do on my spare time anyway.

>> No.445762

>>445706
make an ambient occlusion render

>> No.445839

:\ This turned out shit. Texture's shit, mesh is shit. What are some good tips for making alternate clothing meshes?
I tried just extruding out cloth borders and merging edge ring where cloth would bridge over creases in skin, and I modeled a sort of boob pocket for the part of the shirt that stretched over her cleavage.

Maybe the mesh isn't THAT bad, but is there a better way to do this all?

>> No.445840
File: 251 KB, 1024x768, momClothesDemo.jpg [View same] [iqdb] [saucenao] [google]
445840

>>445839
asdf

>> No.445864

>>445706
Loving the levitating fork.

>> No.445865

>>445840
Well the first thing you could do is not model a fat badonkadonk lady

>> No.445875
File: 110 KB, 1440x449, xzxcsd.png [View same] [iqdb] [saucenao] [google]
445875

>> No.445896

>>445542
Don't use sketchup

>> No.445897

>>445677
>shit /3/ says

>> No.445899
File: 500 KB, 618x486, 1409607504258.png [View same] [iqdb] [saucenao] [google]
445899

>>445619
share your refs, bruv

>> No.445901

>>445658
I like your theme. can you share or post preferences?

>> No.445919
File: 77 KB, 1200x1200, mFinal Color Output0001.jpg [View same] [iqdb] [saucenao] [google]
445919

>>445901
You mean the UI? Or the actual theme, colorwise? No messing around in the preferences would achieve any of it, its contained within the Zstartup folder so I would have to upload that.

Pic is my first attempt to texture and render sss, I think the effect turned out pretty good, I know the texturing is pretty lousy around the mouth area

>> No.445933

>>445919
is this rendered inside zbrush?

>> No.445936

>>445919
the skin looks like a sponge or a mushroom.

>> No.445941

>>445865
Yeah I could have done that, but the problem with that kind of technique is that it doesn't result in a fat badonkadonk lady model.

>> No.445945
File: 101 KB, 672x930, sadCG2.jpg [View same] [iqdb] [saucenao] [google]
445945

>> No.445946
File: 85 KB, 603x840, sadCG3.jpg [View same] [iqdb] [saucenao] [google]
445946

>> No.445955

>>445919
Nice!

>> No.445963
File: 17 KB, 230x300, sweaty-man-cartoon-230x300.jpg [View same] [iqdb] [saucenao] [google]
445963

>>445840
L-Looks like you have a hole in your geometry, Mom. Maybe-- Maybe I'll just J-J-JAM IT IN THERE.

>> No.445972
File: 961 KB, 1191x749, Capture.png [View same] [iqdb] [saucenao] [google]
445972

How does my face look, /3/-Senpai?

>> No.445974

>>445972
Your facial features are too flat and lifeless, they lack proper volume. Your ears/jawline are sitting too far back. The sides of your brow are way too bulbous. Skull is a bit misshapen...

I would recommend pulling out a neck when you're doing a head study, just so you can more properly frame the major facial features.

>> No.445983

>>445972
drop few sub levels and work on teh overall forms and proportions

>> No.446028
File: 151 KB, 1191x749, sadCG4.jpg [View same] [iqdb] [saucenao] [google]
446028

>> No.446029

>>445840
Needs darker skin and a twerk animation.

>> No.446030

>>445972
Uncanny valley.

>> No.446031

>>446030
Not even a little bit.

>> No.446036
File: 1.24 MB, 479x437, shakeitmom.gif [View same] [iqdb] [saucenao] [google]
446036

>>446029

>> No.446041

>>446036
Now make it nigger-colored.

>> No.446045
File: 42 KB, 395x433, 1dont cover your sneeze.jpg [View same] [iqdb] [saucenao] [google]
446045

>>446036
no make it white gurl colored

>> No.446046
File: 105 KB, 474x368, 1293175649876.png [View same] [iqdb] [saucenao] [google]
446046

>>445919
I should of been more specific. Yes colorwise! it is really pleasing to my eyes

>> No.446047

>>445933
MODO. Dont like Zbrush much for rendering, except for visualization. I dont know much about the sss in Zbrush either, Im driving several channels here with custom maps which seems essential for the added realism

>> No.446050

>>446046
Oh! Okay, do you see those two buttons in the top bar, just to the right of the "DefaultZScript" button? I dont know if you know about them, but they toggle between color sets and this is one of them. I could be wrong, if so, let me know and we'll sort it out. Redneck solution: import my image as a texture and use the eyedropper tool to copy the colors wherever you want them

>> No.446051

>>446028
>>445946
>>445945
lol

>> No.446053
File: 3 KB, 126x117, 1291201322947s.jpg [View same] [iqdb] [saucenao] [google]
446053

>>446050
wow I cant believe it was a default option. thanks !

>> No.446056
File: 129 KB, 1024x768, swirl.jpg [View same] [iqdb] [saucenao] [google]
446056

>>446041
>>446045
I JUST WANT TO PLEASE EVERYONE

>> No.446060

>>445946
Fucking fantastic

>> No.446098
File: 82 KB, 960x540, bilpen.jpg [View same] [iqdb] [saucenao] [google]
446098

G'day, my first humanoid bust sculpt.

Currently a test subject for rigging. Got the head movement boned and the gorget has been weighted(bit shit though, the inside keeps coming outside). Next up, glue the eyes in and rig the mouth.

>> No.446099

>>446098

8K btw

>> No.446104

>>446056
not bad...

>> No.446109
File: 1.62 MB, 400x224, funny-gif-confused-guy-game.gif [View same] [iqdb] [saucenao] [google]
446109

>>445945
>>445946
>>446028

>> No.446132
File: 60 KB, 750x497, 1412658925452.jpg [View same] [iqdb] [saucenao] [google]
446132

>>446098

>> No.446152

>>446132

hehe yeah, the eyes were an after thought.

>> No.446158

>>446152

Well actually the human was an afterthought.

I did a hard surface sculpt of a helmet which needs a deform map(I'll come back to that).

>>445518

>> No.446165
File: 84 KB, 960x540, sadCG5.jpg [View same] [iqdb] [saucenao] [google]
446165

>>446158
Life is an afterthought. Pain is our deform map.

>> No.446244

This thread does exist faggots.

>> No.446264
File: 272 KB, 960x540, render.jpg [View same] [iqdb] [saucenao] [google]
446264

Working on a little canister thing, bonus points for anyone who recognizes it. The environment is a complete placeholder to show how the canister looks like.
1/2

>> No.446266
File: 174 KB, 960x540, poop.jpg [View same] [iqdb] [saucenao] [google]
446266

>>446264
Here's a shitty render of the canister, it's supposed to look like its been rusting on the beach for a long time. Also, do any texturefags have tips for making it look wet in certain areas? I tried to make it look like there's water running down the side by darkening up and overlaying a streak on the diffuse map, then brightening it up to almost white on the spec map but to me it looks more like scraped metal or chipping paint than water.

>> No.446267
File: 94 KB, 960x540, shit.jpg [View same] [iqdb] [saucenao] [google]
446267

>>446266
And here's the lid, I'm happy with the texture for this part but if anyone has suggestions to make it better I would appreciate it.

>> No.446268

>>446267
And I just noticed that awful texture seam. Fuck

>> No.446278
File: 132 KB, 1018x885, goaty2.jpg [View same] [iqdb] [saucenao] [google]
446278

a quick dynamesh sculpt
playing around with form

>> No.446297

>>446278
I fucking hate this sculpting trend of massive forearms and hands

>> No.446306

>>446278
shit. go take lessons from alioto

>> No.446315
File: 27 KB, 392x400, Popeye13.jpg [View same] [iqdb] [saucenao] [google]
446315

>>446297
you tryin' to say somethin' slick?

>> No.446320
File: 242 KB, 1147x873, goaty3.jpg [View same] [iqdb] [saucenao] [google]
446320

>>446297
trend ?
style as style
>>446306
i did

>> No.446340

>>446264
fucking bionicles
goldmask/10

>> No.446344
File: 205 KB, 1250x703, earthcycl.jpg [View same] [iqdb] [saucenao] [google]
446344

Babby learning Cycles nodes comin through

>> No.446347
File: 153 KB, 1297x740, wiplayout.jpg [View same] [iqdb] [saucenao] [google]
446347

working on a (remake) map for killing floor.
ten points to whoever knows the map.

>> No.446348

>>446347
office
so obvious

>> No.446352

>>446348

cs_office

Looks good so far, will you release it on the workshop?

>> No.446354

>>446352
that's what I said

>> No.446360

>>446320
what the fuck

>> No.446374

>>446320
>constantly posts muh anatomy
>makes a sculpt of a stick thin woman with gargantuan horns and a tiny twig neck
kekekeke how is she supposed to hold her head up exactly?

>> No.446375

>>446374
It looks like the anatomy is there, but it's exaggerated.

>> No.446377

>>446375
yes the anatomy is visually accurate (insofar as the main muscle groups and insertions are there and in the right place) but a girl with horns like that with those tiny neck muscles and spinal erectors would have difficulty staying standing up.

>> No.446378

>>446377
her horns are hollow and with hollow bones and with mainly carbon and silicone instead of hydrogen based cells allowing her muscles to weight 50% less she can easily support her lighter weight while having even more strength than a human

kid, do you even basic biology ?

>> No.446379
File: 231 KB, 1275x962, alpha03.jpg [View same] [iqdb] [saucenao] [google]
446379

>>446348
good job. Ten points to griffindor.
>>446352
Yes i will.

>> No.446382

>>446378
The fingers are still retarded.

>> No.446384

>>446379
why would you remake the most shitty cs map ?;f
only cs assault was worse

>>446382
>fingers
those are small tentacles
stop making a clown out yourself

>> No.446385

>>446384
kurwa

>> No.446391
File: 311 KB, 310x411, 50b.png [View same] [iqdb] [saucenao] [google]
446391

>>446297
take a guess

>> No.446416

>>446378
>spews total bullshit about imaginary creature

>uses as justification for saying someone else knows nothing about biology

/3/ is a a living parody.

>> No.446418

I've gotten pretty used to working in zbrush, should I as a noob start working on isolated anatomy like >>445919 or start working a full character.

I've worked on several projects in zbrush as a way to get used to the interface but my knowledge of anatomy is pretty noobish.
I picked up Grassetti's anatomy shit on Gumroad and I'm exited to start but I dont want to jump into something and not get anything out of it.

>> No.446421

>>446378
>her horns are hollow
What purpose would they serve then? Having brittle, hollow horns wouldn't make any sense.

>> No.446422

>>446416
tripfags with no purpose are known retards. just try to ignore them. especially slocock

>> No.446423

>>446418
Work on large forms, then work your way down the specific details. If you isolate certain areas and then try to combine them you'll end up with some Picasso looking thing. Think of it like you would drawing, you may be able to draw a photorealistic eye, but if you can't blend it into a face naturally it'll look terrible.

>> No.446424

>>446416
I assumed he was joking to some degree

>> No.446435

>>446423
Thank you.

>> No.446444

>>446378
My rule is, abandon the task to justify how something works. Either directly copy something that exist. Or do something exaggerated and leave the justifications aside. Dreams don't have direct nor logical explanations. They just make you feel.

I like the idea of that "demon" thing but the hooves are too distracting with that size, overall the size of the appendages compete to much between them, they are rather distracting. The face is a big no no for me though, don't find it appealing and I feel it doesn't belong to that body.

Nature is old, very old.
Like old peope is wise, and it's also very reluctant to start learning new things.

Silicon weights 28x more than Hydrogen, it would be heavier not lighter (Think you meant a Si-H biology instead of a C-H, but C is half of Si so it would still be heavier). For what we know up today, silicon is not viable for life. It's OK for a scifi low grade explanation since it has a natural basis.

>>446421
Something can be light by being hollow and still keep an optimal strength to do a job also brittleness is a relative concept, you should define what kind of job those horns would do, maybe they evolved to be ornamental and through evolution became lighter and weaker, like our nails, so for a fight is a no no. There's ways to make objects resist more beyond the material propiertes like by structural developments (like bird bones, while being hollow to be lighter they have structural struts to reinforce their strength).

The more you know the easier to make plausible arguments, but also the harder it is to make one that works flawlessly in reality. Food for thought.

>> No.446447

>>446418
No you shouldn't focus on learning every individual part of a person like puzzle peices. The human shape, figure as it's called, needs to be learned in layers of specifity. Take in the entire shape and its proportions.

How the size of the head relates to the length of the torso, how the legs compare to the rest of you height, how far down your body do your fingers reach.
It's only AFTER you can produce a convincing figure that you need to worry about anatomy. Some people include proportions as part of anatomy, so fine for them whatever, but the bulk of anatomy, regardless, is about learning land marks, and specific details that people look for.
For instance we look for the sharp points of elbows to recognize arms. The points of your elbow have tissue connecting them to skin so they're always like that unless there's something wrong with you or you not human. Learning anatomy is about learning what to give you audience in order to guide their perception of your artwork. If you want people to go "oh yeah wow look at that person" instead of "oh yeah that's a person. I get it" then you learn anatomy.

But it's more special than your typical internet art critic makes it seem.

>> No.446459
File: 138 KB, 856x566, dralthi custom.png [View same] [iqdb] [saucenao] [google]
446459

>> No.446467
File: 391 KB, 1920x1080, キタ━━━━━━(゚∀゚)━━━━━━!!!!!.png [View same] [iqdb] [saucenao] [google]
446467

finally some progress

>> No.446468

>>446467
lookin good. solve your hair problem I see

>> No.446473

>>446468
yeah, now that I know how to model a somewhat decent hair I might remodel the hair and replace it with poly planes if the render look like shit and dont fit with the style

>> No.446475

>>446467
>you actually modelled the highlights in the eyes
are you trolling?

>> No.446476
File: 60 KB, 1150x649, nope.jpg [View same] [iqdb] [saucenao] [google]
446476

>>446475
nope, gona put some white transparent texture on that

>> No.446477
File: 87 KB, 522x1280, gettin gud.jpg [View same] [iqdb] [saucenao] [google]
446477

I made a concept and I'm in the middle of modeling it. This'll be for a game so it's moderately low poly.

>> No.446478

>>446477
looks really awesome, what's the game? blog?

>> No.446479

>>446477
Kingdom Hearts gonna sue sombody.

>> No.446480

>>446478
I don't expect to have anything like a blog for a while. This is literally the first piece of actual work done. plus it's just a casual sorta thing I'm making with a mate, so progress will probably be slow.

>> No.446481

>>445034
W.I.P Edition (You just spoiled it with '666')

>>445237
reminds me of Ocarina of time a lot.

>> No.446483

>>446421
shit son, you better be trolling
horns in nature are always hollow, i wasnt joking there, they usually cover a flesh or bone structure protruding from the animals skull
Antlers ale full since they are bone protrusions
And why would hollow horns be brittle, a steel gas pipe is hollow yet you can hit someone with it till it bends by 90degrees, only its molecular structure matters not thickness
bottom line horns are pretty light, antlers are heavy
fuck man, stop skipping school

>>446444
Dude, i pulled that hydrogen silicone crap out my ass, i know that hydrogen is the lightest element but i have no clue how dense would be a silicone or carbon based liquid or if it could even sustain life.

Anyway, in first post i mentioned im just playing around with proportions, wasnt aiming for any realism. Dont worry, normally i wouldnt try to justify any model i make, 3d god only knows i made some weird stuff over the years
wanted to make something with big torso and tiny legs, but ended with what you can see

>> No.446484

>>446477
pretty fun, throw in at lest one more edge loop on those forearms, they look pointy as fuck

>> No.446537
File: 156 KB, 512x384, IronKnuckle majoras mask legend of zelda N64.jpg [View same] [iqdb] [saucenao] [google]
446537

>>446481
REALLY!?!?! I WONDER WHY?!?!?!

>> No.446544
File: 39 KB, 268x268, 1373665824462.png [View same] [iqdb] [saucenao] [google]
446544

>>446537
>overreacting this hard

>> No.446560

>>446467
mind sharing how you did the hair

>> No.446562

>>445395
Good job with the colors man, what's it for?

>> No.446565
File: 6 KB, 200x141, 1404790971514.jpg [View same] [iqdb] [saucenao] [google]
446565

>>446483
>horns in nature are always hollow
Yeah, the outer shell of the horns are hollow because they are encasing the core of it. There's not just air in there, there's a big bony core. The horn itself is literally just a hard sheath. There is still a heavy interior that the sheath is protecting and attached to. Did you just go to a souvenir shop and see a hollowed out horn and assume that it just grows like that?

>> No.446566

>the point of anatomy in art is to make medically and evolutionary viable characters
>this thread

>> No.446572

>>446565
This dude speaks the truth. Horns you find at the store are hollow because all the living matter has died and been pulled out, merely leaving the shell because it's more attractive that way. Horns are a living part of the create, just like the bones in your body. Technically your bones are hollow, but they're filled with bone marrow.

>> No.446590

>>446560
>Maya
>use EP curve tool
>draw out the curve
>select the object then go face mode
>select the face
>select the NURB curve
>extrude face
>go to polyExtrudeface
>increase division
>set taper to 0

>> No.446593

>>445464
FUCK YEAH DUDE!

>> No.446594

>>445896
best advice

>> No.446595

>>446566
No one is saying that but convincing anatomy makes a character look better. a skinny little girl with huge horns looks stupid. She should have the musculature or at least the posture to look like she can hold her head up at least, that model would look retarded when animated, becusae the horns would look featherlight.

For the recoord know slocik was only sketching and fuckign around, I was only joking when I called him out on anatomy because that's all he seems to criticise. but in a 'finished' character it would be pretty important to take weight into consideration.

>> No.446599

Give me some concept to modell please. For Random.

>> No.446606

>>446595
But isn't the sense of phantasy creature creation (and even more so when it is stylised), generally spoken, to negotiate real world obstacles and overrule physical limitations to make a character not quite that much realistic but for that all the more fun?
Of course there always is the question, how much personal stylisation do you want to throw into your character. Do you want to avoid any, be moderate or do you go over 9000? Maybe stylisation is like salt in a soup. You can spoil it by putting too much of it into it. And then there is also the viewer's taste. Some like the soup salty some don't.
I once spoke with an old well known artist and he told me that you can only build up a fan group if you make your artwork destinguishable/recognizable through a personal style.
I think that the younger the audience the more stylization you can put into your chars because kids propably don't have that real world experience to check a char's plausibility. But mature people have more life experience/education and therefore they maybe prefer the real deal free of any frills.

>> No.446611

>>446606
The reason why I hate most fantasy characters/weapons/etc is that they first establish a "logic" (Armor parts protect you, character movement is humanoid) but dismiss that logic whenever it would be too much work for them to adhere to it. Characters get tiny armor parts in retarded places, no attention is paid to movement limitations some parts introduce, etc. If you're gonna establish a logic for your object's looks, fucking stay true to it.
I have no problem with characters that have no armor, you can explain that away with magic and shit, but if you use armor, make it LOOK useful.

>> No.446617

>>445658
wheres the hand?

>> No.446626

>>446606
It's true to an extent, like you said you need a signature style and you can get away with a lot more in cartoon characters, but when you have model with realistic anatomy and highly detailed like that then you have more of an obligation to make sure that the anatomy is at least somewhat convincing. That doesn't necessarily mean scrapping a design that you think looks cool, but you could pose it to make that anatomy work and balance it out, and you would come out of that with a stronger design imo.

>> No.446656
File: 521 KB, 2169x1138, raptor.png [View same] [iqdb] [saucenao] [google]
446656

started working on the raptor again, working on the head now. looks like shit still

>> No.446661
File: 406 KB, 957x441, Capture.png [View same] [iqdb] [saucenao] [google]
446661

>>445972 here.

Fixed a couple things. How's it looking now?

>> No.446663

>>446661
I dont know if its just me but he looks like a 60 year old baby. I can't exactly explain why tho.

>> No.446664
File: 113 KB, 500x546, proportions.jpg [View same] [iqdb] [saucenao] [google]
446664

>>446663
i found why

>> No.446677

>>446537
>posts majoras mask

>> No.446678

>>446664
agree, the legs are too short on the right

>> No.446685
File: 256 KB, 741x215, e6GQEah.png [View same] [iqdb] [saucenao] [google]
446685

>>445542
Sketchup can be pretty fun

>> No.446698

>>446685
is that yu yu hakusho?

>> No.446701
File: 298 KB, 1604x1064, pillar.png [View same] [iqdb] [saucenao] [google]
446701

>>446656
got a bit bored with Zbrush. So started texturing a pillar!
anyone else got this "problem"?
I always seem more interested in another project or program than the one i'm currently working on/in

>> No.446726

>>446701
Your pillar looks like it has a shitty veneer. The area where the faces separate into blocks should align along corners, or else they won't be whole blocks.

>> No.446727
File: 234 KB, 1607x927, frog3.jpg [View same] [iqdb] [saucenao] [google]
446727

>>445034
here's a frog character i'm finishing up for a game project. it's 4500 tris. criticism please, i know it's not very good, but any criticism would help a lot.

>> No.446728
File: 59 KB, 280x280, never-go-full-retard-tee_design.png [View same] [iqdb] [saucenao] [google]
446728

>>446727

>> No.446741

>>446727

Symm?

>> No.446743
File: 201 KB, 1604x1064, paintover.png [View same] [iqdb] [saucenao] [google]
446743

>>446701
define forms more by using lighting and shadows you can also add some small details that way like I did with the little holes.
The guy was right, the tiles are completely flat right now, you either need to make the bricks line up so they are one big brick on each level or do as I did here and make them as sort of tiles that overlap.
cracks need highlights too! they are not just flat black lines.
avoid using black for shadows, shadows are very rarely black in real life, as a rule of thumb shadows are dark and cool while highlights are light and warm. (I adjusted the highlights and shadows slightly to be more warm purple for light and cool blue for shadows. but you could push this for effect.)

>> No.446749

>>446727
its supposed to be a low ply character ?

You might wnat to add few more loops around the back feet

>> No.446774
File: 235 KB, 1601x913, frog3b.jpg [View same] [iqdb] [saucenao] [google]
446774

>>446749
it is suppose to be in a 4500-5500 triangle range. don't know if that counts as low poly or not. I'll add the loops on the legs, do the hands need any more additional loops?
here's the updated version

>> No.446780

>>446774
now that i look throw in some more polies at those finger tips, they are blocky as hell
loopps on hands are ok

>> No.446785
File: 332 KB, 1604x1052, Screen Shot 2014-10-21 at 12.00.20 AM.png [View same] [iqdb] [saucenao] [google]
446785

>>446743
well i fucked up there.
anyway, continued on it for a bit more just for practise.
the important thing for me is how the texture looks

>> No.446786

>>446743
appreciate the feedback and tips though! Will saved them

>> No.446787

>>446774
so many shading errors await you

>> No.446795

>>446785
>the important thing for me is how the texture looks
there are still things that I said that will help you improve the texture, even fixing the shapes of the bricks will make it look better because it will make more sense.

its looking better anyway,

>> No.446811

>>446774
I can't really tell from that pic but is it actually welded in the middle? It looks like you just moved a mirrored half together, like there's a gap between the two.

I guess it's 1st year games art time of year again huh

>> No.446814
File: 255 KB, 1024x768, momClothesDemo2.jpg [View same] [iqdb] [saucenao] [google]
446814

>>446811
looks like he just hasn't merged them together yet so the normals aren't calculating the surface curving from one side to the other.

It's just something you ignore, not everyone bothers to merge their meshes and run nice renderers just for getting crits on /3/.

But I do. Here's what I'm thinking is going to be the final mesh for this clothing model. The skin geometry is sliced off and the borders of the cloths are matched vert for vert, but im not going to merge them into one mesh. The ass cleavage was a spur the moment stroke of genius.

>> No.446817

>>446814
disgusting

>> No.446819

>>446817
thanks

>> No.446830

>>446814
>>446811
maybe i should have specified this sooner. i'm working in Silo and it has an instance mirror option, so i can just work on one side of the character and the other side will just show the side i'm working on mirrored. so the other side is actually not there yet.

>>446780
will do.

>>446787
how so?

>> No.446839

>>446785
It's physically impossible for bricks to stack like that anon. Think about how they would be stacked, they can't be staggered like that if it's just one block on top of the next

>> No.446842

>>446839
not if they are triangle shaped

>> No.446906
File: 91 KB, 871x630, truck.png [View same] [iqdb] [saucenao] [google]
446906

>> No.446919

>>446842
>not if they are triangle shaped
So true, I would spas out in autism overdrive if I ever encountered a structure like that in real life.

>> No.446920

>>446919
heh, i see plenty of fuckups like this in my work, when someone misaligns the fake brick or rock tiles used to cover concrete blocks or walls made out of other materials

recently i was hired to fix a whole house made like this, i had no idea what the chick expected me to do, had to redo half of it.

>> No.446922

>>446920
Sounds tiresome, at least it brings you work. But if it was fake I would just shake my head and divert my eyes in silent disgust.
However if I actually encountered one that was made of real solid stone I would snap.
Would be like they had went out of their way to make something ugly and more complex just to fuck with your mind.

>> No.446978
File: 41 KB, 500x377, truck.jpg [View same] [iqdb] [saucenao] [google]
446978

>>446906

>> No.447061

>>446922
>they had went out of their way to make something ugly and more complex just to fuck with your mind.

Thanks for the idea, anon.

Prepare your brainus. I'm going to find out where you live, hunt you down, and build irregular structures out of triangular bricks fucking EVERYWHERE.

>> No.447065

>>445875
are those actull detailes on the handle or just really good textures?

>> No.447181
File: 83 KB, 1280x720, 98778.jpg [View same] [iqdb] [saucenao] [google]
447181

>>446661

>> No.447446

>>446481
It is.

>> No.447531
File: 202 KB, 1920x1080, UV_mapped_ver.jpg [View same] [iqdb] [saucenao] [google]
447531

why is UV mapping such a bitch?

>> No.447561
File: 1.05 MB, 1612x1054, misc.jpg [View same] [iqdb] [saucenao] [google]
447561

>> No.447566

>>447531
It's not... Looks like you did a fine job.

>> No.447579

>>447531
use smaller squares to better judge the distribution
spend most uvspace on head and torso
that poor distribution you got there,

>> No.447584
File: 5 KB, 200x200, 178739788650c9eb8e2f7b0[1].jpg [View same] [iqdb] [saucenao] [google]
447584

>>447561
>overlaying stickers

>> No.447586
File: 343 KB, 1920x1080, UV_mapped_ver2.png [View same] [iqdb] [saucenao] [google]
447586

>>447579
>poor distribution you got there,
that's because I already put em all in the UV space

>> No.447593

>>447561
I love it, the mapping looks great

>> No.447595

>>446476
That's from MitchieM's new song, isn't it?

>> No.447604

>>447586
then modify them ?
scale up the head and torso islands scale down the legs feet

>> No.447606

>>447604
All he has to do is go Polygons>Layout in the UV editor of Maya if he wants proper UV proportions, but I don't think he wants that, he probably wants higher texture detail in the eyes, as is usual for cartoony 3D characters like this. Same with the shoes.

>> No.447622
File: 1.69 MB, 1920x1080, Texture_test.png [View same] [iqdb] [saucenao] [google]
447622

>>447595
yep

also texture test

>> No.447624

How do you people even get so good at this?

>> No.447628

>>447624
The same way you get good at anything, practice.

>> No.447633

>>447586
you need that much resolution on the shoes?

Anyways, these aren't all one mesh object right? If not then you can be pretty liberal with your UVs. It's when everything needs to fit onto one texture that it gets really complicated.

>> No.447638

>>447561
Why tho?

>Infinite world of possibility in 3 dimensions

>Can make anything

>ANYTHING

>Makes Windoze compooper

>needsmoarstickerz.gif
>covers in gamerfag stickers

>gears of war even

Way to think outside the box, anon.

That said, your technique is pretty solid, tho your specular is a bit overdone. Also, when importing art and logos for use in a texture, it's better to source vector graphics so that the resolution is uniform when they're rasterized.

>> No.447641

>>446476
>transparent texture on that

...Why? Why would you model the highlights separately and put a transparent texture on them instead of;

*Less computationally intensive: Adding it to the texture directly
*More accurate: Using a gloss/specular map?

I can't imagine there are circumstances where modeling highlights is the best option...

>> No.447646

>>447622
reminds me of a siggraph demo I watched, looks good.
https://www.youtube.com/watch?v=NG5C_a6rxrY

>> No.447706

>>447638
Yeah I hate those faggots that do what makes them happy. Somebody needs to tell them computers have no place here on /3/

>> No.447731

>>447706
Preach it sistah

>> No.447739
File: 434 KB, 640x480, macdemarco23.webm [View same] [iqdb] [saucenao] [google]
447739

textin' for a youtube movie in progress...

>> No.447749

>>447706
And they all said?

AMEN

>> No.447752
File: 603 KB, 2000x2000, body14.jpg [View same] [iqdb] [saucenao] [google]
447752

I need to rig her head and face still.

>> No.447796

>>447739

What a load of shit.
Go die faggot.

>> No.447797

>>447752
why are those shoulders so wide?

>> No.447806
File: 17 KB, 307x438, 43368-austin-powers-its-a-man-baby-NJ1h.jpg [View same] [iqdb] [saucenao] [google]
447806

>>447797

>> No.447809

>>447797
It's not just her shoulders, her head looks too small

>> No.447863

>>447797
>why are those shoulders so wide?
I think the make human female mesh is a bit weird by default. I need to remake it with the shoulders manually set to be smaller. The head should be larger as someone else said as well.

>> No.447865

some people DO have wide shoulders and small heads. It's not the strangest thing in the world.

>> No.447881

>>447865
Some people have horrible deformities.

>> No.447885
File: 187 KB, 1500x1500, body19.jpg [View same] [iqdb] [saucenao] [google]
447885

Does this seem a better size base mesh? The character is only 5'2" so her head would would actually probably be pretty large compared to her body. Seeing the mesh unposed, not sculpted and without clothes screws with my perception a bit.

>> No.447924

>>447885
Well now that you've brought in the shoulders, her neck is spreading too gradually into her trapezius.

IMO her broad shoulders were not so big as to look out of place. Her small head was really what was pushing it. I'd put her shoulders back and make her head ever so slightly larger. Like 5% larger.