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/3/ - 3DCG


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File: 16 KB, 67x34, wip thread.jpg [View same] [iqdb] [saucenao] [google]
459766 No.459766 [Reply] [Original]

What is this? a WIP for ants? edition

old thread: >>458134

>> No.459775

>>459766
Clever, but I scrolled right past it twice

>> No.459780

>>459775
good it will keep out the shitposters

>> No.459786
File: 94 KB, 480x750, 00spooky.jpg [View same] [iqdb] [saucenao] [google]
459786

gettin a head in there.

>> No.459796

>>459786
Ya know you can do symmetrical modeling with the modeling toolkit now right? Don't need to do that split-mesh thing anymore.

>> No.459803
File: 171 KB, 1775x872, anakin_lightsaber_aotc_10.png [View same] [iqdb] [saucenao] [google]
459803

Lightsaber anatomy is silly. What do all these little hardware doodads even do.

>> No.459804

>>459803
They do things that do other things so you can do the things you wanna do.

>> No.459805

>>459796
I'm using 2013

>> No.459809

>>459805
Oh, dang. 2014 and especially 2015 are huge leaps forward from past versions. I'd suggest pirating or downloading the newest version if you have access to it.

>> No.459810

>>459809
I actually have 2015, it's just that I'm working with really dated technology.

My computer for some reason will crash a lot when I use 2015.

>> No.459812

>>459810
use blender. boom problem solved

>> No.459814

>>459810
It might be the viewport 2.0. You could try changing it from DirectX to OpenGL in your Maya preferences, that might stop the crashing.

>> No.459835

>>459696
>>459513
>>459786

the shading looks significantly better now btw

>> No.459837

>>459814
>>459810
you can also change it to the legacy viewport rather than viewport 2.0 if it really causes problems.

Mental ray also went through a huge upgrade since 2013 and is easier to use and better now.

>> No.459840

>>459837
And dat new unified color management system in Maya to make linear workflow easier.

>> No.459852
File: 2.06 MB, 1280x720, Saga.webm [View same] [iqdb] [saucenao] [google]
459852

The assets are looking good. Going to have to remake the character, not happy at all with how he turned out

>> No.459854
File: 287 KB, 883x821, Nurse_bot.jpg [View same] [iqdb] [saucenao] [google]
459854

>> No.459859

>>459854
im scared

>> No.459886

>>459854
it kind of goes to shit from the neck up.

>> No.459887

>>459886
you go to shit from the neck up.

>> No.459888
File: 190 KB, 1920x1080, Chandelure.jpg [View same] [iqdb] [saucenao] [google]
459888

Hey can someone give me a solution to this? I thought the whole point of spherical uv mapping on a sphere is so that it doesnt fucking stretch, how do I get it to look 1 to 1 with my illustrator file?

>> No.459889

>>459888
post it with a checker texture

>> No.459890
File: 10 KB, 427x180, What just popped in there ray.jpg [View same] [iqdb] [saucenao] [google]
459890

>>459854

>> No.459891

>>459852

Is that Sandbox?

>> No.459893
File: 92 KB, 1021x687, ss+(2015-01-22+at+01.46.27).jpg [View same] [iqdb] [saucenao] [google]
459893

>>459889
very stretched...

>> No.459918
File: 169 KB, 1919x962, anakin_lightsaber_aotc_12.png [View same] [iqdb] [saucenao] [google]
459918

Currently at 6100 polys. What kind of polycount should I be shooting for for the lowpoly version (which I'll bake a normal map from the highpoly version to) if I want it to be considered a solid, but high-quality, game model?

>> No.459929
File: 1.56 MB, 1138x640, anakin_lightsaber_01.webm [View same] [iqdb] [saucenao] [google]
459929

>>459918
Can't wait to texture it.

>> No.459942

>>459893
Just manually adjust the UVs so that there is minimal warping. The texture will update in real time on the mesh...

And no, Spherical unwrap is just the laziest way to unwrap a sphere, it is not the least distorting way. How to unwrap a sphere with the least amount of distortion has been a problem for cartographers for centuries.

The easiest way to do it these days is to just do on UV cut all the way around the sphere, do an Unfold on it and then use texture painting software to paint directly on the model, resulting in no distortion.

>> No.459953

>>459893
uv space is a square shape, so make sure you make your maps in the same aspect ratio

>> No.459956

>>459942
Oh wow ok, well the thing is with this type of model its hard to paint perfect straight lines and everything on it.

I will def go back and make sure the model is a perfect 1:1 checker before making actual uvs for it.

Thanks guys.

>> No.459957

>>459956
Well, with software that allows you to paint on the object, like ZBrush, Mudbox, Substance, Mari, etc... You can simply drag out the texture you have onto the mesh and it will be placed without distortion. Makes it pretty simple and handles your UV seams perfectly as well.

>> No.459959
File: 191 KB, 1920x1080, lightsaber002.jpg [View same] [iqdb] [saucenao] [google]
459959

>>459803
well, that's the reason i made dooku's one. it's imo the only one that looks really good.

>> No.459964
File: 1.16 MB, 1138x640, anakin_lightsaber_02.webm [View same] [iqdb] [saucenao] [google]
459964

Gettin' close. Next is the ridges at the base of the hilt.

>> No.459966
File: 56 KB, 1254x691, ss+(2015-01-23+at+01.10.40).jpg [View same] [iqdb] [saucenao] [google]
459966

Alright cool, anyone got suggestions on texturing? I dont really like the flat out black on everything, how can I make it interesting? Also I wanted to make the eyes and the lines on the glass stand out when shown under light as if it was 3D, I think its called a bump map but Im not sure how I would make something like that?

>> No.459968

>>459966
Duplicate the mesh. Place a sphere object on both of the eyes so it fits the texture and merge the sphere with the duplicate.

Now change your top menu from Polygons to Rendering, and in the Texturing menu, open Transfer Maps.

Set the Duplicate mesh with the spheres as your Source Mesh, and your low-poly mesh as the Target Mesh. Click the "Normal Map" button and hit bake. (there are other controls you can tweak in there to get a better result too, like texture resolution, fill texture seams, sampling quality, etc...)

The normal map will give you the effect you want. This is the simplest way to do it.

Are you trying to make this a game-ready mesh though? It already seems too dense in some parts, yet you're shying away from just physically modeling the spherical part of the mesh too instead of using a transparent texture. A physically modeled mesh would look a lot cooler and interesting. And you could put a light emitter/flame inside to that would shade it really awesomely.

>> No.459976
File: 290 KB, 1936x1066, adf1e1.jpg [View same] [iqdb] [saucenao] [google]
459976

how long do I have to practice modeling and texturing until I can model a gun in somewhat less then a day or 2?

>> No.459996

>>459968
Frankly I couldn't figure out how to model that without getting weird deformations when smoothing it out so I just thought I would do it through texturing and maps.

>> No.459999
File: 113 KB, 1273x718, ss+(2015-01-23+at+10.31.48).png [View same] [iqdb] [saucenao] [google]
459999

>>459996
Seems my normal map ended up all over the object, odd.

>> No.460014
File: 535 KB, 1920x1080, BaymaxWIP6.png [View same] [iqdb] [saucenao] [google]
460014

>> No.460015
File: 355 KB, 960x540, RexV3.png [View same] [iqdb] [saucenao] [google]
460015

>> No.460019

I'm new to 3D, but I heard having triangles when modelling with squares is a bad thing. Why is that?
Also
>>459976
>>459999
Is it also bad to have 5 (or more) sided polygons?

>> No.460022

>>460019
Yes it's bad to have 5 sides faces (ngons)

However as long as they're somewhere that isn't going to be deformed, it's not a big deal.

>> No.460028

What's the best material setting to render hair on 3Dsmax?
I'm using mental ray.

>> No.460029
File: 226 KB, 768x1024, Buste_render.jpg [View same] [iqdb] [saucenao] [google]
460029

/3/ What do you think of that ?
Still a wip, I begin details of the skin in ZBrush.

>> No.460032

>>460029
Something about the upper half of his face looks off. I can't pinpoint it.

>> No.460042

>>460032
He's bald so he's looking like cancer-man for now but I'm agree, something's wrong in his face.
Maybe upper eyelid?

>> No.460074

>>460029
i think his head a too big for his body

>> No.460078
File: 789 KB, 1920x1080, vlcsnap-2015-01-24-02h42m50s7.png [View same] [iqdb] [saucenao] [google]
460078

http://a.pomf.se/kzvvsk.webm

New to modeling, I thought it was more complicated than just moving points around, it's a pretty slow process though. I guess the fun starts when I get into the details, right now I'm just making the topology flow and building shit following the tips of Grant Warwick's video.

>> No.460081
File: 418 KB, 1920x1080, anakin_lightsaber_aotc_16.png [View same] [iqdb] [saucenao] [google]
460081

>>460019
>I'm new to 3D, but I heard having triangles when modelling with squares is a bad thing. Why is that?

In many workflows, you're going to end up smoothing your mesh using a smoothing algorithm. Triangles mess up the smoothing algorithm because they break up the uniformity of the topology (which should be all quads in the best case scenario). All quads = a very uniform topology. Throw a triangle in the mix and suddenly the smoothing algorithm (as well as the edge flow) suddenly gets wonky around the triangle.

tl;dr: It's not that triangles are bad; it's that quads are just infinitely preferable whenever you can help it.

>> No.460084

>>460081
5 sided polygons and to some extent triangles aren't bad if you know where to place them

>> No.460085
File: 433 KB, 1920x978, anakin_lightsaber_aotc_17_unwrap06.png [View same] [iqdb] [saucenao] [google]
460085

Anybody know if there's a simple way to make all these stupid unfolded UV shells stand up straight, so the checker pattern on the mesh is easier to keep consistent in size?

None of the options I've tried in the UTE accomplish this. Seems like it'd be a fairly simple tool, so I assume it's somewhere but I just don't know what it is.

>> No.460086

>>460085
Polygons>Layout, in the UV editor.

>> No.460087

>>460086
That option always affects all of the UVs for the entire mesh, not just the ones I have selected.

And I don't see any options for the Layout command to change that.

>> No.460089
File: 247 KB, 1920x1080, wip5.jpg [View same] [iqdb] [saucenao] [google]
460089

still working on this chick.

>> No.460090

>>460087
It's the very first option in Layout, "Per Object" (Overlapping). If it's not allowed to overlap, then it has to move all of the UVs regardless of what you have selected or else overlap would likely happen.

So set it to per-object, and select the UV islands you want to layout, it will only do the selected ones.

>> No.460103
File: 306 KB, 1920x1080, 14221066737982.jpg [View same] [iqdb] [saucenao] [google]
460103

>>460089
is still don't see those face lines

>> No.460111

Agree with >>460103
increases this lines a little bit.
Hairdressing doesn't look natural too, add a wick or two in front of shoulders.

>> No.460114
File: 397 KB, 582x669, girlface.png [View same] [iqdb] [saucenao] [google]
460114

What do you think, /3/?

>> No.460115

>>460090
You da real MVP. Thanks so much!

>> No.460116

>>460114
I guess this is now horror general ?

>> No.460132

>>460114
Were you trying to make a 3D genderless anime character?

>> No.460133

>>460074
My head is too big for my body. ;_;
I grew into it though I think...
Still looks big when I get a haircut though..
Maybe I should get /fit/

>> No.460134

>>460042
I was thinking the nose. It looks too small.

>> No.460136

>>460089
It definitely improved, but >>460103 this guy is right.

>> No.460151
File: 162 KB, 1070x525, InsectWIP.png [View same] [iqdb] [saucenao] [google]
460151

I've been playing with concept art from conceptart.org and finding it a pretty good exercise for anyone that's interested.

Just started this 2 hours ago and hoping to get it all done in less than 5.

>> No.460152
File: 425 KB, 980x584, LotusJellyfish.png [View same] [iqdb] [saucenao] [google]
460152

>>460151
Here's one I finished a few days ago. The jellyfish concept art is probably my favorite out of their C.O.W thing

>> No.460163
File: 1.69 MB, 1138x640, anakin_lightsaber_unwrap_layout_issue.webm [View same] [iqdb] [saucenao] [google]
460163

>>460086
>>460090
Any idea why, when I use the Polygons > Layout option, it suddenly makes cuts along seemingly random edges, breaking up my UV shells?

It's really throwing a wrench into my UV mapping process. And I have no idea why it's happening or how to stop it. Every time I use the Layout tool I get a bunch of new borders that I have to sew up.

>> No.460169

>>460163
Something must be funky with your mesh, as it shouldn't be doing that no matter the setting. Press 3 and see how your mesh smooths in the area.

>> No.460170
File: 1.67 MB, 569x320, anakin_lightsaber_unwrap_layout_issue_03.webm [View same] [iqdb] [saucenao] [google]
460170

>>460169
Everything looks fine to me; I'm pretty sure there's nothing wrong with the mesh.

Do you see anything funky?

I had to shrink the resolution of this one because the filesize was too big.

I put a higher resolution one here:

http://webmup.com/tqUX4

>> No.460173

>>460170
When you do the layout, what happens if you select the small strip of faces that seems to have been disconnected, and delete them? It could be possible there's double face there which are currently aligned on UV map, but then when you layout that one shell they no longer are in the same position and you see the difference.

You could also select just that shell and look at it close in the UV editor and see what about it's UVs change after you do a layout.

>> No.460175
File: 57 KB, 562x781, separate shells.png [View same] [iqdb] [saucenao] [google]
460175

>>460173
I think I may've fixed it. There's an option in the Layout tool that says "Separate Shells". I turned it off, and it doesn't appear to be doing it anymore.

>> No.460176
File: 238 KB, 1920x1016, anakin_lightsaber_aotc_17_unwrap08.png [View same] [iqdb] [saucenao] [google]
460176

Hm, the UTE's Distortion View tells me that all of my UV shells are extremely compressed. Not sure how to alleviate that problem, since the only way to fix that (AFAIK) is by scaling up the shells far beyond the UV space boundaries. Anyone know what I could do?

And does this UV map waste too much space? I wanted to keep specific parts of the hardware in their own little "sections" of the UV map, so looking at the map will be easier. If I scale up the shells any more, there won't really be a way for me to organize them into "sections". Is this bad practice?

>> No.460179

>>460176
Pretty sure it's showing like that because some of your shells are much smaller relative to other shells. So it's showing you that inconsistency in UV shell size. The Layout function will solve that for you, but you'll need to go and manually rotate/position your shells again if you want them to be organized a certain way. Just don't scale them.

But this isn't a rule, if you think certain shells should have more texel density, then by all means have them scaled larger.

>> No.460181
File: 369 KB, 1920x997, anakin_lightsaber_aotc_19_normalbake_searchenvelope.png [View same] [iqdb] [saucenao] [google]
460181

>>460179
Ah, gotcha. Thanks!

Any suggestions for what an appropriate Search Envelope % would be when baking a normal map from the highpoly to the lowpoly mesh? There are some small discrepancies in some areas of the mesh that lead me to believe a nonzero search envelope is necessary, but really don't know where to begin guessing.

They're basically exactly the same size with a few small exceptions. Would 1% be an okay Envelope %?

>> No.460184

>>460181
only trial and error will tell you

>> No.460186

>>460184
Alrighty, thanks again.

>> No.460190

>>460181
In your "Target Meshes" you can change "Display Type" to "Shell" and then you can see how big the search envelope is expanding your target mesh. But yes around 1% is good enough, I often just leave it at 0.

Make sure your "fill texture seams" is set to a higher enough value for the texture resolution you plan to use. Judging by your UV map layout, you want to be using at least an 8K map, you shells were very tightly packed. And with an 8k map, you want around 12 pixel seam fill at least.

Also, in the advanced options at the bottom, you might want to switch it from "geometry normals" to "surface normals" so that it respects your split-per-vertex normals.

>> No.460193

>>460186
>again

>> No.460195

>>460190
>8k map

Yeesh, that big? I was gonna go for a 2k map. I can't really increase the size of the smaller UV shells without making some shells disproportionate to others, messing with the uniformity of the texture. I've read that I want to keep a consistent amount of detail across the whole model, since I plan on there being a high level of detail on the whole thing. Don't want to have tons of detail on one section and much less detail on another.

What kind of texture seam would you recommend for a 2k map?

>> No.460196

>>460190
>In your "Target Meshes" you can change "Display Type" to "Shell" and then you can see how big the search envelope is expanding your target mesh. But yes around 1% is good enough, I often just leave it at 0.

Hm, my shell doesn't update as I change the Search Envelope % value; it just stays static no matter what I try. Any idea why?

>> No.460198

>>460195
Texture seam fill isn't about UV shell size, it's about UV shell position between eachother, it's so that when the sampling algorithm samples around the boarder for a proper color, it doesn't sample an unrelated color from another shell or the solid unused color on the texture map. This is especially an issue when modeling for games, where your texture has mip-maps (lower resolution versions) generated for use at further distances.

If you're not modeling this for game engine use, then it's not as big of a deal with more renderers, but it can be.

Polycount recommends and even more aggressive texture-seam fill than I do:
http://wiki.polycount.com/wiki/Edge_padding

>> No.460199

>>460198
Ahh, okay. I think I get what you're saying.

Yeah, I'm actually creating this model for UE4.5. Hoping to put it on my portfolio for a job application next month, so any advice you care to give is appreciated!

>> No.460200
File: 355 KB, 1920x1015, anakin_lightsaber_aotc_18_hardedges01.png [View same] [iqdb] [saucenao] [google]
460200

>>460190
>Also, in the advanced options at the bottom, you might want to switch it from "geometry normals" to "surface normals" so that it respects your split-per-vertex normals.

Hm, I'm not really familiar with what that means.

Does this have to do with hard/soft edges (smoothing groups in 3DS Max)?

Pic is how I set up my hard edges on the lowpoly mesh.

>> No.460201

>>460200
Yes. Also, Smoothing Groups exist in most 3D software, including Maya.

>> No.460202

>>460201
I meant it as "Hard/soft edges in my case, which is Maya, or smoothing groups in 3DS Max"

Aren't they just called hard/soft edges in Maya? That's all I'm presently aware of.

>> No.460204

>>460202
They're called hard/soft edges in everything. But smoothing groups is their technical name when saved to a geometry format. In your Normals menu, Set Normal Angle is your smoothing group angle, anything past the set angle will be hard-edge, and below will be soft.

>> No.460207

>>460151
cool concept, is that a real animal ?

and less than 5 h ?
shit son, It would probably take me good 4 days to make

>> No.460208

>>460152
def seems underdetailed and unfinished ;/

>> No.460209

>>459766
https://www.youtube.com/watch?v=9ymYynOP9x0

robot im riggin and stuff

>> No.460210

>>460029
its having no eyebrows. if you google no eyebrows people look fuckin werid

>> No.460222

>>460207
Nah it's made up creatures that the artists do every week on that site. I cant draw at all so I go on there to find something to make.
5 hours is my goal to at least get everything ready for texturing. It probably wont turn out that great since I still consider myself a beginner.

>>460208
I was actually gonna go all out and make it look as close to the concept as I can but I was so stupid to not save my work when I was getting into it that when I had a nice 20mb texture all ready for the jellyfish and environmental props, the program crashed loading the textures up.

All I had left was that single jellyfish.

I might go back and try again but since Im not exactly pro, that shit is just soooo tedious.

>> No.460223

>>460152
yeah you are missing a lot of great detail in the 'flower' and the 'tongue' it's just to weak now it isn't very impactful, also I think you could push the proportions a bit more, it's kind of tubular whera-as in the concept art there is a much bigger different in the shapes and size of the 'skirts'

Sorry for making up so many words, I hope you know what I meant by each one, just I didn't know what to call most of those parts.

>>460114
Those are some enviable lashes.

>>460089
it seems like you added a lot more shading which does break up the face a bit, but since you haven't really added to the forms of the face the shading just makes her look dirty or something. she needs more folds and shit.

>> No.460252
File: 210 KB, 453x806, girlface.png [View same] [iqdb] [saucenao] [google]
460252

Update

>> No.460336
File: 238 KB, 1659x823, anakin_lightsaber_aotc_20_lowpoly.png [View same] [iqdb] [saucenao] [google]
460336

This is my first time trying to create a high-quality game asset using normal maps.

I'm a bit confused about one thing, though:

To create perfectly circular extrusions on the highpoly mesh, I make a simple octagonal shape, knowing that, when I smooth it, it will come out perfectly circular.

Pictured is the low-poly mesh, featuring some octagonal extrusions which are perfectly cylindrical in the highpoly version.

However, it seems that baking the "perfectly circular" look to these octagonal extrusions is not working as well as I'd hoped. Am I overestimating the ability of normal maps to make these extrusions look circular on the low-poly model? Or am I missing something?

Currently the only thing I can think of to alleviate this is to add more resolution to the low-poly model, but I don't want to do that unless absolutely necessary.

>> No.460337
File: 202 KB, 1659x823, anakin_lightsaber_aotc_20_highpoly.png [View same] [iqdb] [saucenao] [google]
460337

>>460336
High poly mesh that I'm using to bake normal detail.

>> No.460338

>>460336
>>460337
1. Turn on Anti-Aliasing in your viewport options so you can see the model better.
2. The problem is your high-poly isn't smoothed to a high enough degree, you can see the same jaggedness on the highpoly. Pressing 3 isn't always enough, it depends on how dense your base geometry is. To increase the "3" smooth amount, click on the high poly, and in your Attribute Editor, click the objectShape tab and go down to "Smooth Mesh", there's a slider there you can increase the smooth preview amount on.
Rebake with the higher smoothed version.

>> No.460339

>>460337
Oh and also another good tip, try and make your bevels a little bit bigger than you want them on the high-poly. As bevels have a tendency to shrink a bit when baked to normal-maps, and sharp bevels don't tend to read well in games, especially if your texture resolution is low.

>> No.460345
File: 237 KB, 1660x807, anakin_lightsaber_aotc_20_highpoly_notglitchy.png [View same] [iqdb] [saucenao] [google]
460345

>>460338
>The problem is your high-poly isn't smoothed to a high enough degree, you can see the same jaggedness on the highpoly

Sorry, the screenshot looks a lot more jagged than it actually is. My graphics card is being glitchy as shit today and bugging out on me; my viewport looks really jagged in that pic cause I didn't check the screenshot before I posted it.

Here's what it actually looks like.Is this still considered not smooth enough? Should I simply smooth it again, or delete the smooth node and smooth it with a higher subdivision level from the beginning? When I smooth-preview the already-smoothed mesh, it looks pretty un-jagged. Pic will follow.

And are you saying that I can adequately bake the round details to these octagonal extrusions and have it look okay?

>>460339
How do I make my bevels "bigger"? Offset the edge loops around corners I want to be more rounded to a greater degree?

I made the bevels really tight since this was a hard surface model; I figured tighter was better. But I guess it makes sense that they'd shrink when baked. I'll give it a shot.

>> No.460346
File: 212 KB, 1660x807, anakin_lightsaber_aotc_20_highHIGHpoly.png [View same] [iqdb] [saucenao] [google]
460346

>>460345
Here's the smoothed mesh in smooth-review; it hasn't actually been smoothed a second time, though. This looks pretty perfectly smooth, but should I simply smooth the mesh a second time, or go back and un-smooth it, and then smooth it with a higher subdivision level?

>> No.460347
File: 262 KB, 1920x968, anakin_lightsaber_aotc_21_lopoly_wnormal.png [View same] [iqdb] [saucenao] [google]
460347

>>460346
I created a new smoothed high-poly model using 4x subdivisions, resulting in a very smooth mesh. I baked the normal map to the low poly version and got this.

Better, but still has a lot of issues. I'm not sure how to get these black areas to stop appearing. Is it just a limitation of the normal map? It seems like it just might not be able to make the jaged, octagonal extrusion look perfectly (or even reasonably) round.

>> No.460348

>>460345
That bake is smooth enough, just need to widen up those bevels a bit so they read from a distance.

>And are you saying that I can adequately bake the round details to these octagonal extrusions and have it look okay?
It looking ok is relative to view distance. The closer you get to any geometry, the worse it will look without on the fly subdivision. So you have to ask yourself if your mesh has enough geometry detail for the distance you plan to have the object viewed at in the game. If this weapon is to be held in front of the players face as an actual weapon, then might want to use more sides on those bolts for example. But honeslty, it looks to me like you have enough sides to them, if you actually zoom out to the kind of distances you'll be looking at the item with. The further you zoom out, the rounder it will look.

>>460346
Yeah your high poly looks fine, just widen up those bevels a bit. If you haven't deleted your history on the object, then adjusting your offset in the bevel tabs in the attribute editor should be enough. Watch out for issues though, as adjusting overlapping operations can sometimes conflict and cause some funky geometry.

>> No.460349

>>460348
>That bake is smooth enough, just need to widen up those bevels a bit so they read from a distance.

That's not a bake, though. That's the highpoly mesh. I've since smoothed it again to make the round parts less jagged.

>Yeah your high poly looks fine, just widen up those bevels a bit. If you haven't deleted your history on the object, then adjusting your offset in the bevel tabs in the attribute editor should be enough. Watch out for issues though, as adjusting overlapping operations can sometimes conflict and cause some funky geometry.


Hm, I didn't actually use any bevel nodes to make this. I just created tight edge offsets around any edges I wanted to look like hard edges once smoothed. I guess I could just go back to each "hard" edge and slide the edges a bit further away, resulting in a wider "bevel" once smoothed. But that seems rather tedious.

>> No.460350

>>460349
There's a slide edge tool, I think it's in Mesh Tools. Select your edge-loop and use that tool, it will allow you to adjust the offset of that edges.

Though, if you used the "offset edge-loop" tool, then it has nodes too that you can adjust the offsets for.

>> No.460352

>>460350
Yeah, I figured that's what I'd end up doing, using the slide edge tool.

And unfortunately I didn't actually use the Offset Edge-Loop tool to create the tight edges; I just manually inserted edge loops with the MultiCut tool. And I've since wiped the history of the mesh, so I can't go back and change them anyway.

Looks like I'm just in for some tedious edge sliding.

>> No.460360

>>460352
For future ref, Maya crease sets are a good way to get non-destructive bevels on your high poly that can be adjusted safely at any time. They help keep the mesh geometry simple and easy to work with. Zbrush supports the creases too.

>> No.460362

>>460360
Creases are shit and buggy and don't look as good as actually tightening edges with loops fuck that

>> No.460364

>>460362
There's nothing buggy about crease sets and they are more than good enough for baking with. Hell, fucking Pixar uses them even.

>> No.460367

>>460362

If you have sensible base geometry with even loop distance from the plane changes on both sides, creases should work just fine.

>> No.460381

>>460252
looooooooool

>> No.460386

>>460081
Except in animation, there's many places where tris are much better for deformation.

There's also many places where tris are disastrous for deformation.

It's definitely a hard thing to explain to new modellers.

>> No.460390
File: 72 KB, 898x675, Cosmonaut.jpg [View same] [iqdb] [saucenao] [google]
460390

Anyone else do GGJ?

Made this dingus, among other things.

>> No.460403

>>460360
Ah, thanks. I'll look into them. I'm unfamiliar with the concept.

>> No.460406
File: 123 KB, 1276x669, cog.png [View same] [iqdb] [saucenao] [google]
460406

I need your help guys.

I made this cog. I think I'm getting the hang off Modo. But, I still need to learn 3D.

Have you guys got any schedules? I tend to try and do a video of gnomonlibrary I worked through the basic of modo one.

I can spend 6 hours a day on 3D art. But, I feel like I'm just wasting my time a lot of the time. I plan to post more on polycount and do the montlhy noob challenge. I was looking at Algen and he improved massively in such a short time, but I can't exactly copy what he did because that is 2D and I'm doing 3D.

>> No.460417
File: 188 KB, 1000x1250, chomp rigged 2.jpg [View same] [iqdb] [saucenao] [google]
460417

Decided to rig an older toon figure I made then abandoned. Inspired by the Chain Chomp. Now to create the expression controllers.

>> No.460418

>>460198
> it doesn't sample an unrelated color from another shell or the solid unused color on the texture map
>what is padding

>> No.460420

>>460418
>what is padding
Padding and seam fill are two different things and are both required, I talked about both. Padding is only the distance between UV shells, but it only prevents half the problem, the other half is solved by texture seam fill, so that your textures are extended further outside of your UV shell edges to prevent sampling errors, especially when mip-maps are used.

>> No.460441
File: 205 KB, 1024x720, MA95_Turnaround.webm [View same] [iqdb] [saucenao] [google]
460441

Been working on a Y/MA 95-002 I'm almost done with the high poly. I need to get the sight adjustment knobs modeled.

>> No.460442
File: 308 KB, 1600x880, blender 2015-01-26 23-52-55-92.png [View same] [iqdb] [saucenao] [google]
460442

>>460441
Wireframe

>> No.460446
File: 243 KB, 1920x1080, anakin_lightsaber_aotc_normal01.png [View same] [iqdb] [saucenao] [google]
460446

Made some progress on the normal map for my lightsaber model, but I'm still having issues getting the round parts to look round and not have these jagged corners.

Any tips?

>> No.460448
File: 201 KB, 1583x788, anakin_lightsaber_aotc_21_envelope_overlap.png [View same] [iqdb] [saucenao] [google]
460448

>>460446
Having a hard time modifying the Search Envelope on the lowpoly mesh because of these areas that have a lot of extrusions and cause the envelope to collide with itself. Can't really see a way to make them not run into each other without adding more geometry to the envelope, which I'm pretty sure I can't do (since then the envelope and the lowpoly mesh would have differing amounts of geometry).

>> No.460450
File: 577 KB, 1721x1141, skirt.jpg [View same] [iqdb] [saucenao] [google]
460450

Abandoned my robed wizard hat girl, started messing around, might salvage the head/hat from that last char and start over with this.

>> No.460451

>>460448
You can tweak the envelope mesh just like a normal mesh, this is fine to do for baking.

>>460446
Hmm, you have your Transfer Maps set to "geometry normals" right?

But again I also have to say, it's relative to distance. A normal map on a screw head that low poly, up that close is never going to look round, but it should look fairly round from a distance.

And change your damn material to Blinn or PhongE, Lambert does not show off normal maps really as it has no specular component.

>> No.460452

>>460448
Oh and often times for components as tight as that, people will bake them as separate parts and then simply combine the normal maps. As the UV island locations don't change when you separate/combine meshes.

>> No.460453

>>460451
>You can tweak the envelope mesh just like a normal mesh, this is fine to do for baking.

I've been doing that, moving the vertices around trying to get the edges to stop intersecting, but can't seem to find a way to do so.

>>460451
>Hmm, you have your Transfer Maps set to "geometry normals" right?

I have it set to Surface Normals as per the advice of >>460190, since I have hard edges.

>But again I also have to say, it's relative to distance. A normal map on a screw head that low poly, up that close is never going to look round, but it should look fairly round from a distance.

That's about what I was starting to figure.

>>460452
Ahh, that seems like a good idea. I might give that a shot if I continue to be unable to tweak the envelope effectively.

>> No.460455

>>460452
I wish somebody had given me this advice about a year ago when i spent hours trying to find the best way to deal with cages like that.

>> No.460456
File: 367 KB, 1920x1080, anakin_lightsaber_aotc_normal02_wblinn.png [View same] [iqdb] [saucenao] [google]
460456

Did another bake.

How's this look for 2880 polygons? Highpoly model was 175k polygons.

I'm still gonna tweak the normal map a lot, but I think it's starting to come together now that I've started manually tweaking the envelope.

Threw a Blinn material on instead of a Lambert. Shiny shiny.

>> No.460457

>>460456
I don't see what purpose a normal map serves on this model. Unless the dials on top are meant to have bumps for grip; but they could easily be added with photoshop.
That aside, it's still full of errors.

>> No.460465

>>460453
Try it with Geometry Normals though.

>>460456
Dun render a game model with mentalray, it's never gonna look good haha, especially since Blinn isn't an energy conserving material and thus isn't good for ray-tracing (even games don't use it). Hard to tell how it would look in a game engine like that. Viewport 2.0 is just like a game engine, so choose it as your renderer in your render options.

>> No.460471

>>460457
>I don't see what purpose a normal map serves on this model.

this. i will never get fags using normals on 512 texture and object none gives a shit about because none is scrolling close to it even to note the normals.

>> No.460474
File: 377 KB, 1520x881, skirt.jpg [View same] [iqdb] [saucenao] [google]
460474

>>460450
Might just scrap the jacket, or shorten it and add hands and fill in the sleeves. Or just get rid of the jacket/hat/hair and design something completely new. Idea's /3/?

>> No.460477

>>460471

You have no idea how close things get on VR then.

But yeah, an object like that is best suited for crazybump normals off heightmaps than actual baking. You'll get rid of all the artifacting, while being able to add all kinds of crazy minute detail (scratches, dents, rugged grips, etc) in one stroke.

Also, it would take you like 1/20th of the time.

>> No.460517 [DELETED] 

>>460465
Using geometry normals.>>460477
>But yeah, an object like that is best suited for crazybump normals off heightmaps than actual baking.

I'm still pretty new to 3D asset creation, so I'm not familiar with all the scenarios in which one should consider baking detail versus creating detail procedurally with normal map programs.

The low-poly mesh is very jagged. The high-poly mesh is very smooth. So isn't it a good idea to bake the smooth, high-poly detail to the jagged, low-poly mesh? I'm not sure how using crazybump or nDo2 or anything like that would be "easier" than baking detail I've already done the legwork on.

>> No.460518

>>460477
>But yeah, an object like that is best suited for crazybump normals off heightmaps than actual baking.

I'm still pretty new to 3D asset creation, so I'm not familiar with all the scenarios in which one should consider baking detail versus creating detail procedurally with normal map programs.

The low-poly mesh is very jagged. The high-poly mesh is very smooth. So isn't it a good idea to bake the smooth, high-poly detail to the jagged, low-poly mesh? I'm not sure how using crazybump or nDo2 or anything like that would be "easier" than baking detail I've already done the legwork on.

>> No.460522

>>460518
They're just trolling you, and also because the bevels aren't wide enough to contribute much to your low-poly's look from a distance. They still need to be widened up more.

>> No.460525
File: 4 KB, 206x237, 1415876988231.png [View same] [iqdb] [saucenao] [google]
460525

>>460522
Gosh darnit. I've been bamboozled!

>> No.460538
File: 477 KB, 1280x720, 2015-01-27-2106-45.webm [View same] [iqdb] [saucenao] [google]
460538

I'm trying to start a new scene file with this mesh, since I think the scene I'm currently working in might be having some issues.

The copy/paste function doesn't seem to be working, even though I'm pretty sure this should be getting my mesh to the new scene.

Any idea why it's not working?

>> No.460545

recommend a good program for editing in 3D !!!! plizzz thanks

>> No.460546

>>460522
>>460525

No, we aren't trolling you. That just proves this guy doesn't know shit either.
You know a normal map won't change an objects silhouette. i.e it can't smooth the cylinders along connecting edges and outside edges. And you don't need it to smooth faces because smooth face normals can handle that.
A normal map it to fake topology that doesn't exist through lighting. Since your high poly doesn't have scratches/dents/details, the only visible change is that the corners are bevelled.
dents and scratches are better added in photoshop anyway.
>>460538
select the mesh, file > export selection. I'd recommend removing scene/material referencing.

>> No.460547

>>460546
>select the mesh, file > export selection. I'd recommend removing scene/material referencing.

Yeah, that's what I ended up doing. Fixed the issues I was having.

>> No.460550
File: 193 KB, 1228x820, anakin_lightsaber_aotc_22_geometrynormals.png [View same] [iqdb] [saucenao] [google]
460550

>>460465
>Try it with Geometry Normals though.

Here's the latest bake using Geometry Normals.

>> No.460551
File: 186 KB, 1228x820, anakin_lightsaber_aotc_22_surfacenormals.png [View same] [iqdb] [saucenao] [google]
460551

>>460550
Versus Surface Normals.

>> No.460552

>>460551
seriously stop smoothing the silhouette edges in your high poly, or at least scale the high poly so that it completely wraps the low poly, that way you won't get those black corners, which are the difference in space between the LP and HP.

>> No.460555
File: 495 KB, 1907x1020, anakin_lightsaber_aotc_23_renderprob.png [View same] [iqdb] [saucenao] [google]
460555

>>460552
It's on my to-do list.

Anyone have an idea why my mesh looks fine in Viewport 2.0, but looks like butt when rendered with Maya Software?

Material is just a lambert with the normal map applied.

>> No.460558

>>460555
Looks like you don't have textures enabled in your VP? press 6. You're also using default lighting, which is always facing camera and gives that shitty fresnel lighting.
VP 2.0 actually looks better than Maya software render in most cases.

post your UVs and Normal map.

>> No.460568

>>460555
Cause Maya Software is as ancient as Maya is, it's what Maya started with back in the 90s. You want "Maya Hardware 2.0".

Also, the geometry normals bake looks better.

>> No.460575
File: 242 KB, 1920x1080, anakin_lightsaber_aotc_normal04.png [View same] [iqdb] [saucenao] [google]
460575

>>460558
I definitely have textures enabled in VP. And ah, didn't know that about default lighting.

>>460568
Ah, there we go. Much better.

>> No.460576
File: 947 KB, 2048x2048, al_aotc_normal28g.png [View same] [iqdb] [saucenao] [google]
460576

>>460558
Current normal map.

>> No.460577
File: 459 KB, 2048x2048, outUV_anakin_lightsaber_aotc.png [View same] [iqdb] [saucenao] [google]
460577

>>460576
>>460558
UV layout

>> No.460579
File: 31 KB, 516x151, fbx_export_error.png [View same] [iqdb] [saucenao] [google]
460579

For some reason when I try to export my model as an FBX, I get this warning.

I have several materials assigned to the mesh, by faces. Since I'll be bringing this asset into Substance Painter to paint, I just assigned a simple Lambert material to each unique section that I'd be painting in Substance Painter.

None of the materials show up under Substance Painter's Texture Sets once I import the FBX.

No idea why this is happening.

>> No.460582

>>460579
If you're exporting to substance, just use OBJ, it will save the mats.

>> No.460585

>>460582
Already tried, OBJ didn't work either. It only showed 2 Texture Sets of the 7 I have applied to the mesh.

>> No.460587
File: 1.57 MB, 1138x640, 2015-01-28-0241-34.webm [View same] [iqdb] [saucenao] [google]
460587

>>460579
WebM showing the export process + warning message.

>> No.460588

>>460587
Started a new scene and it fixed the problem. Maya sure is buggy sometimes.

>> No.460589
File: 279 KB, 1336x709, anakin_lightsaber_aotc_24_paint01.png [View same] [iqdb] [saucenao] [google]
460589

Yeesh, didn't realize just how wonky my normal map still was until I got into Substance Painter.

Yeah, definitely still needs a lot of tweaking.

>> No.460594
File: 694 KB, 1920x1080, tankFUCK.png [View same] [iqdb] [saucenao] [google]
460594

hey /3/, back again
Still don't know what to do with the fucking head, I tried to make it less geometric by adding stuff to it, but these horns looks retarded. Changed the cannon so that it can swivel and point up and down, added an ammo box and belt with array+curve which I like but I don't know if it works with the model. Any suggestions?

>> No.460595
File: 672 KB, 1920x1080, tankFUCKgun.png [View same] [iqdb] [saucenao] [google]
460595

>>460594
closer up of the gun

>> No.460605

>>460588
It's not so much bugs, but about Maya being a very deep and powerful program. There are a lot of things about it you still have to learn and about how data is stored in a scene.

>> No.460612

>>460594
Scrap the horns, change the eyeball looking thing on the front of the head If you want the transition from head shell to horns to look less geometric just smooth the normals between them. give the head a function, i.e the central control/cockpit. You've already got some antenae type thing going, give it some more comm arrays and what not to indentify what it is.
I'd consider giving the barrel side of the cannon more weight with the barrel you currently have extended further out. Also the ammo box is incredibly small, it wouldn't hold the rounds that are already feeding out of it let alone any more. Again, add functional detail. The rounds look way too big also.

>> No.460632

>>460450
Stupid question, but what program is that? I need a way to do proper clothes in zbrush.

>> No.460634
File: 356 KB, 1920x1080, 2015-01-28-144508_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
460634

Whats up with this, textured mode in the 3D view looks fine but the render fucks up the symmetry , could it be the mirror modifier on the mesh? Do I have to unwrap the whole model and paint both halves?

>> No.460646

>>460594
Id give it a stronger head, maybe like the top half of a beetle? since that looks like a theme

>>460634
Maxfag but it looks like your shits getting triangulated after the mirror. Triangulate it first then mirror.

>> No.460648

>>460646
That fixed it, thanks.

>> No.460650
File: 252 KB, 999x1024, 999px-Dynastinae[1].jpg [View same] [iqdb] [saucenao] [google]
460650

>>460594
Try doing some horn guns, I don't know. I like >>460646 this guy's idea of a beetle head.

>> No.460653
File: 269 KB, 1920x1080, 2015-01-28-182343_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
460653

>>460634
Model update, I'm new to this so am I on the right track? I can just paint the UV map from here right?

>> No.460655

>>460634
is lowpoly becoming a new meme?

>> No.460657

I'm too shy to post my wip, all scared about posting a picture and that it looks bad.

Is it normal?

>> No.460660

>>460657
Ok, I'll post it, but you promise not to laugh ?

>> No.460664 [DELETED] 

Trying a run cycle. Any thoughts? Still very early, trying to get overlap on the sword carrying arm to not look shit. I have no reference :/

>> No.460665
File: 115 KB, 1238x656, RunForest.webm [View same] [iqdb] [saucenao] [google]
460665

Trying a run cycle. Any thoughts? Still very early, trying to get overlap on the sword carrying arm to not look shit. I have no reference :/

>> No.460667

And I'm ignored?
No way I post my work in here.

This is goodbye, forever.

>> No.460668
File: 60 KB, 960x540, untitled.png [View same] [iqdb] [saucenao] [google]
460668

So how do I escape the uncanny valley?

>> No.460671

>>460665
>>460667

>posts on the slowest board on all of 4chan (if not internet).
>gets no response in 9 minutes.
>throws hissy fit over being "ignored".

pls respond

>> No.460673

>>460655
>new

>> No.460674

>>460671
how do you know if samefag?

>>460665
top is way too stable. People can't just freeze their arms in place while running

>> No.460679

>>460657
>>460660
just post a lot of shit is posted here anyway.

>> No.460686
File: 431 KB, 1352x751, anakin_lightsaber_aotc_24_paint02.png [View same] [iqdb] [saucenao] [google]
460686

Gah, just can't seem to get rid of all these jagged lines on my normal map in the baking process.

Really screwing up the overall look of the mesh.

>> No.460688

>>460594
It's feet need way more support, those pistons would just snap, and the pistons facing the body should be bigger too because they have the legs over them and need to support more weight and more power to move under the weight.

>> No.460694

>>460686

Normal maps don't handle 90 degree angles well.

>> No.460695

>>460694
Any suggestions on how I can alleviate the issues?

>> No.460696

>>460686
Put a single segment bevel on the sharp edges of the low poly to help ease the angle. smmart blur the dodgy looking parts of the normal map in photoshop, change the image filter type in your material.

>>460632
It's Maya; I just screenshot from Maya to photoshop then crop each screenshot.

>> No.460702
File: 481 KB, 960x540, untitled6.png [View same] [iqdb] [saucenao] [google]
460702

I'm working on an animated timelapse featuring notable locations from Fate/Stay Night.
It's all going to be in the low poly style (although the polys may run kinda high, as long as it looks right who cares).

I've never really seen any cg timelapses though, so I'm a bit confused on how I'll make it look as if the world is speeding by.

So far, the only real structure I've mostly finished is the bridge from the anime.
I've since started on Ryuudou Temple, but the roof is giving me some serious trouble. I'm just not sure how to go about it (using blender).

1/2

>> No.460703
File: 576 KB, 960x540, untitled7.png [View same] [iqdb] [saucenao] [google]
460703

>>460702
2/2
Ironically, a lot of the places in the anime are based off of real places (This is an actual bridge in Kobe). So it's pretty awesome to actually find extra reference than just the show. Although there are a few differences between the irl version and the one in the anime.

>> No.460714
File: 464 KB, 1313x682, anakin_lightsaber_aotc_24_paint03.png [View same] [iqdb] [saucenao] [google]
460714

>>460696
Didn't add a bevel to the sharp edges of the low poly yet, but will likely give it a shot later if blurring the normal map doesn't continue to help.

Did one round of blurring on the normal map in Photoshop; I think it improved it a fair amount.

>> No.460723

>>460714
Make sure there isn't a normal map on your high-poly btw, as Transfer Maps will take that map into account when sampling, causing artifacts.

>> No.460736

>>460714

You add the bevel to the edges in the high poly you bake the normal map from, not the low poly. You cant bake 90 degree angles. That's why you bevel the edges of your high poly model so there are no 90 degree angles in it.

>> No.460737

>>460714

Why the fuck are you even trying to bake your model. Your high res model has no surface detailing on it. It's just the same damn model only with more polys. You bake a normal map if your high res model has a lot of details on it.

If you had a high res cube that had 24 polys per side and a low res cube that had only 6 faces you wouldn't bake the high res cube to the low rez unless you had detailing on the cube's geometry that you wanted on the low res one. If it was just a cube that happened to have a lot of polys it's not somehow going to make your low res cube look high res by making a normal map to it.

Flat is flat for fuck's sake.

>> No.460739

>>460736
I don't have any 90 degree angles in my high poly model, I'm pretty sure.

See here >>460346

>> No.460741

>>460737
You're a straight up idiot. Normal maps create more accurate shading curvatures to your low-poly, it's not all about fine details you complete nooblet. It's also a cheap way to get bevels on a low poly.

>> No.460771
File: 103 KB, 657x542, week2wireframe.png [View same] [iqdb] [saucenao] [google]
460771

Been practising modo.

Put in about 6 hours a day for the past 4 days. 3D art is time consuming.

>> No.460772

>>460771
lol you could do that in 10 minutes in zbrush 4r7 you fucking idiot

>> No.460775

>>460772

I don't know how to use zbrush.

The sticky says not to touch zbrush.

>> No.460776

>>460775
I think he's trolling because zbrush isn't the tool for the job... maya or modo would be best for those kinds of shapes. Are you going off of a dimensioned drawing?
Also keep it up looks good.

>> No.460780

>>460776
>I think he's trolling because zbrush isn't the tool for the job

are you stupid? dont answer that.

zbrush is the best hardsurface modeller there is, especially with 4r7. You're wasting your life with that modo shit

>> No.460783
File: 155 KB, 909x694, week3wireframe.png [View same] [iqdb] [saucenao] [google]
460783

>>460780

I'm doing these http://www.polycount.com/forum/showthread.php?t=129938

http://i.imgur.com/8L8yJBC.jpg
I've done the first three in four days. Latest week 3 is pic related.

I don't know I was planning to learn Modo indie to Mudbox to Modo indie.

I still need to learn how to UV and texture.

>>460780

Can you show me a video of hardsurface modeller in Zbrush?

I've seen Tor Fick stuff and he uses modo.

>> No.460784

>>460783

https://www.youtube.com/watch?v=NSfyqDWOYG4

>> No.460787

>>460784

Man, maybe I should focus on zbrush.

>> No.460789

>>460787
4r7 isn't out yet and there's not guarantee how good it will actually be until it's out. it definitely isn't the best program for hard surface right now.

>> No.460795

>>460789
it came out today
>>460787
no you should not

>> No.460797

>>460795
oh wow, I will check it out soon.

>> No.460821

Finally started working on this again, what do people think about the two versions? of the jacket? the only difference is the folds at the bottom of the jacket, the one of the left was kind of experimental, I can't tell yet whether I like how this looks.

Need to do something about adding some pockets, not sure how I will go about doing that yet.

>> No.460823
File: 196 KB, 1170x561, folds.png [View same] [iqdb] [saucenao] [google]
460823

>>460821

>> No.460845
File: 94 KB, 1260x566, itteration.webm [View same] [iqdb] [saucenao] [google]
460845

>>460667
Wasn't me, I know /3/ is the slowest board.
My progress...
>>460674

>> No.460846

>>460845
its not possible to run like that with that hand position retard

>> No.460847

>>460845
despite being obnoxious shit their critique, that guy is right that it would be impossible to run like that. Why does she need to have the sword in her hand while she is using this spear? I'm racking by brain trying to think how you could have her running like that with both weapons in each hand and look plausible but I can't really think of anything.

Just try and imagine actually holding this heavy ass pole straight in one arm with a swoard in the other, they would be flying all over the place with that posture. Also I think the sword needs to be lower, she would need to be running fast as fuck to have it all the way in the air behind her like that imo.

>> No.460849

>>460823
i made up my mind on this by the way, the one of the left looks like total shit.

>> No.460850

>>460849
your left or their left?

>> No.460852

>>460850
my left. I'm talking about the bonobos.

>> No.460853

>>460852
i know, but i prefer the left.

>> No.460854

>>460853
really? I kind of like how the folds look but they look nonsensical.

>> No.460857

>>460847
yeh, you know, unless the sword is balanced and you hold the spear correctly.
I think the spear could use some more up and down wobble, but it's far from implausible.

>> No.460862

>>460739

It doesn't have to be exactly 90 degrees. As the angle gets closer to 90 degrees the worst it will bake to a normal map.

>> No.460863

>>460741

And you're a straight up idiot for trying to bake a normal map to a low poly game prop that is so small the user is never going to benefit from any visual enhancement it has to offer. You're just adding useless data to bog down your final render.

>> No.460865

>>460863
you're drawing arbitrary lines about what "the user" will or wont appreciate. You're a sick faggot.

>> No.460871

>>460780
Max/Maya is the best hard surface modeller. The whole idea of hard surface modelling is that surfaces are distinct, accurate smooth shapes. traditional modelling gives you much higher control over that than zBrush ever will. The only reason to bring it into zBrush is to add damage/wear.

>>460863
Smooth normals will do a far better job of creating a smooth surface, with less effort.
Say i have an 8 sided cylinder low poly; i bake my 128 sided high poly cylinder to it. Viewed from an accute surface angle, the low poly still has distinctly 8 sides.
Viewed perpedicular to the faces normal direction, the high poly normal map will have the same detail as if you just smooth the normals of the low poly, except there's a chance for artifacts and mistakes during the bake.
As for 90 degree angles, if the high poly is smoothed along the edges, but the low poly is sharp; if the low poly acts as a cage, so to speak, and is larger than the smooth high poly, then the difference in space between the two shows as black on the low poly, which looks like shit. By bevelling the low poly once, that angle/ difference is halved. It then becomes a balance of look vs functionality as to how many times you bevel the low poly edges.


I'd bet my left nut the majority of /3/ likes to believe they know theory, and yet never actually practice any of what they preach, else you'd know about all these issues and how to avoid them instead of shit talking and starting arguments where both sides are wrong.

>> No.460873
File: 650 KB, 1608x1113, hand.jpg [View same] [iqdb] [saucenao] [google]
460873

>>460871
CC on this hand /3/? 302 tris. I'm not sure how to deal with the shading between the fingers, besides masking out the specularity in those areas.

>> No.460887
File: 514 KB, 1869x737, mage.jpg [View same] [iqdb] [saucenao] [google]
460887

>>460873
Pretty happy with this now, But i think it needs some embellishment, a feather in the hat, some rings/ an amulet, and a big fancy book.

>> No.460891

>>460887
very long fingers, shrink the hands and shorten the fingers.

>> No.460896
File: 1.11 MB, 2604x1282, anakin_lightsaber_aotc_24_paint05.png [View same] [iqdb] [saucenao] [google]
460896

Finally got a halfway decent normal map baked; ended up exploding the high-poly mesh and low-poly mesh into a bunch of separate parts to get a better bake; I think this one looks pretty good.

How's this look for 2880 polygons and 2K resolution maps?

>> No.460898
File: 622 KB, 1727x1073, hand.jpg [View same] [iqdb] [saucenao] [google]
460898

>>460887
added more edges to the fingers so they old their form better. shortened the fingers, cleaned the topo up quite a lot, scaled hands down.

Also added a kind of plume thing to the hat.
I wanted something like a peacock's feather, but i don't know how to do something like that with transparency maps. What i have there is 1070 tris/850 verts.
I was thinking of doing the same kind of crossed planes with a transparent plane on the end for the feathery part like a peackcock's feathers.

>>460896
Still got some jaggies in the normal map, and the wavy distortion doesn't make sense since it's meant to be a smooth pipe.
Honestly if i were you i would find a nice balance between high poly and low poly and not bother baking a normal map.

>> No.460900

>>460898
>Still got some jaggies in the normal map, and the wavy distortion doesn't make sense since it's meant to be a smooth pipe.

I might try another bake using Surface Normals instead of Geometry normals now that I've exploded the mesh for baking; maybe that'll yield less wavy distortion.
>Honestly if i were you i would find a nice balance between high poly and low poly and not bother baking a normal map.

Well, the whole point of the project is to practice my highpoly-to-lowpoly workflow for game asset creation. So the normal map baking process is kind of a big part of it.

>> No.460907
File: 369 KB, 1920x1080, tank.jpg [View same] [iqdb] [saucenao] [google]
460907

futuristic tank I'm working on.

>> No.460908
File: 274 KB, 1432x803, wire.jpg [View same] [iqdb] [saucenao] [google]
460908

>>460907
wireframe

>> No.460915

>>460898
I really like how this model is coming along,

>> No.460918
File: 75 KB, 800x600, zawor0000.jpg [View same] [iqdb] [saucenao] [google]
460918

>>460771
oh good old times
heres mine from long time ago

>> No.460936
File: 330 KB, 1650x918, sank.png [View same] [iqdb] [saucenao] [google]
460936

how is my sink coming along?

>> No.460940

>>460936
nice

>> No.460957
File: 339 KB, 2560x1440, screenshot001.jpg [View same] [iqdb] [saucenao] [google]
460957

RPG7 im working on, normals bake looks fine. I will create more details with ndo2

>> No.460967

>>460957
post that IBM?

>> No.460968

>>460845
lower the sword arm a bit and add more twist to the torso and hips.

Also this is just because I want you to but could you make some sort of simple road strip or something so we can see it not running in place.

>> No.460969
File: 773 KB, 1920x1080, 1_01.jpg [View same] [iqdb] [saucenao] [google]
460969

new to 3ds

is basic

>> No.460972
File: 136 KB, 766x927, wipZB9.jpg [View same] [iqdb] [saucenao] [google]
460972

>>460029 update.
Still no eyebrown, I'll do it tomorow.

>> No.460986
File: 3.30 MB, 2400x600, arcademachine.png [View same] [iqdb] [saucenao] [google]
460986

Been dicking around making an arcade machine, only spent an hour on it so far, any critique?

>> No.460987

>>460986
Careful to proportions and do a better render.

>> No.460995

>>460907
>>460908
This looks sweet-as. Is that a railgun?

>> No.461000

>>460969

>fixie

Fucking HIPSTER!

>> No.461009

>>460847
>Why does she need to have the sword in her hand while she is using this spear?
From what I understand, there is a fighting style used byh a video game character where you use a pike and a small sword.

>> No.461010

>>460780
>Zbrush
>hard surface

since fucking when.

that shit is alreadyh hard enough to do organic in.

>> No.461012
File: 568 KB, 1920x1200, book.jpg [View same] [iqdb] [saucenao] [google]
461012

Say i want to animate this page flipping over, then instance it and offset each pages frame, then loop them flipping, does anybody know how i would accomplish that?
I'm assuming it would involve animation cache or geometry cache, but beyond that i really have no good idea.

>> No.461028

>>460995
smth like that, not sure myself tho

>> No.461052
File: 773 KB, 658x881, herb-liquor.png [View same] [iqdb] [saucenao] [google]
461052

Its supposed to be some herb liquor like Jägermeister. Its not the full sample size so its a bit grainy. Gonna add a label and thats it I guess.

Maybe add some molten water around the ice cubes.

>> No.461077
File: 113 KB, 784x583, head.png [View same] [iqdb] [saucenao] [google]
461077

Hi I'm practising doing faces now. Here is my first attempt.

I'm going to practice again. This sort of makes sense. I should probably start attempting to learn how to texture, not quite figure out how to do it in modo.

>> No.461082
File: 63 KB, 290x334, Capture23.png [View same] [iqdb] [saucenao] [google]
461082

tfw bad at rigging

>> No.461084
File: 127 KB, 528x638, Capture23.png [View same] [iqdb] [saucenao] [google]
461084

How do I smooth out these weird looking wrinlles? Polish brush isn't working and it's too Highpoly to just smooth.

>> No.461090

>>461084

Try smooth stronger

>> No.461093

>>461084
Smooth at a lower subdivision

>> No.461096
File: 1.66 MB, 1280x720, QBZrel.webm [View same] [iqdb] [saucenao] [google]
461096

Not a fan of bullpups

Much more difficult to deal with than anything else.

>> No.461123
File: 1.20 MB, 1912x1012, elf_head.png [View same] [iqdb] [saucenao] [google]
461123

Doing some sketching in Sculptris. This app is really nice though limited. I'm kinda thinking of buying ZBrush but I doubt if I should spend 800 dollars on it. What do you think ppl is it a good idea to buy ZBrush?

>> No.461124

>>461084
Duplicate, Zremesh, Subdivide, Reproject details, then smooth out those problems at the lower subdivision levels. Or piss around with the Smooth Stronger brush and still get sub-par results.

>> No.461159

>>461084
if smooth dosnt affect you sculpt form anymore you went too high ...
drop 3 sub levels

>> No.461160

>>461123
are you planning to use it a lot ?
you don't even have to do it professionally, you can easily fuck around for few years till you learn good form and detail control

>> No.461165

>>460986
Your joysticks look like dildos and your machine might be a bit too wide. Besides that, I like it a lot

>> No.461166
File: 450 KB, 480x270, MEED4mX.gif [View same] [iqdb] [saucenao] [google]
461166

>>460873
>Six point poles

>> No.461192

>>461123

When I first started in 3D ZBrush was $3000. And if you looked at it directly it would crash.

>> No.461196
File: 909 KB, 1920x1080, tanksupport.png [View same] [iqdb] [saucenao] [google]
461196

>>460908
>>460907
looks really cool! got any tips for mine? doing something similar

>>460612
thanks a ton! changed the head and I like it a lot more, added a comm array and moved the antennas around, head looks more like a cockpit although I didn't give it windows since I figured it would be more structurally sound (and more futuristic) if I just made it solid instead. Fixed the gun as well, made it larger and moved the ammo to the back, eliminating the ammo box size problem, and made the rounds a lot shorter.
>>460646
>>460650
thanks, I tried a few horn configurations but I ended up leaving the gun on the bottom since it would probably have the best range of motion there, although might add small horn guns later on
>>460688
did what you said for the larger pistons, although not sure about how to do the smaller ones, do I just make them bigger or do I remove them and redo the feet? thanks

>> No.461197
File: 734 KB, 1920x1080, tanknewgun.png [View same] [iqdb] [saucenao] [google]
461197

>>461196
updated ammo placement for the gun

>> No.461199

>>461196
You need a opening in your barrel that is the same diameter as the round it self. Also some mechanism for expelling the rounds. Look at a 50 cal. The gun is the weakest part of the model . with that said. Amazing job. love almost everything about this.

>> No.461200
File: 625 KB, 1920x1080, 345634tg4.jpg [View same] [iqdb] [saucenao] [google]
461200

>>461196
Looking way better man. Although i didn't realise it was meant to be futuristic. When i think high tech/futuristic i think precision/perfection in manufacturing.
For example, the areas i circled in red. The difference in space of those gaps sort of destroys that aesthetic. as do the hard normals. (in green). thinking about the process by which some futuristic tank like this would be built, i'd assume the hulls are made from a mold - and a mold isn't going to have hard angles like those in it along a surface. Also, the little toes on the feet i think are way too thin, and look out of place against all the bulk.

In saying all that, i think this looks a lot better as it is. I imagine it being a big gritty industrial machine covered in paint, scratches and dirt. so all of those human - manufactured faults add to that effect.

The last thing is that it has comparative human scale. I mean you can't tell if this thing is 1 story tall or 10. If you added a long narrow window slit or something on the sides of the head, or some hatches, or some kind of docking/loading bay/panels, that would give it a comparative scale.

>> No.461201

>>461196
I made >>460907

I'd say smth similar to >>461200
The gaps should be the same width between two pieces, also try to smooth the parts that are suppost to be more organic (like the armor pieces on top of the legs or "knees"
Make use of snapping. To get two pieces with an even gap, model one piece based offthe one next to it instead of making a whole new poly

>> No.461246
File: 266 KB, 1996x1000, 3dmodel.jpg [View same] [iqdb] [saucenao] [google]
461246

Gave sculpting a try using that SculptGL website a friend linked.
http://stephaneginier.com/sculptgl/
It's really easy to use.

>> No.461248

>>461246
looks like a man

>> No.461250

>>461246
tried it once, it felt like using zbrush but with my feet
what a horrible experience, guess once you get used to proper tools its had to get back to something that cripples you so much

>> No.461252

>>461250
try it again, it got a 2.0 update a month ago. Its better than zbrush 3 now

>> No.461254
File: 1.68 MB, 1920x1080, tanklighting.png [View same] [iqdb] [saucenao] [google]
461254

>>461199
made the barrel a uniform thickness and made the opening the size of a round (put round there for scale) and added a barrel break although I'm not quite sure what they're for so if it doesn't fit I'll get rid of it.

>>461200
>>461201

well I was kind of going for an armored look with the gaps, I wanted to make it look like it had large plates of steel on it. I kept it for now because I like how it looks, Once I learn how to texture I'll see if it works all right with the model. Anyhow, added a crouch door and a stepladder for scale, and started to build the workshop around it, although I have a long way to go for that. Want to put in humans although I'm horrid at modelling organic shapes and still have to learn that. for now I'll just have machines until I can git gud. Thanks guys!

>> No.461256

>>461252
I just did, max 1 mln polies
welp

>> No.461282
File: 112 KB, 1125x860, setup.png [View same] [iqdb] [saucenao] [google]
461282

>>461254
here's the setup as well if it's helpful

>> No.461283
File: 393 KB, 921x791, Siren.png [View same] [iqdb] [saucenao] [google]
461283

made this today used a concept that one of my friends had made

>> No.461287

>>461283
wonky anatomy, you could have improved on the concepts shortcommings
but what I don't like really is how little attention you gave to the head

>> No.461296

>>461254
I was thinking larger... https://www.youtube.com/watch?v=932mooNi5ak#t=163

Maybe not that large, but that door makes it seem not as epic. The steps are too large also, having to lift your feet that high would suck.
Also, disable shadows for some of the lights so you don't get a mess of shadows on the ground. And maybe turn up the shadow radius so they aren't so sharp all over?

>> No.461297

>>461283
this is cool

>> No.461298
File: 1.74 MB, 1920x1080, tankhangar.png [View same] [iqdb] [saucenao] [google]
461298

>>461296
I see what you mean, I was thinking of it being a little larger than a normal tank, with the head being a one man cockpit and the body being for 2 or 3 people to control the main cannon and turrets and stuff, I figured it I made it bigger I'd have to have a reason to like more guns/missles

Anyhow, doubled the steps on the stairs, this look better? Also added a little forklift for scale and because hangars/workshops usually have forklifts and stuff, and took out some of the lights, cuts down on render time as well

>> No.461301

>>461298
Yeh that's way better. The forklift helps a lot to reinforce the scale. I still think you should soften some of the normals, ones on convex surfaces, like the tris connected to that n-pole on the top., and some of the quads on the top of the legs. Transitioning from hard to smooth normals helps imply that the normals that are hard, are intentional creases.
oh, also the hand rails on the stairs could use some vertical supports.See the support "toes" the staircase has? the toes on the tank should mimic that shape.

>> No.461302

>>461298
is this a joke?

>>461301
why are you replying to this like it isnt absolute dog shit?

>> No.461303
File: 466 KB, 1077x918, y74Cjqw[1].png [View same] [iqdb] [saucenao] [google]
461303

>>461010
Since R7? Actually you could easily still do it in R6, but it's even better now with zModeler.

>> No.461307
File: 1.53 MB, 1920x1080, tank3.png [View same] [iqdb] [saucenao] [google]
461307

>>461301
still learning blender so I don't know how to smooth normals, but will look it up and try it out, and as for the feet that's kind of what I had with the original model (pic related) but I didn't like how flat it was and figured if it had feet that could move its "toes" it would be better for gripping onto slopes and such, or do you mean that the "toes" should be bigger? Thanks!

>>461302
nope, been working on this for the past few weeks, or are you referring to the background? The hangar still has a long way to go, I just put up some pillars to give me a sense of how things are going to be layed out. What can I work on? I'm pretty happy with the tank itself, but I'm open to suggestions on what to change!

>> No.461309

>>461303
That topology is complete shit..

>> No.461310

>>461307
I didn't mean wider/spread out like that, i meant thicker vertically, so they don't snap.

>> No.461313

>>461309
woah there cool your jets no-skill mcgee. you must be an awful modeler as the topology looks fine

>> No.461314
File: 300 KB, 977x917, 4CoW2Td[1].png [View same] [iqdb] [saucenao] [google]
461314

>>461309
Shit Topology? How so, how about you illustrate for us how you would approach this shape since you obviously know your shit.

>> No.461315

>>459852
Jesus christ learn how to walk cycle.

>> No.461319
File: 329 KB, 838x822, 200millionQuads_UncannyValley.png [View same] [iqdb] [saucenao] [google]
461319

>>460114

>> No.461320

>>461319
Jesus Christ anon that's as scary as that realistic homer someone posted in another thread

>> No.461347

>>460668
make it less human
or make it hyperrealistic
the first choice is easier

>> No.461351

>>461123

Are you planning to be a pro character artist? If yes, yes, buy it. If not, get 3d coat instead.

>> No.461356
File: 83 KB, 582x669, sadCG8.jpg [View same] [iqdb] [saucenao] [google]
461356

>>460114

>> No.461357

>>460668
that's not uncanny at all. It's sufficiently not lifelike for the human features to be pleasant and familiar.

>> No.461365
File: 2.30 MB, 1665x1244, veryWIP15.png [View same] [iqdb] [saucenao] [google]
461365

WIP Police Station enviro
http://www.polycount.com/forum/showthread.php?t=134560&page=3

>> No.461367

>>460957
Lovely clean bake :3

>> No.461371
File: 163 KB, 725x790, dog.png [View same] [iqdb] [saucenao] [google]
461371

Doing a dog!

>> No.461375

>>461351
Why 3d coat is not for professionals? I was playing around with trial version of 3d coat for a while and so far it looks very powerful. The UI is awkward and some brushes are acting strange of the surface, but still a lot of powerful stuff there. I also wonder about the following thing: 3d coat has dynamic tesselation (i.e. you grab portion of surface and it is being tesselated straight away), but why ZBrush does not have it? How is it possible to model anything without such a feature?
But yeah, would be nice to hear why ZBrush is better, since really a lot of ppl prefer ZBrush over 3d coat.

>> No.461376

>>460702
>>460703

that is also in mario kart for gamecube

>> No.461378

>>461375
zb is NOT better. I repeat - is not. However, they're both shit. Use blender.

What this lone zb fanboi thinks is that the creator of 3dcoat, Andy, has some religious beliefs that somehow make affect him. And thats just bullcrap.

>> No.461379

>>461371
That's zoophilia, anon.

>> No.461380

>>461379
*bestiality, son

>> No.461381
File: 1.77 MB, 1280x720, backyard1.png [View same] [iqdb] [saucenao] [google]
461381

Started on this like 2 years ago, gonna try and finish it finally

>> No.461397

>>461378
quit derailing the WIP thread. nobody gives a shit about what software you favour. If you want to bitch about it like a little faggot go and do so in the many zBrush threads.

>> No.461413

>>461375
>But yeah, would be nice to hear why ZBrush is better, since really a lot of ppl prefer ZBrush over 3d coat.

mostly since its faster
you can easily go 100mln and up polies in zbrush, not really in 3d coat ( at lest not when I last used it, maybe they change it a lot )

also me and others seem to prefer how the brushesh behave there

also stuff like resymetry and other zbrush options do help sometimes

Also 3d coat is developed by a religious fanatic, that really makes companies be wary.

>> No.461425
File: 145 KB, 700x758, CartoonProportionSculpt.png [View same] [iqdb] [saucenao] [google]
461425

practicing anatomy and zbrush today made a cartooned proportioned looking golem thing, maybe something youd find in wind waker,
constructive criticism welcome

>> No.461427
File: 540 KB, 1260x1080, bb1.jpg [View same] [iqdb] [saucenao] [google]
461427

>> No.461432
File: 70 KB, 1295x1071, bb2.jpg [View same] [iqdb] [saucenao] [google]
461432

>>461427

Some tweaks to make the titties look a bit nicer.

>> No.461439
File: 664 KB, 750x645, eHD6Atc[1].png [View same] [iqdb] [saucenao] [google]
461439

>>461425
more like dark souls

>> No.461440
File: 175 KB, 868x483, Breast topology.png [View same] [iqdb] [saucenao] [google]
461440

Can someone help me fix my topology here?

The pole is pretty irritating but I don't know how to solve it.

if there are any other issues, please point them out.

>> No.461442
File: 387 KB, 868x483, retopotits.jpg [View same] [iqdb] [saucenao] [google]
461442

>>461440
red = retopo
green = new edges that need to meet at a symmetrical edge, or turn into a tri.
blue = new edges that aren't needed but keep the breast topo even around the nipple.
magenta = triangle created as a result of one of those blue edges, but i don't think it will cause many issues, as it's on the ribcage, and the ribcage doesn't deform very much if ever.
As for the other blue edge, i can't see where that could merge into a tri, but again, somewhere just below th breast on the ribcage shouldn't cause much issue.

>> No.461445

>>461380
You don't know that, anon.

>> No.461450
File: 258 KB, 1280x720, AR_Mecha_render_v01.jpg [View same] [iqdb] [saucenao] [google]
461450

5 days, modeled and UV mapped in MODO, rendered in Maya.
Original design courtesy of Dacosta(!)
r8

>> No.461465

>>461450
Could literally be done in 30 min in zbrush 4r7, which is fully cracked and ready on cgpeers KEK

>> No.461466
File: 1.34 MB, 1910x1005, elf_head_2.png [View same] [iqdb] [saucenao] [google]
461466

>>461123
Thanks everyone for the discussion about differences between 3d sculpting apps.

In meanwhile slowly progressing with girl sculpting (pic related). I sculpted the eyes and strange thing popped out. From one point of view, when looking on girls face from the side then she is 20 years old nice looking girl, but if look straight on her face, then she looks like 40 years old alcohol-abusing depressed woman. Why is it so, is there some obvious reason in some face features which I do not see?

Here she is nice looking.

>> No.461468
File: 1.31 MB, 1915x1012, elf_head_3.png [View same] [iqdb] [saucenao] [google]
461468

>>461466
And here she is ugly old woman.

>> No.461473

>>461465
I've only been at this for a month or so, haven't worked in zbrush yet
good advice...

>> No.461510

>>461450
looks nice, if anything I would give it feet because at the moment the center of mass seems to be past the base, which would mean it would topple in real life. Feet or some sort of stabilizer can help with that

>> No.461512
File: 1.79 MB, 1400x1048, Mushroom_Bridge_-_3.png [View same] [iqdb] [saucenao] [google]
461512

>>461376
Now that you mention it, they do share some similarities there.
I never really noticed it until now.
(Double Dash was best Mario Kart)

>> No.461516

>>461439
OYA totally forgot about him, not much of a memorable boss imo,
but i was kinda thinking like those pig things from wind waker but on more of a human like body, as for the head i was thinking of this image from /wg/ of these tall black creatures in this forrest by a lake

>> No.461518
File: 9 KB, 210x240, mecha.jpg [View same] [iqdb] [saucenao] [google]
461518

>>461516
let me clarify the design choices

>> No.461531
File: 116 KB, 495x714, NightmareSculpt.png [View same] [iqdb] [saucenao] [google]
461531

>>461518
what do you mean?
Also i love the color scheme on that robot, my suggestion change the yellow to a futuristic orange

Also, heres todays sculpt of a creature from a nightmare i had

>> No.461536

>>461518
love the design and texturing, but like the other guy said it seems top heavy, I'd add some feet to give it some stability

>> No.461548
File: 371 KB, 1920x756, bookrig.jpg [View same] [iqdb] [saucenao] [google]
461548

finally getting this PoS book rigged. It's a headache dealing with lots of deformers and driven keys.
What's the easiest way to capture real time desktop and save as webM?

>> No.461550

>>461548
shadowplay? Not sure if that does desktops but it's great for webms

>> No.461552
File: 1.58 MB, 2100x918, anakin_lightsaber_aotc_25_ue01.png [View same] [iqdb] [saucenao] [google]
461552

2880 polygons. How's it look for a game asset?

Screenshots taken in UE4.6.

>> No.461556

>>461550
oshit forgot about shadowplay, it does capture desktop. Idk how to save as webm but ill go dig around.

>> No.461558

>>461556
nah you gotta record it with shadowplay and then go into webm for retards or something like that and convert it, SP doesnt save files as webms.

>> No.461567

I've always assumed this board has no mods, but i noticed the last WIP thread is archived, which i'm assuming is done manually right? So does anybody just make a new WIP thread?

>> No.461603

>>461531
The robot was designed by Baylay Decosta, I just made a model of it. I could go back and make it make sense myself but they weren't my design choices

>> No.461657

>>461567
The archive is automatic, and yes anyone can make a WIP thread, this one hit bump limit so we need a new one.

>> No.461660
File: 6 KB, 306x164, images.jpg [View same] [iqdb] [saucenao] [google]
461660

>>461658
>>461658
>>461658
>>461658

NEW THREAD

>> No.461687

>>460014

It looks good, but why model Baymax?
To me it seems like painting a painting of a painting.

>> No.461906
File: 250 KB, 1015x633, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
461906

WIP..... Anna Macroni

>> No.462755

>>461552
protip: use tricount instead of polycount when talking game engines. 2880 polys could be anywhere between 2880 - 9bil tris