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

/3/ - 3DCG


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File: 51 KB, 250x126, 1419863429897.png [View same] [iqdb] [saucenao] [google]
458134 No.458134 [Reply] [Original]

We thumbnail now edition

>> No.458136

>>458134
I want to crawl into a ball and cry for a few hours. Sculpting clothes is hard. How does it look? I feel like the proportions make the whole thing look ridiculous. I mean absurdity is intentional but I don't want it to look plain silly.

>> No.458137
File: 235 KB, 1102x562, clothing.png [View same] [iqdb] [saucenao] [google]
458137

>>458136

>> No.458138
File: 936 KB, 1280x720, Comp 1_1.webm [View same] [iqdb] [saucenao] [google]
458138

Reposting here from old thread.

I'm working on an animation for a local exhibit about industrial design through history.

That's a small sample I rendered to check the rendering times per frame, so I can anticipate for the deadline. (1min per frame at 1080p 25FPS looks decent)

This model isn't from me though, but the owner gave me his approval.

The full animation will feature 5 models, 2 of them I made, an Airsoft 1911, and a Mini Z.

>> No.458139

>>458138
I think it would look awesome is the nuts actually twisted when they go over the thread of the bolts

>> No.458141
File: 614 KB, 2445x1528, 09.jpg [View same] [iqdb] [saucenao] [google]
458141

>>458139
They will, as I said, it was just a test.

Here's what the colt looks like. I think I posted that a few month ago here.

Now maybe someone could answer a question here. The models I have are all made with Solidworks. And the tool I use to render, Keyshot, is quite limited for animation. I can animate the assembly process just fine, since it's just a bunch of translations and rotations, but if I want to animate the models working, I have to use something else.

Cinema 4D looks promising, as it can export FBX animations, which I can import and render in Keyshot, but I can't figure out how to export the Solidworks models to have a clean base with each part separated on Cinema 4D. If anyone knows a bit about this, that would be awesome.

>> No.458143
File: 665 KB, 1920x1129, miniz final eclaté.13.png [View same] [iqdb] [saucenao] [google]
458143

>>458141
And here's an exploded view of the Mini Z, although there are a few missing parts in this shot.

>> No.458148
File: 203 KB, 1144x625, clothing2.png [View same] [iqdb] [saucenao] [google]
458148

>>458137

>> No.458150
File: 197 KB, 1000x700, zegarek00.jpg [View same] [iqdb] [saucenao] [google]
458150

>>457721
>>457722

>> No.458158

>>458150
You're good at modeling but you should practice more on materials, lighting and rendering.
And always remember, sharp shadows are ugly.

>> No.458166
File: 783 KB, 1920x1080, FUCK.png [View same] [iqdb] [saucenao] [google]
458166

Alright this is pissing me off, I'm at my wits end here. Was making a tank and got feedback from the last thread, worked on it until I liked the legs, at which point I was told to redo them, which I did, and scrapped the body/cannon because they didn't mount right to the legs and I added more of them to make it more stable, but now I am out of ideas for a body. Maybe I'm just an uncreative faggot or maybe I've just been working on this for too long, but I seriously have no idea what to do for the body. Anyone have any ideas? Here's progression of models since last thread.

>> No.458173

>>458166
Since you're taking your inspiration from animals, why don't you make more research in this direction? Just take a look at photographs of insects for example. It might give you ideas on body proportions, and natural characteristics you could translate into functions.

>> No.458177

>>458150
>>458158

I like it, looks breddy realistic to me.

But some parts like the glass look a bit too clean while some other parts look slightly worn and used. Lighting depends what he is going for.

>> No.458181
File: 208 KB, 688x510, 2e4e9190a75395de266e2be2a5c53e1c.png [View same] [iqdb] [saucenao] [google]
458181

>>458166

>> No.458204

>>458173
thanks, I'll try that
>>458181
what's this from? I feel like I've seen it before

>> No.458206

>>458166
>>458181
this guy knows where it's at, try for a more circular mold rather than the rectangular one you've currently got

>> No.458228
File: 556 KB, 1920x1080, better.png [View same] [iqdb] [saucenao] [google]
458228

>>458206
>>458181
is this the general idea? not quite sure how the legs mount to the body so I just indented it a little and reworked the legs a little to make it sit lower

>> No.458237
File: 95 KB, 888x811, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
458237

First model I've made from scratch, rigged and animated 100% by myself. Any critique on the model itself? It's intentionally simple & "soft"

>> No.458239
File: 261 KB, 972x656, joint.jpg [View same] [iqdb] [saucenao] [google]
458239

>>458228
Depending on the type of movement the machine is meant to be capable of, that body joint seems quite restricting.
Hopefully pic can demonstrate a better joint. Just pretend it doesn't look like complete ass.
That pit/joint can swivel up/down so the leg can lift easily in a large motion, while the ball allows it to rotate in the other 2 axes. Since it has 6 legs they don't need a large range of motion forwards/backwards.

>> No.458240
File: 209 KB, 800x533, 23f524f5775765bc02a156e47afbc3b7-d2pg54g.jpg [View same] [iqdb] [saucenao] [google]
458240

>>458239
Not OP but I think it's pic related, and from what I remember it worked quite well in motion in the anime; not sure about 3D work though

>> No.458241

>>458240
and now hes goign to steel this design and be a little stealing faggot

>> No.458242

>>458241
What's wrong with referencing?

>> No.458243

>>458242
you do your own reference, on your own time, not online.

>> No.458244

>>458239
I forgot to add: The legs need a hydraulic piston connecting from the top segment of the leg into the body, not into the ball joint.

>> No.458245

>>458243
Nothing wrong with being shown a picture and gaining inspiration from it.

>> No.458246

>>458243
You're retarded. maybe you limit yourself by not sourcing references. That doesn't make it wrong to do so.

>> No.458247

>>458243
Is right

How dare you take advantage of things posted for other people. Do shit the hard way, because thats what I was told and I'm 45.

>> No.458248

>>458246
youre the retarded one, who needs to be fucking spoonfed by someone else. Lmao at you calling me retarded

>> No.458259
File: 139 KB, 798x772, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
458259

>>458237
This is a rear-view in a different pose

>> No.458260
File: 56 KB, 1319x731, karrough2.png [View same] [iqdb] [saucenao] [google]
458260

Rough blocking on the train station.

>> No.458270

>>458241
>>458243
>>458247
>>458248
look, I won't make it that if it makes you feel better. I wasn't planning on it to begin with

>> No.458275
File: 463 KB, 1419x1200, hair.jpg [View same] [iqdb] [saucenao] [google]
458275

What's the best way to deal with layers of single polygons like this? Also, need ideas for something cool to ornament the hat. Bow tie is boring.

>> No.458286
File: 720 KB, 600x336, Nut.webm [View same] [iqdb] [saucenao] [google]
458286

How does it look?

I'm really not sure about the dynamic.

Sorry for the fucked speculars, but at least it takes less than a minute to render that, which makes it quite handy.

>> No.458287

>>458286
The momentum it gains when it's out of the hole gives it such a satisfying kind of "pop".

Not sure about the angle though.

>> No.458296
File: 290 KB, 1058x900, Nurse bot reference small.jpg [View same] [iqdb] [saucenao] [google]
458296

Making a front and side view for another guy to model, as well as some 3d grids.

Does it read easily enough?

>> No.458298

>>458248
there is LITERALLY nothing wrong with taking reference and inspirational images from anywhere as a designer. the designer with the strongest visual library is typically going to be the strongest designer.

>> No.458299
File: 2.97 MB, 600x336, test1.webm [View same] [iqdb] [saucenao] [google]
458299

>>458287
thanks for the comment. Right now I'm only working on the model animation, I'll do all the camera work afterwards. But it should look like this.

>>458243
there is no such thing as a pure creation of the mind, everything you make is a result of what you see and learn, that is why the strongest cultural and artistic currents are a result of historical events. Nothing pops out of nothing. The people who think otherwise are usually annoying cunts with too much appreciation for their own work.

>> No.458300

>>458299
Looks cool, though if you are doing time rendering tests you are probably going to need to up the samples a bit for the glossy surfaces, and that might change it a lot since its all very shiny

>> No.458301
File: 409 KB, 1920x1080, test.52.jpg [View same] [iqdb] [saucenao] [google]
458301

>>458300
No these are just animation tests, so this is just a quick way to see a result in movement.

This is a frame rendered with the final settings, with a sepparate depth pass I'll mix with after effect, it took about 50s to render.

>> No.458303

>>458301
Something about the white floor is throwing it off for me. Or it might be the lack of shadows.

>> No.458309
File: 269 KB, 3713x1915, Hand_Ref.jpg [View same] [iqdb] [saucenao] [google]
458309

>>458148
>>458137
Is this perhaps the reference you used for the hands?

>> No.458310
File: 266 KB, 1280x720, test.jpg [View same] [iqdb] [saucenao] [google]
458310

>>458303
I tried adding a closer light source, it does add a little kick to it, thanks for the advice.

>> No.458313
File: 316 KB, 1425x1200, head.png [View same] [iqdb] [saucenao] [google]
458313

>>458309
fucking lol.

I had this idea. I don't think my execution of said idea is working out too well.

>> No.458319

>>458309
the hands and feet both suck, I am going to redo them both at some point.

>> No.458320

>>458319
You sucked the life out of em.

>> No.458321

>>458320
well yeah I think at some point they may have become smoothed and shit, but the fingers and toes were always fucked up.

>> No.458323
File: 52 KB, 416x600, Indian_jewelrypln13376ife.jpg [View same] [iqdb] [saucenao] [google]
458323

>>458313
Do you know what your shit needs? Something like these jewelry belts or whatever the fuck they're called. Except a simpler design, like a thin gold chain or something.

>> No.458324
File: 276 KB, 1278x847, ZBrush ScreenGrab01.jpg [View same] [iqdb] [saucenao] [google]
458324

Still very androgynous, and not really in an appealing way either. But Im happy with how the eyes turned out!

>> No.458325

>>458324
learn anatomy, come back in 2 years

>> No.458326

Not exactly a WIP picture but I didn't want to start a new thread for this question.
If I have a rendered picture in Maya with AO and GI, can I bake it into each model's textures? The renders look way better than a simple AO bake.

>> No.458328
File: 203 KB, 1173x653, clothing 3.png [View same] [iqdb] [saucenao] [google]
458328

>>458148
I think it's looking a lot better now, the folds are starting to look more realistic, and I got rid of that retarded tail on the jacket.

>> No.458339

>>458313
it aint looking to bad!

>> No.458341
File: 196 KB, 1147x609, clothing 4.png [View same] [iqdb] [saucenao] [google]
458341

>>458328
last update for today, fixed the feet a bit and gave him some flip flop sandals.

>> No.458349

>>458341
I really don't like the folds ;f

>> No.458351

>>458349
this is as good as they've looked so far, any advice?

>> No.458356

>>458351
good ref material is what you should do

even for stylized folds it helps a lot

>> No.458357
File: 117 KB, 500x375, 1407431300104.gif [View same] [iqdb] [saucenao] [google]
458357

what should i make /3/?

>> No.458358

>>458357
A beautiful tree.

>> No.458359

>>458358
not >>458357
BUT THANK YOU!
IMMA MAKE MYSELF A TREE

>> No.458361

Anyone have a decent references for the human body? New to this stuff, just trying to make a lowpoly male basemesh and for some reason I can't find any worthwhile front/side view images on google.

>> No.458363

>>458361
posemaniacs.com

>> No.458364

>start project
>made the whole model
>already practiced drawing wood and metal for the textures
>start unwrapping
>it wont unwrap properly for hours
>give up

kill me

>> No.458365
File: 267 KB, 2244x879, fullbodyscan_m06sn_08.jpg [View same] [iqdb] [saucenao] [google]
458365

>>458361

>> No.458366

>>458365
>>458363
Thanks guys

>> No.458367

>>458364
been there. feel you brotha

>> No.458368 [DELETED] 
File: 437 KB, 1280x720, Hl2scenewip2small.jpg [View same] [iqdb] [saucenao] [google]
458368

it's shit

>> No.458375

>>458286
i agree with what this guy >>458287 said about the satisfying pop, but looks a little odd with the nuts instantly stopping rotating. maybe ease the rotation out as its popping out

in fact, a lot of places could do with some more consistent easing - in >>458299 some things come to a graceful stop but others jerk into position. pick a easing function and stick with it for all animations.

>> No.458376

>>458296
needs more boobs

>> No.458390
File: 425 KB, 701x337, axe.png [View same] [iqdb] [saucenao] [google]
458390

noob alert

>> No.458391
File: 390 KB, 1328x1154, doggie.png [View same] [iqdb] [saucenao] [google]
458391

sup /3/ just finished my first model using poly modeling instead of box modeling

i first did the outline on the sides then went through the middle

i can see how poly modeling can be used to make more detailed things than box modeling with this little practice model though

any advice on my big cat?(dont really know what type of cat was used on reference)

>> No.458395

>>458391
uhm. How did you box model without polies?

>> No.458398

>>458395
from what i learned box modeling is when you start modeling the object from a box, cylinder ect, and poly modeling is when you start with a single plane and create more planes from those edges until you get a object, thats what DT said

>> No.458409
File: 67 KB, 400x641, Untitled.png [View same] [iqdb] [saucenao] [google]
458409

Started this today. How's this looking so far? This is the first model I'm actually confident in finishing.

>> No.458413

>>458310
looks like you added DOF too. try a lens flare and some chromatic abberation

>> No.458414

>>458413
...theres nothing wrong with that. I bet anything his renders are better than yours LoL

>> No.458415

>>458368
looks like source engine rofl

>> No.458416

>>458398
its called extrusion modelling, not poly modelling.

>> No.458418
File: 39 KB, 298x425, headproj5.jpg [View same] [iqdb] [saucenao] [google]
458418

>>458414
no. here's a bust i made

>> No.458426

>>458418
Not enough depth of field, 1/10 try again.

>> No.458433
File: 40 KB, 278x425, 1421113243900.jpg [View same] [iqdb] [saucenao] [google]
458433

>>458426

>> No.458436

>>458433
Getting better, but you forgot to crush the blacks.

>> No.458440
File: 2.12 MB, 3840x2160, tank11.png [View same] [iqdb] [saucenao] [google]
458440

>>458173
made it more like a spider/scorpion and >>458181

>>458239
>>458244
tried that although I really didn't like the way it looked, so I mounted them on the bottom, although let me know if it looks horrid. Also wasn't sure where you wanted the hydraulics, there's not much of an angle to work with between the first leg joint and the body, and when I tested it out to see how it would look it looked very out of place. Can you please clarify? I'm kind of a simpleton.

Anyhow, here's the fourth of fifth draft, I'm quite happy with it and I like the armor, although I don't quite know how to make it pop a bit more, right now it looks a little too smooth.

Thanks again for all the help mates, I'm learning loads and this is turning out much better than my earlier attempts at modelling

>> No.458442
File: 3.72 MB, 3840x2160, tank12.png [View same] [iqdb] [saucenao] [google]
458442

>>458440
here's a closer up and a different angle. Should I make the top cannon bigger? It was my cannon for the original one and I liked it but I feel like it's a bit small

>> No.458447

>>458442
>>458440
I like you're model, and you've been making some good progress, but the shapes are still a little too basic.

>> No.458448

>>458447
thanks, what parts do you mean exactly? I know the outer armor on the main body is flat, and the turret is rather low poly (in the process of getting a new design together) but what about the legs, head and bottom turret? Tried to make the leg armor look really tough and chunky, and the bottom turret is more high poly, the head I'm still not sure about though. Thanks!

>> No.458449

>>458448
Mainly the turrets and the cylinder for the head. The rest looks alright. I'm imagining the armor covering the legs and body with sort of a clean reflective futuristic kind of material. If that's what you're going for, then the flat smooth look should be fine.

>> No.458450
File: 1.81 MB, 3840x2160, hydraulics.jpg [View same] [iqdb] [saucenao] [google]
458450

>>458440
with the current legs i'm not quite sure how you would add the hydraulics, but i made this pic to show you what i think is right and wrong, and what i think it would need to actually work.

I think once textured the plated armour on the body and legs won't need much detail since it's meant to be whole pieces of metal, and feel solid.

>> No.458451
File: 506 KB, 1920x1200, scarfthing.jpg [View same] [iqdb] [saucenao] [google]
458451

ignoring the hat for now and moving on.

>> No.458452

>>458413
Yeah there's a depth pass, but it's not only for looks, it helps the viewer focusing on he action, and with an animation that complex, it's important.

>> No.458453

>>458450
I see what you mean, I'll try something out along those lines, if I extend the body a little I may be able to add some nice-looking hydraulics to the second joint, thanks!
>>458449
will definitely redesign the turrets, and as for the head I'm still looking at other options, I like the round head more than a box one I had earlier, although I'm really not too sure about it. Thanks!

>> No.458454
File: 223 KB, 1497x405, 141231.jpg [View same] [iqdb] [saucenao] [google]
458454

New to modeling. I'm doing the Thompson but I'm stuck at this part.

How can I properly do this edge without making a triangle?

>> No.458455

>>458442
I like the size of the cannon, looks like it would fire smaller rounds but at a decent rate.

>> No.458460
File: 207 KB, 785x1286, robes.jpg [View same] [iqdb] [saucenao] [google]
458460

Help me /3/. The idea for this character was going to be a kid baggy robes, with arms inside the clothing so the robes sleeves would be dyanamic, look nice for jump animations, robes would bunch up into a pile during crouches etc.
Started sketching and thought it could be a kid playing dress up, like mis-matched baggy adults clothing.
Now i'm stuck somewhere in the middle. The robes/jacket looks like some serious Bleach shit, but the dress/ too-long jacket over the top, and missing shoe is more joke/playful.

>> No.458461

>>458460
I like the idea of oversized clothing, it reminds me of something
not a fan of a missing boot, I imagine a character like this would treat himself seriously even if others didn't him

as for bleach, what, they wear robes and other Japanese clothing there, its not oversized, its how its supposed to be

>> No.458463

>>458460
>he doesnt want the black weeb audience

>> No.458464

>>458460
So is her arms going down her torso, or are they bony thin inside the sleeves?

>> No.458465

>>458464
>>458460
> with arms inside the clothing so the robes sleeves would be dyanamic
>>458463
This.

>> No.458474
File: 107 KB, 1268x798, signpost.jpg [View same] [iqdb] [saucenao] [google]
458474

Here's my mesh and an image where it's rendered with a falloff type material. Is it supposed to look weird like that when rendered?

I actually wanted to unwrap it and texture it instead but I can't unwrap it properly so I tried this material thing to see how it looks. It looks good if I render it in some angles, but in angles like this one it looks weird on the bottom.

>> No.458476

>>458474
try applying smoothing groups

>> No.458478
File: 42 KB, 640x480, 2.jpg [View same] [iqdb] [saucenao] [google]
458478

>>458476
Well I tried. Is it just supposed to look like this?

>> No.458485
File: 211 KB, 1210x637, clothing 5.png [View same] [iqdb] [saucenao] [google]
458485

It's coming along I think, I'm officially happy with the folds now but criticism is still very much welcome, I am and have been using reference.

>> No.458486

>>458478
have you unwrapped the UVs? afaik lighting doesn't really work properly if you don't have nice UVs.

>> No.458487
File: 194 KB, 1498x855, uv.png [View same] [iqdb] [saucenao] [google]
458487

>>458486
I've been trying for hours and can't unwrap them properly. I did the bottom one by stitching edges, relaxing and all sorts of shit, wont work for the top one. Can't do it at all, don't know what I'm doing wrong.

>> No.458494
File: 121 KB, 658x612, clothing 6.png [View same] [iqdb] [saucenao] [google]
458494

>>458485
apologies for spamming the thread, I've changed the design of the jacket quite a bit and changed the vest underneath completely, I think the design looks more consistent now.
>>458487
I don't know much about UV mapping sorry, but you should try planar mapping since the object is pretty straightforward.

>> No.458499
File: 48 KB, 278x425, hashtag.jpg [View same] [iqdb] [saucenao] [google]
458499

>>458433
come on anon, how are you going to score those reblogs on tumblr if you don't boost the contrast?

>> No.458500

>>458433
lol, its actually physically fucking hurtful to look at

>> No.458525
File: 201 KB, 1186x603, clothing 34324.png [View same] [iqdb] [saucenao] [google]
458525

>>458494
okay last one for today, fixed the hands. They hopefully no longer resemble rakes.

>> No.458526

>>458525
Palms still look too long. I'm liking the length of the coat and shirt now, but the folding of the cloth still looks strange to me.

>> No.458527

>>458526
Okay thank you I'll keep working on the folds. The shirt has hanged completely, I wanted originally to have some kind of bulletproof armour or something but I wasn't liking it so now it's like an oversized vest.

Are you sure about the palms? bonobo have very long hands.

>> No.458528

>>458527
At first, it seemed like you made the fingers too short, but I just did a quick google and the finger length seems right. I think if you make the palms a little shorter as well as making it a little narrower and more naturally connecting to the wrists it would look a little better.

>> No.458529
File: 131 KB, 830x693, 2.png [View same] [iqdb] [saucenao] [google]
458529

So I'm guessing this will not deform properly during animation. What do I do to make this ready for animation.

>> No.458532

>>458528
I'll try that thanks.

>> No.458560

>>458525
I don't think it's just the length of the hands that's the issue, i think it's the width of the fingers compared to the length of the hands. The fingers should taper down as an extension of the hands; your's look like sausages hanging from the hand.

>> No.458583
File: 151 KB, 683x485, 1324401555181.jpg [View same] [iqdb] [saucenao] [google]
458583

>>458529

>> No.458590
File: 172 KB, 1493x903, Untitled-1.png [View same] [iqdb] [saucenao] [google]
458590

I'm trying to learn zbrush.
Help.

>> No.458602

>>458583
I don't get it, so which one is better? It's not very informative as it asks a question.

>> No.458604

>>458602
The second will deform better

>> No.458608
File: 486 KB, 1920x1200, robes.jpg [View same] [iqdb] [saucenao] [google]
458608

progress

>> No.458609

>>458590
Practice makes perfect.

>> No.458611
File: 650 KB, 998x530, BLAST Blue.webm [View same] [iqdb] [saucenao] [google]
458611

Made this in Unity.

>> No.458617

> dhj

>> No.458618

>>458325
> i see you are trying to make a human, the problem is you dont know how to make a human. now go and learn that

Okay great thanks, I'll make sure to write that down

>> No.458637

>>458611
breddy good

>> No.458657
File: 319 KB, 811x611, body.png [View same] [iqdb] [saucenao] [google]
458657

Just some anatomy practice

>> No.458658

>>458657
Would bang.

>> No.458660

>>458618
Don't mind him. It looks pretty good. The eyes look a bit weird though. A bit too puffy on the bottom or something.

>> No.458666
File: 1.42 MB, 3840x2160, m16A3_wip.png [View same] [iqdb] [saucenao] [google]
458666

>>458611

what type of simulations are you using for that?


still working on this, just got to finish a red dot sight.

>> No.458670
File: 691 KB, 798x656, BLAST 002.webmhd.webm [View same] [iqdb] [saucenao] [google]
458670

>>458637
Hehe, thx

>>458666
There's no simulation really. It's a custom shader. It's in full 3d and realtime.

Here's another.

>> No.458671

>>458670
looks like shit.

>> No.458674

>>458670

oh ya, i remember seeing a pc thread with these

>> No.458679

>>458590
I know everyone says this but, learn anatomy, use references.
even if you are making animu waifus use ref

>> No.458681

>>458670
I'm guessing what it does is ramp up the opacity as the normal vector of the faces on the sphere point away from the camera + animated texture

>> No.458690

>>458670
It looks good for Unity.
There's a point when the light is really intense where you can see the edges of the meshes creating the smoke trails. For a moment it looks like a polygonal explosion from StarFox 64. Needs a noisy transparency map to cover that up like ow the actual smoke texture does just after the light fades.

>> No.458691

>>458690
I'd like to add that this is a pretty trivial point. In the heat of a bomb raid or w/e and in a complicated environment this would be hard to notice at all.

>> No.458694
File: 1.78 MB, 600x480, smoke_bomb.gif [View same] [iqdb] [saucenao] [google]
458694

>>458670
neat, here's a smoke bomb I rendered a few years ago when I was dicking around with fumefx

>> No.458698

>>458671
thanks

>>458681
yeah, the fresnel fades away the edges of the sphere. there are two textures that offset with different speeds that create a dynamic smoke look. and the parallax just makes it puff outwards.

>>458690
Yeah, emission shouldn't be additive to the alpha. It's an easy fix though.

>>458694
Nice. But it looks like the smoke is emissive as well.

And here's the spikey smoke.

>> No.458725

>>458679
What's the best way to go about that?
Just stare at reference pics?

>> No.458751

>>458725
yes. think about the shadows and highlights you see, what kind of shape causes them, What creates that shape, i.e underlying muscles, how fatty deposits add to that shape, i.e hanging more than muscles do, how tendons and bone affect the way the skin deforms over all of that.

Also, practice. especially in 3D, just practicing really helps give you an idea of the actual shape of something compared to what you see in 2D.

>> No.458769

>>458725
Just to give you a general idea:
Look at reference, try to observe what the primary forms are that stand out to you and make it read as a human body. Pro tip: squint your eyes to reveal the most significant forms, these are the ones you need to nail before you consider the others. Once you can separate the distinct major shapes, find out their names and function so you can put them into context. Now look over to your own sculpt. Look at the forms you put in and what they represent. Do you recognize them in a real person? It helps so hide everything but what you focus on, for instance show only the ribs. If they look weird, the entire figure will look weird. Always. You'll soon learn most of the information you put in without proper knowledge is often far from what is actually supposed to be there.

Also look up Ryan Kingslien.

>> No.458770

>>458751
Hah, didnt see your post. Well well, cant hurt I guess

>> No.458771
File: 228 KB, 1769x1083, WIP_shot_A003.jpg [View same] [iqdb] [saucenao] [google]
458771

>>458494
you erally need better refs

something I came across while browsing zcentral now, here look how poorly and just generally the folds here are sketched in but .. they work
he has the structure in, now eh can refine and work on it

its similar to what you are doing, but you can see how the lower it goes the pressure from upper fabric compresses it more and gives it more and more complex look as it goes down

also important, freeflowing folds are never circular, never, the make those weird ass triangle shapes or spiral ones if the cloth is twisted, but ever circular ones, the only place you will get those hapesis on where sleeves where the fabric fits really tight and is supported by flesh underneath since for cloth to get wider and smaller it ether must be compressed or searched at some point, and that would relax itself out when there is too much room

you need to fix that

>> No.458772
File: 95 KB, 424x308, rofl.jpg [View same] [iqdb] [saucenao] [google]
458772

>>458608
Why not aim to make something fucking worthwhile, instead of some faggy anime character with proportions equivalent to babby's first drawing?

>> No.458773

>>458657
you're going to be stuck doing sub-par anatomy if you limit yourself to one, isolated area of the human body. you are getting NOWHERE by practicing just the torso...consider your time on this wasted

>> No.458774

>>458141
I mean it looks great, but why make a 3d model of an airsoft gun? Anyone who's ever taken a gun apart know's that's an airsoft, and hopefully everyone else aswell.

>> No.458775
File: 366 KB, 1647x856, robes.jpg [View same] [iqdb] [saucenao] [google]
458775

>>458772
I don't usually make anything even close to this. Thought i'd try something different. Why not post some worthwhile CC? Why are you so butthurt about somebody elses work?

>> No.458781

>>458773
please don't listen to this retard. as long as you do full body studies as well to consolidate what you learn from isolated studies you are on the right track.
>>458771
Thank you, this was really helpful, I am going to get on it as soon as I start working on this again.

>> No.458791
File: 247 KB, 461x307, MiyagiWink.png [View same] [iqdb] [saucenao] [google]
458791

>>458773
>Implying any anatomy practice is a waste
>Implying you have to sculpt an entire body if you just want to do a quick torso practice
>Implying I've never sculpted other bodyparts

Can't tell if you're a troll or just really dumb

>> No.458792

>>458791
>Can't tell if you're a troll or just really dumb

/3/, the majority of the time.

>> No.458823
File: 768 KB, 966x1260, feel.png [View same] [iqdb] [saucenao] [google]
458823

This just started out as a regular study, but it started to look a lot like feel.

>> No.458824
File: 112 KB, 824x980, reactHalf.png [View same] [iqdb] [saucenao] [google]
458824

>>458792
>the same guy with shit anatomy saying that learning anatomy is a waste

>> No.458826
File: 289 KB, 690x816, madotsuki.png [View same] [iqdb] [saucenao] [google]
458826

I-I'm sure I'll finish it one day.
Scarves are hard.

>> No.458868

>>458134
Is there a way to set tangents between specific frames in Maya?

As in
Frames 1-2 -> Stepped
Frames 2-3 -> Clamped

pls respond

>> No.458869

>>458440
The head makes the silhouette look ugly imo. You could try and remove it for a spider-esque look.

>> No.458870
File: 633 KB, 1891x1041, keys.jpg [View same] [iqdb] [saucenao] [google]
458870

>>458868

>>458743

You have to set keys on each frame that changes.
a spline/clamped tangent between two frames is the same as a stepped tangent anyway.
In this case frame 1 and 2 are clamped, frame 3 is stepped.

>> No.458888

>>458826
pls contunue

>> No.458889
File: 1002 KB, 3840x2160, HighresScreenshot00008.jpg [View same] [iqdb] [saucenao] [google]
458889

Working on my "throne" for the algorithmic throne room contest.

>> No.458898
File: 226 KB, 1195x818, facial_topology_01.png [View same] [iqdb] [saucenao] [google]
458898

Learning how to box model humans.

How is my topology? I think I got the poles in the right spots, but I'm not 100% sure about the pole on the lower cheek.

>> No.458899

>>458324
In my non-expert opinion, it looks like the eyelids aren't hugging the eyeballs as tightly as they should. Looks like there's a gap between them.

>> No.458906
File: 423 KB, 736x7136, 8ef20514ffb9c42afa8c6c4e00de9f43.jpg [View same] [iqdb] [saucenao] [google]
458906

>>458898
Not trolling, it's bad. Follow some tuts step for step.

>> No.458907

>>458906
>it's bad

Can't take you even remotely seriously unless you actually state a single reason why.

Have to be that way when there are so many shitposters (or at least one *really* dedicated shitposter) on /3/.

>> No.458910
File: 2.14 MB, 1920x1080, lol5.png [View same] [iqdb] [saucenao] [google]
458910

>> No.458926

>>458907
Sometimes things are too bad to comment on them.

Advice is simple: git gud.

>> No.458932
File: 69 KB, 640x480, test.jpg [View same] [iqdb] [saucenao] [google]
458932

Are you guys spooked out yet?

>> No.458933

>>458932
yes

>> No.458934

>>458932
This would make an excellent intro to Alioto's demo reel.

>> No.458937

>>458910
https://www.youtube.com/watch?v=cQdbu37pySk&feature=youtu.be

Intro to my FMP

>> No.458958
File: 2.08 MB, 2880x1600, screen02.png [View same] [iqdb] [saucenao] [google]
458958

Haven't touched spec/gloss maps yet.

>> No.458960

>>458958
There is no spec/gloss map. There is only a roughness map. black on spec map == white on roughness.

>> No.458961

>>458958
I like it, I guess you will berak up the uniformity of the metal with spec map
but I would also add some subtle color variations, then again they might not hold up to texture compression, so that might not be so smart

>> No.458962

>>458937
Looks good, although I think the room should already be dark, and you should change up the wall. Make it a sort of grimy tiled wall, or bricks or something.

>> No.458964

>>458937
What's an FMP?

>> No.458971

>>458958

very nice, whats up with the chink font at the top though?

>> No.458972

>>458962
I tried with a more dry wall texture and it caught the light really strange. But yeh I did bricks looked okay, il try tiles

>>458964
final major project at uni.

>> No.458986
File: 39 KB, 512x384, 1301381272815.jpg [View same] [iqdb] [saucenao] [google]
458986

>>458906
>all those triangles

>> No.458988 [DELETED] 

test

>> No.458994
File: 425 KB, 980x584, LotusJellyfish.png [View same] [iqdb] [saucenao] [google]
458994

>> No.458996

>>458454
There's nothing wrong with triangles.

>> No.459002

>>458454
just avoid more than 4 sides

>> No.459007
File: 233 KB, 1692x816, 1-16-2015 19-13-25.png [View same] [iqdb] [saucenao] [google]
459007

>>458454
Use quads as much as possible
Use triangles if they can't be avoided without adding shit tons of extra polys
Use N-gons (5+ sides) never

Also avoid having 5 or more edges attached to the same vertex, particularly on flat, smooth surfaces like a human face or the body of a sports car. If it's something like a shelf corner in pic related where the edges are hard anyways then it's fine. It will help avoid pinching when you apply turbosmooth.

>> No.459013
File: 126 KB, 625x523, barrel_bore.png [View same] [iqdb] [saucenao] [google]
459013

>>458454
Would probably look something like the bores in this model.

>> No.459037

>>458986
>Not knowing how to fix a few triangles
>implying triangles on a low poly mesh are an issue

>> No.459078

>>459013
why so many unneeded polygons. geezuz

>> No.459082

>>459078
Most of those are needed bra. It's better to control the shape yourself instead of trying to wrangle the sub-division algorithm into getting the forms you want. Also, less UV edge stretching shifting.

>> No.459090

>>459082
we made one for class at school, it was a hero model and had at least a half the polys

>> No.459097

>>459090
And your point is? My points still stand.

>> No.459098
File: 816 KB, 1920x1200, hair.png [View same] [iqdb] [saucenao] [google]
459098

Can't decide on what hair to use. Leaning to the left because it seems more organic than the others. Third is too much i think. Second seems like it could turn into a nice middle ground if i fill in some of the gaps between curls.
Fourth was the original which i'm not a fan of.

Thoughts and CC, /3/?

>> No.459110

>>459098
4th, but that's just the opinion of a noob.

>> No.459116

>>459098
I like one and three

>> No.459117

>>459116
One looks like literal dicks and three looks like croissants.

>> No.459119

>>459117
You need to see a urologist. I mean yeah the shapes could be less phallic, but one and three are currently the strongest imo.

>> No.459127

>>459119
You're a fucking heretic.

>> No.459136
File: 164 KB, 284x313, 1372631221078.png [View same] [iqdb] [saucenao] [google]
459136

>>459127

>> No.459143

>>459090
Post an image so we can judge what this hero model looks like.

>> No.459144

>>458889
looks nice

>> No.459157
File: 146 KB, 1000x1250, mech infantry girl 4.jpg [View same] [iqdb] [saucenao] [google]
459157

Just got HairShop recently (was on sale for $12) so made a punky hairdo with it. Then I decided that is needs some clothing to go with it as well so whipped up this outfit.

Now just to finish the rigging and do the texture maps (my least favourite parts).

>> No.459158

>>459157
I also have to make some morphs to fix the "boob shrink wrap" problem with the Genesis figures.

>> No.459159

>>459157
was that simulated ?
all dem wrinkles look weird as fuck

>> No.459160

>>459159

Yeah simulated.

>> No.459163

>>459160
then you must be doing something wrong since the folds make no logical sense

especially how the clothing is glued to the shape of her boobs to the point it makes a under bob crease, how

>> No.459170
File: 255 KB, 960x540, Sheeeeiiiiiit.png [View same] [iqdb] [saucenao] [google]
459170

Sheeeeiiiiiiiittt

>> No.459175

>>459163

Like I told you., I need to make a morph to fix the boob cling. This is a failing of the Genesis figure. It's base figure is androgynous with no breasts so when you apply the female figure morph the conforming clothing ends up clinging to the torso (Since Daz only does Dynamic clothing through the Optitex and I don't feel like paying $10K just to be able to make dynamic clothing I'm stuck with the limitations of conforming clothing).

So after you've made the clothing on the base figure you then have to go and make custom morphs for any other figures you apply to the base. It's a pain in the ass though. Hopefully by the time we get Daz 5 they'll no longer limit dynamic clothing to the Optitex system and then none of this will be an issue.

>> No.459176

>>459170

Get it together Tyrone.

>> No.459189
File: 183 KB, 1623x829, viking 4.png [View same] [iqdb] [saucenao] [google]
459189

what do you guys think?

>> No.459190
File: 230 KB, 1623x828, Das Fuhrer Habe ein grosse hahn.png [View same] [iqdb] [saucenao] [google]
459190

>>459189

my previous work

>> No.459192

>>459190
Dangit Bobby!

That kid ain't right, I tell you what.

>> No.459199
File: 311 KB, 1440x900, Skoop.png [View same] [iqdb] [saucenao] [google]
459199

First time modeling, using Blender 'till I get money to buy something better. How does one make a skull? Not like a super-mega awesome one, but a moderate one? Oh, and tell me how I'm doing so far.

>> No.459207

>>459199
looks more like a sword than a skull... what are you using for reference?

>> No.459208
File: 36 KB, 1218x796, Concept.jpg [View same] [iqdb] [saucenao] [google]
459208

>>459207
'er, well, the guard is supposed to be a skull. Didn't clarify enough. Here, I made a little 5 minute concept before modeling it.

>> No.459213
File: 258 KB, 1000x1000, skull2_poly.jpg [View same] [iqdb] [saucenao] [google]
459213

>>459199

Use videos to teach yourself some basic skills in blender.

https://www.youtube.com/watch?v=lPb4Cwo8xtc

>> No.459254

>>458910
How did you do the string/wire? Looks good.

>> No.459257
File: 2.34 MB, 1300x1080, wip4.png [View same] [iqdb] [saucenao] [google]
459257

Hair is oily I know. non eyelashes yet. IB4 obligatory learn anatomy post, can you at least make it constructive?

>> No.459261
File: 270 KB, 1920x1080, BirdsEyeView.jpg [View same] [iqdb] [saucenao] [google]
459261

Originally thought about adding textures but I kind of like the style it is, despite it being simple.

>> No.459262
File: 19 KB, 500x378, ccs-1-0-84830200-1375553426.gif [View same] [iqdb] [saucenao] [google]
459262

>>459261
Is this the next CoD??

>> No.459263

>>459257
Eyes should be somewhere arpund the center of the head, those look about a third from the top. Spacing between the eyes is too large, should be around a single eye width apart. Eyes themselves are probably too small. Hairline should also be pulled down, it's too close to the top of the head. After pulling the eyes and hairline down, you're naturally going to have to reshape the nose and mouth to fit in the smaller space, which should naturally bring it together.

Really, it's all basic facial proportions you could learn in a middle school art class.

>> No.459282
File: 56 KB, 879x421, helmet.jpg [View same] [iqdb] [saucenao] [google]
459282

>> No.459287

>>459257
you need to stop trying to render it and focus on the anatomical flaws of it

>> No.459288

>>459098
I quite like 3.

The overall design is super cool though. What are you going to render it with?

>> No.459291
File: 1.87 MB, 1300x1080, ununcannied.png [View same] [iqdb] [saucenao] [google]
459291

>>459257
constructive enough?

>> No.459293

>>459291
lmao, you didn't even touch the eyes, which are one of the biggest issues here.

>> No.459294

>>459293
the eyes are pretty like that they just need lashes, i forgot to fix the clavicles though

>> No.459303

>>459291
now it just looks like a neanderthal woman.

>> No.459304
File: 157 KB, 500x415, paintover.gif [View same] [iqdb] [saucenao] [google]
459304

>>459257
>>459303
okay I had a go, I think she looks more human now. I only edited one side becuase I'm lazy, but I hope it gives you an impression of why it was looking so wrong before.

>> No.459307

>>459304
>>459291
if he is serious about improving this he needs to drop the hair, stop with those stupid renders, and show the shaded model from at lest front side and 45degree angles

>>459257
yeah post the gray shaded version ffs

>> No.459308

>>459307
I 'll show a few viewport versions from different angles but I can't do a zbrush grey since this is all in blender.

>> No.459312

>>459308
then use a blender gray shader or at lest a simple viewport one ?

>> No.459314
File: 36 KB, 1336x555, viewport4.jpg [View same] [iqdb] [saucenao] [google]
459314

here is the head with no hair and a matcap.

>> No.459315

>>459314

Sorry to say but the face looks really undefined, like a potato/oblivion character.

>> No.459320

>>459315
I have normal maps applied to this. The hi res model is not there.

>> No.459321

>>459320
so it's low poly with normals? I don't see why this is an excuse for the forms to be undefined.

>> No.459322

>>459321
there is no normal map applied right now. I don't think there is a way of viewing the model with the normal map. I render it with a normal map.

>> No.459324

>>459322
I don't see how it will really make a difference anyway, since the normal map can only add details to the undefined forms. to clarify. but you could just render the model with the textures and hair hidden.

>> No.459327
File: 214 KB, 735x559, walkcycle.webm [View same] [iqdb] [saucenao] [google]
459327

I'm pretty much finished I can't think of anything I really want to change, looking for critique.

>> No.459328

>>459314
oh man, that's bad, really bad
I finish watching a show I can upload few good ref picks I got for chink 3d scans
you obviously don't understand how Asian eyes look and you anatomy is sloppy as hell

>> No.459330
File: 47 KB, 900x554, paintover sdfgfdg.jpg [View same] [iqdb] [saucenao] [google]
459330

>>459314
okay so this is far from perfect as it is just a quick paintover but I fixed a few things.
>ears are too small, as a rule of thumb they should be from the eyebrow to the bottom of the nose
>eyes were too small and far arpart, another rule of thumb is that the eyes should be the width of an eye in distance from eachother, in other words you should be able to just fit one more eye between them
eyes were too high up, they should be about halfway down the head.
>I also added some general definition in the head shape, it is no longer an oblong, women typically have angular faces with a small jaw and chin.

There are a few other adjustments I made too probably, but those are the most important.

>> No.459332
File: 317 KB, 2240x877, Head_Scanning_04_male031.jpg [View same] [iqdb] [saucenao] [google]
459332

>>459314
take an especially close look how the eye lids look

>> No.459333

>>459332
It's Tom Hanks

>> No.459334
File: 330 KB, 2128x865, Head_Scanning_05_Female031.jpg [View same] [iqdb] [saucenao] [google]
459334

>>459332
>>459314
and here is a young female to see how the same forms look
I got an sian chick but the quality is ass, but all the facial features apply to both races

still the tiny ears, the lack of any proper neck definition is also a must fix

>> No.459335

>>459333
I don't see it ;f

>> No.459336

>>459334
you sure you posted the right picture? this looks arab proportions to me.
>>459335
keep looking, you will, then you can't unsee it.

>> No.459338

>>459336
>you sure you posted the right picture? this looks arab proportions to me.
im not sue what nationality she is, but she looks white as milk to me

as I said I don't have good 3d scans of Asian chicks, but this helps realizing that even a young female has a lot of forms in her face

>> No.459339

>>459338
Oh I thought she was supposed to be Asian. I realise what you meant now that I read it back though. I think she's indian or iranian or something.

>> No.459350

>>459327

I see a little snap on the knee at one point but other than that it looks good

>> No.459355

>>458960
Depends what engine he's using, not everything is PBR.

>> No.459366

Here you guys go. An updated version. No hair and eyelashes. Aside form the obvious seams and shitty texture work, What else must be done?. Please keep note that I won't see her clavicles.

>> No.459367
File: 122 KB, 1506x594, tunraround1.jpg [View same] [iqdb] [saucenao] [google]
459367

the image didn't post so here it is

>> No.459370

>>459367
i came

>> No.459372
File: 172 KB, 1506x594, get yo shit together son.jpg [View same] [iqdb] [saucenao] [google]
459372

>>459367
come on man, you need to really push strong changes
ears too ssmall and need to go forward, you need to define the jaw, eyes need, need to go forward at lst 1cm
forward eyes are literally the main difference between whites and Asians, this also mean eyebrows need to go forward and you need to define her laughing lines, check bones also need to go forward

>> No.459378

>>459372
To be fair, that reference image you found is an asian heavily skewed towards mongoloid. That's some serious inbreeding in her lineage.

>> No.459384
File: 78 KB, 1010x909, Capture.jpg [View same] [iqdb] [saucenao] [google]
459384

made this. how is the topology? critic my shit hard please.

>> No.459391
File: 371 KB, 1506x594, whatIsuggest.jpg [View same] [iqdb] [saucenao] [google]
459391

>>459367
Here's what I suggest, most importantly of all: rework the crown to have a more female shape.
give the head secondary cranial features to make it look more alive.
Also your texture have a sickly green 'beard' type shadow around the mouth, retone it.

>> No.459397

>>459291
it needs eyelashes.

>> No.459400
File: 64 KB, 704x990, basemodel1.jpg [View same] [iqdb] [saucenao] [google]
459400

WIP in progress.

Working on a female basemesh

>> No.459405
File: 75 KB, 704x990, basemodel2.jpg [View same] [iqdb] [saucenao] [google]
459405

>>459400
still workin it

tips on butt plz

>> No.459406
File: 411 KB, 1920x835, coat.jpg [View same] [iqdb] [saucenao] [google]
459406

I think this looks less "faggy anime crap". Still needs a feather in the hat or something, maybe a scarf hanging down the back to break the coat up a bit. Also dunno what to do with the clock thing.
Any ideas /3/?

>> No.459408
File: 101 KB, 704x990, 00skinshaderbasemesh.jpg [View same] [iqdb] [saucenao] [google]
459408

>>459405
for da booty's sake

>> No.459409
File: 528 KB, 1920x1080, DFC_chan.png [View same] [iqdb] [saucenao] [google]
459409

just need to rig it now

>> No.459423
File: 50 KB, 355x355, flavor-flav-and-clock-necklaces-gallery.jpg [View same] [iqdb] [saucenao] [google]
459423

>>459406
>Also dunno what to do with the clock thing.
give the hat some horns to contextualise it

>> No.459427
File: 677 KB, 826x590, preview.png [View same] [iqdb] [saucenao] [google]
459427

Working on the piece. Its going to hang on my wall.

>> No.459429
File: 562 KB, 898x614, screencap.png [View same] [iqdb] [saucenao] [google]
459429

its going to look like this. but with far less noise.

>> No.459431
File: 121 KB, 990x825, sss.jpg [View same] [iqdb] [saucenao] [google]
459431

I seriously suck but I'm VERY SLOWLY getting better. adding details slowly but surely

>> No.459432

>>459427
>>459429
>putting this shit on a wall

are you a lel?

>> No.459433

>>459431
needs cheekbones and better eyelid shape
also eyebrow wrinkles make no snese

>> No.459436
File: 1.70 MB, 1725x736, 1.png [View same] [iqdb] [saucenao] [google]
459436

Okay, so I made this shit and it all went fine untill I got to the face. Can someone help me with step-by-step guide or video or something? the body is all good, but when I add legs they get square like and such. I am new to this human modeling thing so I am doing my best. the head is the hardest part tho.

>> No.459437
File: 1.08 MB, 1200x2331, character_02.jpg [View same] [iqdb] [saucenao] [google]
459437

character progress

>> No.459440

>>459437
Your torsos are too short.

Also in complete honesty, the faces are REALLY unappealing.

>> No.459446

>>459440
yeah I agree, I have some macro proportional work to do.

>> No.459447
File: 639 KB, 1382x738, paintover.jpg [View same] [iqdb] [saucenao] [google]
459447

>>459437

>> No.459455
File: 187 KB, 704x990, 00Basemesh4.jpg [View same] [iqdb] [saucenao] [google]
459455

>>459400
still working on this, i think i'm making slow but steady progress. any crit so far?

>> No.459460

>>459447
Modelling and execution 6/10
Concept 3/10

>> No.459468

>>459447
Those bitchhips still need more fixing.

>> No.459482

>>458774
Because my goal was to take something I had in my room, produce an original blueprint for every component, then make a functional 3D model of it that passes all the simulations and could be used to produce communication tools (web, animation, print) and as a base to reproduce the original item, either through molding, or 3D printing. Plus it looks cool in renderings.

That's how you learn.

>> No.459487
File: 187 KB, 704x990, 00basemesh7.jpg [View same] [iqdb] [saucenao] [google]
459487

>>459455
i know these all look really similar, just doing fine tuning stuff.

starting hands/feet/head now

>> No.459490
File: 256 KB, 1623x829, goblin.png [View same] [iqdb] [saucenao] [google]
459490

>>459190

im starting to enjoy making this shit

>> No.459491

>>459327
animate the toes, it make it feel more alive, and check that left feet

>> No.459492

>>459408
it's good, but needs more ass

>> No.459502
File: 226 KB, 704x990, 00sss4.jpg [View same] [iqdb] [saucenao] [google]
459502

Can anyone tell me why my skin shader looks so shitty?


>>459492
maybe.

>> No.459508

>>459502
Not maybe, definitely.

>> No.459511
File: 230 KB, 704x990, 00booty.jpg [View same] [iqdb] [saucenao] [google]
459511

>>459508
Take it ya' filthy animal.

>> No.459512

>>459502
too shiny. also looks like you don't know what all the properties of what your sss shader does.

>> No.459513
File: 221 KB, 704x990, 00sss5.jpg [View same] [iqdb] [saucenao] [google]
459513

>>459512
I really don't all that well.

I tried toning down the specularity and the orangeness.

>> No.459518

>>459502
what rendering engine are you using?

>> No.459519

>>459518
Mentalray

>> No.459528
File: 826 KB, 704x2980, character_03.jpg [View same] [iqdb] [saucenao] [google]
459528

>>459460
>>459468

I hear your crits /3/ and I am going to take him back into redesign at this stage.

This guy is the first human character I've put together (was an environment artist) and I wanted to take him all the way through the pipeline and try out substance painter for a little bit and then get him rigged...

Thanks for the feedback ill be putting it to use.

>> No.459576

Bump limit?

>> No.459582

>>459528
The skin shader is too shiny and yellow.

>> No.459625
File: 124 KB, 960x540, quickexample.png [View same] [iqdb] [saucenao] [google]
459625

>>459502
>>459513

the skin presets on the default mental ray sss shader is pretty bad and i don't know why it's there.

epidermal should be light grey/white, since that is what human skin looks like without flesh underneath it.

tweak other values from there.

human skin isn't naturally smooth either. A faded perlin noise bump map does wonders to break up the smoothness of reflections.

here's a shitty thing i quickly cooked up using the above.

>> No.459626
File: 613 KB, 1760x1100, 00sss7failed.jpg [View same] [iqdb] [saucenao] [google]
459626

>>459625
thanks for the advice, will try.

Right now my skin shader is all kinds of fucked up though, I don't know what happened but it looks like the SSS isn't working?

>> No.459628

>>459626
start from beginning and apply what you learnt during your fuckups. rinse repeat

>> No.459629

>>459628
I get what you're saying but I think I'm having some technical difficulties as well, the shader in hyper shade looks normal but when I render, SSS isn't appearing I think.

Any idea what could be wrong?

>> No.459630

>>459626
Close your mesh bra, right now your mesh is what's called "thin walled", so there is no thickness to compute SSS with. Close any holes that would gain access to the backfaces of your mesh, basically a water-tight mesh.

>> No.459635

>>459630
Are you sure man? I've been doing SSS with the neck open the whole time. I don't see why it would matter.

>> No.459636

>>459630
>>459635
I also just made a sphere to test out the same shader and it's the same problem, so I don't think it's a hole in the mesh?

>> No.459639
File: 211 KB, 1000x1250, texture.jpg [View same] [iqdb] [saucenao] [google]
459639

Starting the texture map work. Only thing I hate more than rigging.

>> No.459641

>>459639
Is the model yours? or are you just adding the clothes?

>> No.459642

>>459641

I'm just making clothes.

I'm a faggot living out my childhood dream of being a fashion designer in the 3D world.

I just like making clothes for Genesis figures for Daz Studio and then sharing them on Share CG.

>> No.459644

>>459635
>>459636
Make sure your objects are scaled correctly for scene scale. When rendering with mentalray, treat each Maya grid unit as 10cm (assuming your grid settings have no sub-divisions and your Maya prefs are still on the default "CM setting".

Scene scale matters for photoreal rendering, as many calculations are scale dependent.

>> No.459650

>>459644
that advice is probably good, but I haven't scaled the whole figure for a while and the Skin shader was working fine, so I dont imagine that's the issue.

>> No.459655

>>459650
It's still best to do it anyway to see what effect it will have.

>> No.459663 [DELETED] 

>>459625
>>459655
>>459644
Okay so I got the SSS working but I'm having a different issue, I THINK it has to do with some skin shader setting because i haven't changed my rendering settings.

You see how the render looks all blotchy on the skin? what could be causing that in MISSS skin shader settings?

Also I made her correct scale, she's like 5'2 at the neck.

>> No.459664
File: 190 KB, 640x900, 0sss7failed2.jpg [View same] [iqdb] [saucenao] [google]
459664

>>459625
>>459655
>>459644
Okay so I got the SSS working but I'm having a different issue, I THINK it has to do with some skin shader setting because i haven't changed my rendering settings.

You see how the render looks all blotchy on the skin? what could be causing that in MISSS skin shader settings?

Also I made her correct scale, she's like 5'2 at the neck.

help plz.

>> No.459665

>>459664
Probably the samples somewhere are too low, whether that be on your area lights, or SSS shader or your render settings. Are you using Final Gathering or GI? Splotchiness is usually due to too low of ray/sampling density.

For lighting with area lights, you'll get better results by plugging a mia_portal_light into the light shader of the area light, and then a cie_d or blackbody into the environment slot of that portal light. (you'll need to crank up the cie_d/blackbody intensity up high as they are physically based nodes so your intensity values go to a much wider range.)

>> No.459667

>>459665
Well I mean I put the render settings all to production quality so I wouldn't imagine it would be sampling there but i'll check.

Thanks for the advice.

>> No.459668

>>459665
Oh and for the second part of your advice, I appreciate it but I don't know what most of that means yet. Also I'm using directional lights.

>> No.459669
File: 144 KB, 1920x966, anakin_lightsaber_aotc_06.png [View same] [iqdb] [saucenao] [google]
459669

Practicing my game asset creation workflow.

Figure I'll texture this in Substance Painter using diffuse, metallic, roughness, normal, and emissive maps and then import into UE4.5.

I figure the emissive map will be good for the actual beam of the lightsaber.

>> No.459670

>>459431
Looks good yo.

>> No.459673

>>459384
Looks like you've got an N-gon in the nose-side corner of the eyes.

>> No.459674

>>459327
Looks good, but I'd throw in at least one eye blink to make her look a bit more alive.

>> No.459676

>>459667
Better to learn what the render settings do instead of just turning on production... There isn't a whole lot to learn in the render menu. Most just what's in the Quality and Indirect Lighting sections are most important.

>>459668
Directional lights are horrible for lighting characters in an empty environment, as you're not getting any interesting bounce lighting.
Use area lights. And you don't need to know much about what I said, they were pretty good directions, you plug those things in just like you do textures, you click the checker icon, type in what I told you, and click it, simple as that.

Mentalray is a biased renderer, so you have a lot more control over the results and can achieve more realistic skin and scenes, but with more control comes more to learn. It's very much worth it though.

>> No.459677

>>459676
Okay, I will give it a try, thanks again.

>> No.459686
File: 129 KB, 640x900, 00whaaaat.jpg [View same] [iqdb] [saucenao] [google]
459686

What the hell is happening to my render

everythings going good till I get to the final gathering, then it starts doing this

>> No.459687

>>459686
What render engine are you using?

>> No.459688

>>459687
Mentalray

>> No.459692

>>459686
>>459686
That sort of looks like a Diagnose Samples pass.. But I've never seen it actually show during the render, it's usually just exported to an exr file...

In your render settings, go Presets>Load Presets>Default settings, then manually re-enable the final gathering and see if it still does it.

>> No.459693
File: 192 KB, 640x900, 00sss10.jpg [View same] [iqdb] [saucenao] [google]
459693

>>459692
SUCCESS!

too bad i have my scatter radius too high, lol.

>> No.459696
File: 433 KB, 1500x900, 00sss11.jpg [View same] [iqdb] [saucenao] [google]
459696

>>459693
this is it for today I guess.

Looks 2 creamy tho

>> No.459707

>>459528
It looks much better now that it's posed.

>> No.459708
File: 128 KB, 1783x899, anakin_lightsaber_aotc_08.png [View same] [iqdb] [saucenao] [google]
459708

>>459669
Added the framework for the bits of hardware on the front of the hilt.

Gotta say, I'm pretty happy with how much my hard-surface modeling workflow has improved compared to only 2 months ago.

>> No.459741

bump

>> No.459745

>>459741
you must be new ;f

>> No.459760

>>459745
nah, just thought it'd be more convenient if it were on the front page, i know it ain't gonna die so fast.

>> No.459765

>>459760
it hit bump limit already.

>> No.459767

NEW THREAD
NEW THREAD
NE THREAD

>>459766

>> No.460135

>>458166
Put a person next to it for scale
Place the person inside, imagine how he would move around inside it
Make room for 1 or more humans to operate the machine
Unless it's completely mechanical in which case ignore that, and make it as small as possible with maximum armor over important bits

>> No.460949
File: 808 KB, 1600x900, WIP1.png [View same] [iqdb] [saucenao] [google]
460949

Working on a sculpt on Benjamin Franklin

>> No.461107
File: 358 KB, 1024x768, RPG pict1.jpg [View same] [iqdb] [saucenao] [google]
461107

To an "Bestial Breed" RPG.

>> No.461178

>>460949
>not flying a kite

>> No.461191
File: 163 KB, 784x654, 2015-02-01_02-01-28.png [View same] [iqdb] [saucenao] [google]
461191

Baldwin Class 56 (2-8-2), haven't done proper hardsurf in a while.

>> No.461194

>>458958
Deus Ex: Human Revolution?