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

/3/ - 3DCG


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File: 1.34 MB, 1500x882, 3_waywo.jpg [View same] [iqdb] [saucenao] [google]
463421 No.463421 [Reply] [Original]

You know the drill lads

>> No.463422
File: 813 KB, 2200x1038, Untitled-7.jpg [View same] [iqdb] [saucenao] [google]
463422

Still need to finish the texture & finish texturing the attachments I made for it (scope, suppressor & polymer foregrip).

>> No.463423

>>463422
breddy good

>> No.463425

>>463422
Where do you find your reference pics?
I've seen you do a lot of guns and they're always on point.

>> No.463429 [DELETED] 
File: 726 KB, 1434x880, mmhmm.png [View same] [iqdb] [saucenao] [google]
463429

>>461990
This is great. I'm not sure what's happening, but I can just feel the drama.

>> No.463430
File: 365 KB, 1434x880, mmhmm.jpg [View same] [iqdb] [saucenao] [google]
463430

>>461990
This is great, I can just feel the drama.

>> No.463436

>>463430
I have to assume the original artist posted that here. surely nobody is actually stupid enough to rip work and post it anonymously to /3/

>> No.463437

>>463436
Yeah, of course. I'm going to try following that "paul" guy, might be fun.

In other news, I picked up Maya, but I'm not sure how to post animation tests I've tried so far. Do I just download Camstudio and convert the video to gif or what?

>> No.463438

>>463422
Would you mind giving a little breakdown of the renderer/settings you're using?

It looks superb though

>> No.463439

>>463422
How to obtain such a clean and pro render?
What do you use, and also, can I see the textures when you done?

>> No.463440

>>463439
he just used fucking basic viewport shaders in max 2009 you faggot

>> No.463441

>>463440
How do you know it's max 09? Also why raging so hard over nothing? Also not >>463439 B4 you lose your shit even harder.

>> No.463442

>>463441
I follow his bitch ass on polycount like a stalker thats how

>> No.463443

>>463437
right click timeline > playblast > your choice of webm conversion.

>> No.463444
File: 42 KB, 240x240, 1412127185317.jpg [View same] [iqdb] [saucenao] [google]
463444

>>463440
Nigga, chill out
what's wrong with your life?

>> No.463445
File: 10 KB, 178x235, 1391046636825.jpg [View same] [iqdb] [saucenao] [google]
463445

>>463440
W-WOAH BRO

>> No.463447

>>463439
Looks like something from a realtime pbr renderer. Probably Marmoset or 3DO

>> No.463448

>>463438

Just Marmoset Toolbag 2

>>463425

Mostly google, http://oldwiki.polycount.com/CategoryReferenceProp is good as well

>>463439

Sure, I'll probably dump them in the Polycount thread. It already has work in progress flats if you're interested.

>> No.463449

>>463448
Thanks, appreciated, I'll give it a look

>> No.463459

>>463422
good as always

>> No.463460

>>463430
when people steal your work it means you made it ! not really
still funny

>> No.463477
File: 771 KB, 1000x1250, Om Nom Finished 4.jpg [View same] [iqdb] [saucenao] [google]
463477

I think I'm about done fiddling with this thing now.

I was contemplating making a trident for it but given the size of the hands I don't think a prop like that would really work.

>> No.463488

How do you add in textures without them distorting all over the mesh? I added seams and uv unwrapped this manually in such a way that most tutorials suggest, however when I try to add dirt and grunge, it just doesn't look right. I'm following https://www.youtube.com/watch?v=m8oC1HsjOgk


I've baked colors and edges in blender, normals and ambient occlusion in xNormal but I am NOT getting the similar results.

>> No.463489
File: 354 KB, 1592x872, 1424049585578.png [View same] [iqdb] [saucenao] [google]
463489

>>463488
and I forget the image again.

>> No.463499
File: 218 KB, 756x816, Semapho.jpg [View same] [iqdb] [saucenao] [google]
463499

I made this today. Left, 3dsmax 2014, right Unreal 4.
It will be a super awesome mutant semaphore with flesh, spikes and shit. Also I'm trying to make it as low-poly as possible, 506 tris so far.

Any tips to improve it? Do you like the colour palette I chose?
It won't be that glossy in the future so don't worry about that.

>> No.463500

>>463477
Damn, you need to improve a lot. But at least you put a background to make some kind of situation for the render. Wich is a thing everyone should do.

Shabby background, ugly face, terrible anatomy (I guess you want to make something cartoon-ish, but first you should know how to make well something not cartoon), is it supposed to be feminine?, is it pregnant?, those nails are going to crack anytime.

I guess it's your first or second model so don't worry too much about it and keep going.

>> No.463508

>>463477
10/10 would have serious relationship with

>> No.463545

>>463500

English isn't your first language, is it.

>> No.463547

>>463545
His English is better than yours. You forgot the question mark.

>> No.463555

>>463547

It wasn't a question. It was a statement.

>> No.463561 [DELETED] 
File: 166 KB, 960x540, jmk18.png [View same] [iqdb] [saucenao] [google]
463561

>>463489
thats a tad better

>> No.463563

>>463555
not that anon you're replying to but lol no. at best you could claim it was a rhetorical question, but you can't write like that. you're just bad at languages.

>> No.463575

>>463545
No, it isn't, I know that's obvious. Are you trying to make a point here...?

>> No.463586
File: 2.27 MB, 600x336, Half-cycle.webm [View same] [iqdb] [saucenao] [google]
463586

Still working on this cad animation. At first I was just gonna animate the assembly, but after tinkering a bit I can get this thing to work, sort of, so I'll add a functionnal segment to each model (4 models now, there was a BB gun, which got cancelled, due to the recent terrorism events around here).

It's not perfect, since Keyshot doesn't have a curve editor, I had to split the movement and calculate each chunk based on the main sine, even then it lacks precision. But it's too late to backpedal now and start over with another software. Also Keyshot was the only one able to import the STP source file without any errors.

>>463489
>>463561
I've seen this model quite a bit here, is it for a game? A mod? Or just for your portfolio?

>> No.463634

>>463421
guys, whats the story behind this photo

>> No.463635

>>463563

I too am also not "that anon". However, I would like to point out that you are criticising a very minor punctuation mistake while making grievous grammatical and punctuation errors yourself. It would seem that you too are unskilled at languages.

To wit, your entire argument needs more anatomy.

>> No.463637

>>463586

Is this model going to be available on Steam?

>> No.463681
File: 107 KB, 1085x625, 353cbd838c0b6801550f2c8b1e154728.png [View same] [iqdb] [saucenao] [google]
463681

>> No.463685
File: 841 KB, 1200x1599, StrawBerry Jam.jpg [View same] [iqdb] [saucenao] [google]
463685

How would I go about sculpting tendrils of liquid like this in ZBrush? What mesh and brushes would I use?

>> No.463686
File: 2.87 MB, 1920x1080, STG-556.webm [View same] [iqdb] [saucenao] [google]
463686

Working on a STG-556, here's a sub-par artifact ridden webm. Screenshot coming up.

>> No.463687
File: 1.92 MB, 2000x1000, 017.png [View same] [iqdb] [saucenao] [google]
463687

>>463686

>> No.463700

>>463685
snake hook, inflate, smooth
is my guess

>> No.463702
File: 1.19 MB, 1440x960, Teapot.png [View same] [iqdb] [saucenao] [google]
463702

Nothing very interesting, but I fixed the Utah T/3/apot to be manifold.

>> No.463730
File: 1.23 MB, 2676x1704, ss (2015-02-19 at 10.34.48).jpg [View same] [iqdb] [saucenao] [google]
463730

I'm basically brand fucking spanking new to 3D modeling, only having about a year of high school class under my belt, my teacher didn't blow it off don't worry, he's a cool guy and I decided to start on a modified JP's Trans Am. I'm going to model those two engines on the right with the circle in the Wasp in the back and the Sabre just infront of it.

Any tips on making all the details in these engines?

>> No.463740

>>463686
>>463687
That's clearly a FAMAS.

>> No.463757
File: 745 KB, 1920x1074, mageWIP.png [View same] [iqdb] [saucenao] [google]
463757

messing with textures. C&C?

>> No.463775

>>463730
Use cad and learn real surfacing and engineering techniques. Proper geometry and dimensions will always look right. The only way to learn to model an engine and have it look right is to know and research exactly what you are going to be modeling and why you are modeling it that way.

>> No.463776

>>463775
This seems about as helpful as saying "You want to model an orange? Learn the fundamentals of botany and horticulture, naturally occurring fruit will always look right."
He's not asking how to design an engine to be printed by a cnc machine or something, he just wants to make an adequate looking engine block sticking out of his muscle car or whatever. Given the absurdity of putting an aircraft engine in a car, he's already taking artistic license with it.

>>463730
Based on the model on the left, are you going for a sort of cartoonish stylized look?

Only a portion of those engines will be visible; that's all you need to focus on, and try sketching a concept of the engines and reduce them down to the visibly distinct parts (for example that the motor heads, or whatever the term is, are arranged around the drive shaft in a circular fashion). You just want to give the viewer enough clues for them to be able to recognize that it's an aircraft engine or whatever.

>> No.463779

>>463776
>printed by a cnc machine
If you don know the parts of an engine you are modeling or dont have a decade of experience there is a 100% chance it will look like dog shit no matter how unrealistic the project.

Also if you dont do basic research on every object before you make it for the first time you model one you are stupid.

Enjoy modeling your dragon dildos

>> No.463783

>>463757
I like the idea of patchwork and colorblocks, but right now it looks unfinished.

>> No.463790
File: 1.88 MB, 2000x1000, 018.png [View same] [iqdb] [saucenao] [google]
463790

>>463740
Bingo.

>> No.463792

>>463790
Do you use substance something like substance designer to get scratches like that? Also what res texture is that?

>> No.463793

>>463792
I use GIMP for texturing and cgtextures as my main texture resource, the scratches are mostly handmade. Resolution is 2k, Normals, AO, Albedo, Gloss and Specular. With "scratches", do you mean the subtle ones on the barrel or the ones on the front receiver?

>> No.463794

>>463793
i meant to harsh chipped/scratched paint on the barrel. I've tried to do scratched painted metal like that before but can never get nice normals/reflection, and now i'm going to go and google what albedo is...

>> No.463795

>>463794
albedo = diffuse
Ah, that big scratch going through the edding text? I can upload the texture sheets later today if you want to see them.

>> No.463797

>>463795
no no no

>> No.463800

>>463795
>albedo = diffuse
not exactly as we think albedo = without shading information

and diffuse maps can have and often does have baked in shadows and highlights

but nowadays people don't really bake or paint in shadows anymore so I guess its kind of the same shit nowadays

>> No.463802 [DELETED] 

>>463800
>dont' bake or paint in shadows

what else do they do with the ao map?

>> No.463805

>>463802
map specularity so you don't get highlights down in crevasses that would fill with dirt/dust, for one.

>> No.463809

>>463805
>spec map in 2015

roughness and metallic maps only, faggot

>> No.463810

>>463802
unless you make a mobile game we now have ao spec maps and shadows in real time

but people do use au cavity and other maps when texturing, that dosnt mean its supposed to directly fake ao shading which in turn is supposed to fake global illumination and light bounces

k, maybe people do still use baked shading, but albedo term never really did catch on, maybe it will now when we move into physically based shading

>> No.463811

>>463810
you have no idea what you're talking about. many people still have devices that are on the iphone 4 level which are orders of magnitude less powerful than the iphone 6. You can easily get 10fps in something on iphone 4 that you get 100 fps on iphone 6. And iphone 5 is slightly better than iphone 4, but not by much.

>> No.463812

>>463800
You're right, albedo doesn't contain shading.

>>463809
>not knowing metalness maps limit your reflection's value range without any performance boost or other advantages
no thanks.

>>463810
In some cases, realtime AO/GI still doesn't give you good enough results. Especially guns in a FPS are always close to the camera and take up lots of screen space, plus they're visible most of the time. Shading errors will get moticed much quicker here, so I prefer baked AO to realtime rendered AO. On top, because of the different FOVs of the gun and the world, inconsistency/staticness of shading won't get noticed as much (as long as you don't actually try to replace all the shading with baked maps).

>> No.463813

>>463812
By "shading errors" I mean mostly stuff like sampling errors and blurriness

>> No.463814

>>463797
Can you circle the area you're talking about? There's lots of chipped paint in the texture and I'm not sure which spot you want to know more about.

>> No.463815

>>463813
You dont "get" shading errors (sampling, blurriness) unless you program them in

>> No.463816

>>463809
the epitome of arrogant /3/tard.

>> No.463817

>>463815
Really? Then how come Epic Games ditched their voxel cone tracing GI due to bad performance? Even today's GPUs aren't quite ready for completely clean renders. That's why you sample from lower-res frame versions sometimes, and that's where the blurriness and sampling errors come from. Of course you code these errors, but there's not way around them.

>> No.463820

>>463811
you are fucking retarded
iPhone 6 can fart out above 100gigaflops sounds impressive ?
its not
ps4 gpu is about 1,8 teraflop and top shelf gtx 980 5tflops

sure apple iphones can run an old game at a tiny resolution, but in no fucking way they go anywhere near the performance of a even half decent pc, even an ancient 260gtx is 7x faster at 700gflops

>> No.463821

>>463817
>Then how come Epic Games ditched their voxel cone tracing GI due to bad performance?

yeah what ever fucking happened to that
the showed those impressive as fuck demo few years back, but I don't think its in the engine now

its pretty fucking lame if you ask me,

>> No.463822

>>463821
They're using cubemaps for their pipeline now. Yeah, sucks, but then again users get full source access, I bet someone already re-implemented it.

>> No.463823

>>463820
pls just go away tripfag

>> No.463827

Get out of the wip thread you fucking niggers.

>> No.463957
File: 805 KB, 1280x720, water.jpg [View same] [iqdb] [saucenao] [google]
463957

Testing the waters of an ocean shader.

>> No.463970
File: 1.04 MB, 1920x1200, mage.png [View same] [iqdb] [saucenao] [google]
463970

supposed to be like some sort of uniform with patchwork stitched into it. I've been looking at it too long now to tell if it clashes or is too cluttered.

>> No.463971

>>463970
double the clock and sleeve polycount

>> No.463981
File: 395 KB, 818x991, mage1.png [View same] [iqdb] [saucenao] [google]
463981

>>463971
Clock was intentionally hexagonal. I'm not sure if i like it better round. sleeves definitely needed the edges.

>> No.463989

>>463981
If you want the clock hexagonal, try to add some bevels in there to make it softer while maintaining the shape, the edges were too hard imo.

>> No.464027
File: 546 KB, 2500x1080, chainsword_WIP.jpg [View same] [iqdb] [saucenao] [google]
464027

After modeling a bolter, I try to model a chainsword and I'm currently experimenting with the mia materials.

>> No.464040
File: 638 KB, 1280x720, water2.jpg [View same] [iqdb] [saucenao] [google]
464040

>>463957
Now with actual refraction because I forgot to turn it on last time.

>> No.464043

>>464040
I kinda liked the look of the first one, despite it lacking in some details. What's the render time like?

>> No.464047
File: 1.64 MB, 1920x1080, water3.jpg [View same] [iqdb] [saucenao] [google]
464047

>>464043
Render times are atrociously long because of the refraction parameter in the water shader. This took 50 minutes. I've spent more time trying to narrow down my render settings to speed things up than actually working on the water itself.

>> No.464048
File: 1.52 MB, 1920x1080, water4.jpg [View same] [iqdb] [saucenao] [google]
464048

>>464047
Render time is only 11 minutes without the refraction.

>> No.464050
File: 305 KB, 1920x1080, cutangel_test01_0124.jpg [View same] [iqdb] [saucenao] [google]
464050

>>463421
rigging test.
I barely have bandwidth to post a image, let alone the animation, but trust me when i say that she actually can dance well. 1 minute and 45 seconds per frame rendered in basic mental ray.

>> No.464051

>>464050
dancing with broken ankles is quite a skill.

>> No.464060
File: 39 KB, 402x651, ss+(2015-02-21+at+10.55.46).jpg [View same] [iqdb] [saucenao] [google]
464060

>> No.464083

>>464060
looks like a morbid space marine

>> No.464086

>>464048
what's your lighting set up on this?

>> No.464090

>>464083
the head is no easy task also

>> No.464092

>>464086
Image-based lighting with an additional directional/Sun light.

>> No.464094

>>464092
If you're still around, do you think you could elaborate how you made your ocean?

I started making one in maya after seeing yours and it looks like complete dogshit.

>> No.464096
File: 158 KB, 640x480, ocean.jpg [View same] [iqdb] [saucenao] [google]
464096

>>464094
heres what i have right now

>> No.464102
File: 3.40 MB, 1920x1080, water5.jpg [View same] [iqdb] [saucenao] [google]
464102

>>464094
I created three different procedual noise textures for the small, medium, and big formations, then used them all as displacement on a plane which is 100% reflective and refractive. The rest is in the lighting. It's that simple. Like I mentioned before, rendering has been the hardest part. I didn't spend more than 20 minutes on the water shader. And just for the record, I'm using Max.

>>464096
That doesn't look too bad. I think it's your lighting that's the problem.

>> No.464104
File: 637 KB, 1280x720, water6.jpg [View same] [iqdb] [saucenao] [google]
464104

>>464102
My water shader can look pretty bad under the wrong lighting conditions too.

>> No.464105

>>464102
I put in a directional/sun light but i didn't do a IBL

would an IBL set up help fix the problem?

>>464104
How could I change my lighting to improve the image?

I'm waiting on a render but i'll post an update when it finishes

>> No.464106
File: 199 KB, 640x480, ocean2.jpg [View same] [iqdb] [saucenao] [google]
464106

>>464104

>> No.464107
File: 3.63 MB, 2787x1512, HighresScreenshot00001.png [View same] [iqdb] [saucenao] [google]
464107

Babby's first UE4 screenshot.

>> No.464108

>>464102
Surely you'd be better off with a fractal displacement with 5 or 6 levels? Why'd you go with 3 different noise layers?

>> No.464126
File: 823 KB, 2048x2048, isthisgoingtobeadickgirlidonotknowyet.png [View same] [iqdb] [saucenao] [google]
464126

>>463586
Still a lot of work to do before I can get this in-game. The crazy green model on the right is just a 3D scan I was using for reference; the ramp shader helps me see the muscles better.
Fun fact: I accidentally typo'd, "in-gabe" to begin with. Tell that do your friends.

>> No.464127
File: 366 KB, 2048x2048, isthisgoingtobeadickgirlidonotknowyet2.png [View same] [iqdb] [saucenao] [google]
464127

>>464126
Here's it from the other side, I'm going to take it into Zbrush again when I'm done with topology. I've barely started on her limbs and extremities, never mind her whole face and hair area.

>> No.464128

>>464126
you didn't pay much attention to the scan ;f

>> No.464132

>>464128
I'm not copying it. I'm using it as anatomy reference to make it easier to do correct muscle topology.

>> No.464139

>>464132
then you didn't pay much attention to your anatomy ref
your anatomy landmarks are off, and the proportions need a lot of work
there is also a lot of pointless definition on the belly

>> No.464140
File: 649 KB, 1920x1080, monster squid girl.png [View same] [iqdb] [saucenao] [google]
464140

didn't do anything proper in 3d for a while so wish me luck

a monster girl, I like doing them
inspired by what I saw in one of the evolve threads on /v/

>> No.464141

>>464139
I'm not copying the scan, I started on everything about it way before, I'm using the ref to get the topology right, then I'm going to take it into Zbrush and do whatever to it.

>> No.464142 [DELETED] 
File: 214 KB, 1280x720, thankszbrush.png [View same] [iqdb] [saucenao] [google]
464142

Thanks to Zbrush, making holes in objects no longer takes 5 hours.

>> No.464154
File: 340 KB, 580x720, 1421515243673.png [View same] [iqdb] [saucenao] [google]
464154

>>464142
>not using booleans

>> No.464157

>>464154
> using booleans

>> No.464158
File: 1.70 MB, 1920x1080, screenshot232.png [View same] [iqdb] [saucenao] [google]
464158

Working with the feeling of proportions.

>> No.464159

>>464158
is that a mountain ?

>> No.464165

>>464159
yeah it needs a lot of texturing, but i need a new rig to move some millions more polys.

>> No.464173

>>464140
That's some excellent concept art. Where'd you get it ?

>> No.464235
File: 1.06 MB, 1280x720, water7.jpg [View same] [iqdb] [saucenao] [google]
464235

>>464105
You'll have to experimenting with IBL. Images with dusk or dawn suns have worked best for me.

I only just realized, but the appearance of the water in my renders is due almost entirely to the reflection. Light is responsible for only the refraction and casting of shadows. Now things make a lot more sense.

>>464108
I already tried it. I have more control using multiple layers of noise. Plus it's easier.

>> No.464237

>>464235
This is still just 3 noise layers with an increase in intensity? Looks way better, though a bit sharp/hard; kinda like rocks.

>> No.464272
File: 496 KB, 1280x998, QuRvslB.png [View same] [iqdb] [saucenao] [google]
464272

Worked on this idly / in autopilot during a phone call for fun. I don't have any real purpose for it though. Texture is just some random stuff I slapped on and an occlusion bake.

>> No.464277
File: 35 KB, 775x738, head.jpg [View same] [iqdb] [saucenao] [google]
464277

I'm more into 2d art drawing and painting, but i wanted to try sculpting. I must say this is quite fun to do. Once I found the clay build up and smooth buttons and alt button I could actually sculpt without worry. I don't really have any other interest in 3d.

>> No.464280
File: 91 KB, 734x946, voulgescreenshot.png [View same] [iqdb] [saucenao] [google]
464280

I'm trying to make a weapon from scratch for Skyrim. Next step, textures.

>> No.464284

>>464280
Looks cool

>> No.464287
File: 20 KB, 960x540, Dague.png [View same] [iqdb] [saucenao] [google]
464287

>>464140

Can you give me a good tutorial for 3D sculpting ? Always wanting to try it but I don't want a tutorial that will give me bad tips and I don't want to regret it later.

Also a dagger I started to make for a skyrim mod

>> No.464288

>>464287

And also the software that you prefer to use, cause I'm using Blender for my 3D, but I think there are better ones for sculpting

>> No.464289
File: 316 KB, 1920x1080, friday_the_13th_props___texture_wip_by_rafael_de_jongh-d8j7tu4.jpg [View same] [iqdb] [saucenao] [google]
464289

Working on the diffuse currently.

>> No.464293
File: 181 KB, 730x938, voulgescreenshot2.png [View same] [iqdb] [saucenao] [google]
464293

>>464280

This... doesn't look half as bad as I was expecting. huh.

Still though, can someone give me some advice on making it look better?

>> No.464304
File: 465 KB, 997x596, man.png [View same] [iqdb] [saucenao] [google]
464304

So I'm learning Zbrush. This is so complex compared to box modelling.

I plan to spend a month, trying to get this figure in pic related down. Probably going to start over and over again until it perfect. It just that the drawing on the left in modo would take me about 6 hours to do. But, surely aren't character models created in zbrush first and then you retopology.

>> No.464312
File: 307 KB, 1600x880, blender 2015-02-23 14-46-15-86.png [View same] [iqdb] [saucenao] [google]
464312

Almost done.

>> No.464318
File: 324 KB, 1500x1500, IMG_20150210_004802.jpg [View same] [iqdb] [saucenao] [google]
464318

>>463421
series of these somewhat lowpoly
all the final evos and single stages.
Currently at Nidoqueen

>> No.464324

>>464318
When you say all do you mean the first 151 or all the current 720? Looks great btw

>> No.464328

>>464304
It's easier for some people to work at a lower poly count when they start.

>> No.464329

>>464318
im new, what software types can be used to make these?

gorgeous btw

>> No.464339
File: 455 KB, 1920x1080, AOWire-WIP-1.png [View same] [iqdb] [saucenao] [google]
464339

>>464312
Two can play at that game, asshole.

(Been working on this over the weekend in spare time)

>> No.464341
File: 1.65 MB, 2560x1440, Snow1_Edit.jpg [View same] [iqdb] [saucenao] [google]
464341

>>464237
It's more like 8 layers of noise. I don't care if it doesn't look like water now, I'm just stacking it to generate more interesting shapes.

>> No.464343
File: 597 KB, 800x600, PI PINK OFFICE_V1.png [View same] [iqdb] [saucenao] [google]
464343

Finally finished my detective scene. I should have made a sketch or something first before starting. Ended up wasting too much time modeling shit that didn't even get used.

>> No.464344

>>464329
Probably anything. There's not a specific 3D package that can only do low poly stuff.

>> No.464345

>>464050
Your sample settings look a little low.

>> No.464347

>>463779
You don't need CAD to model a proper engine, dick face.

How about you take your autistic ass back to the train station and stare at the time sheets?

>> No.464360

>>464343
this is great.

>> No.464362

>>464343

She walked into my office, she was the kind of bird who had metal sticks that went all the way up.

>> No.464372

>>464362
yes

>> No.464373
File: 156 KB, 478x864, spitfire.jpg [View same] [iqdb] [saucenao] [google]
464373

Suddenly a cartoon heroine appears!
Learning Zbrush as I try to actually finish a sculpt.
Havent touched the hands or feet.

Really, I just want to get to designing an outfit for her to fight in.

>> No.464389

>>464362
She lit up a smoke and said ŚQUAK!

>> No.464391

>>464343
>>464362
> /3/ Noir? I'm in!

"She beak'd on me to take the case and gave me a pink slip across the table, hands where off since she didn't have any, she just winged it.
I spun the numberplate of the phone as I spun the the revolver, It was time to give my wife the call to let her know she'd always be my /x/."

>> No.464400

>>463687
y no light based on image? it would look better

>> No.464410
File: 246 KB, 1280x720, 1424748646450.png [View same] [iqdb] [saucenao] [google]
464410

>>464339
neat. Is that a m468?

>> No.464411
File: 2.97 MB, 1920x1080, 1424752864623.png [View same] [iqdb] [saucenao] [google]
464411

Just started working on the Specular Diffuse Inverse Map

>> No.464421
File: 67 KB, 355x539, Angel_refine_nomorph.gif [View same] [iqdb] [saucenao] [google]
464421

>>464345
I´m more worried with her face rigging - i only animate with morphs. Still, better than nothing i guess.

>> No.464424
File: 403 KB, 547x403, studioghibli.png [View same] [iqdb] [saucenao] [google]
464424

Starting my studio ghibli study work.

Modo to Zbrush to Modo to Mari is my plan workflow. Going to try and do studio ghibli landscapes.

Hayao Miyazaki being one of the best artist alive.

>> No.464425

>>464421
are you married to the sad eyes?

>> No.464427

>>464421
looks like trollchan

>> No.464428

>>464427
It is trollchan.

>> No.464436
File: 109 KB, 946x550, 2015-02-24_19-56-46.png [View same] [iqdb] [saucenao] [google]
464436

>>464410
Mk18 actually, going for the short-barreled carbine. Going to do forward sights tonight and the charging handle after that. Is that yours? If so, nice optic.

>> No.464438
File: 104 KB, 975x630, erw.png [View same] [iqdb] [saucenao] [google]
464438

going for anatomys and spookyness.

>> No.464439

Why is Maya so much better then 3DS max? Max just seems like a cluster fuck UI compaired to maya.... Autodesk plez

>> No.464442
File: 11 KB, 200x200, 1416800070176.jpg [View same] [iqdb] [saucenao] [google]
464442

>>464439
Keep this shit out of the WIP thread.

>> No.464443

>>464439
Maya seems like a cluster fuck to me, and I use 3ds Max.

>> No.464446

>>464443
You're wrong though, Max's UI is notoriously known as one of the worst in the industry. Maya's is cleanly laid out, with words instead of nondescript icons that make no sense, and features are actually under the menus they should be...

Maya's Viewport 2.0 is cleaner looking and boasts more features, and the modeling tools now are more than good enough.

>> No.464448

>>464446
>2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."
You heard wrong

>> No.464453

>>464318
Wow man that looks amazing

>> No.464458
File: 266 KB, 1920x1080, WIP-2-Wire.jpg [View same] [iqdb] [saucenao] [google]
464458

>>464339
>>464410
Forward assist and ejection port coming along, ejection port bothers me a little bit because it goes too deep. Will probably fix that next.

>> No.464466

>>464341
Can you post more of that? I really really love that picture. It's like autism trigger or some shit, I just, need more.

>> No.464475

>>463586
>A mod?
I think its a retex for FO:NV

>> No.464499
File: 3.21 MB, 5100x3300, DynamisWip.jpg [View same] [iqdb] [saucenao] [google]
464499

Painted all my textures in polypaint probably gonna transpose and move those into marmoset. Gotta finish gloves and a few ither pieces.

>> No.464501

>>464499
Holy crap wrong file was gonna post the 72dpi image not the 300dpi

>> No.464510
File: 202 KB, 1280x720, Snow2.jpg [View same] [iqdb] [saucenao] [google]
464510

>>464466
Sorry Anon, I'd like to render more but they take 8+ hours to complete.

>> No.464534
File: 345 KB, 1440x872, buldozer 2015-02-25 18-14-44-51.png [View same] [iqdb] [saucenao] [google]
464534

In game and working on textures.

>> No.464537

>>464293
It seems to me that if there are signs of wear on the inner portion of the blade, it would also make sense for there to be some wear on the outer portions.

>> No.464538

>>464534
Mind showing us full topology/unwrap? looks good though, front end iron sight perhaps looks a little thick

>> No.464539
File: 214 KB, 1592x872, blender 2015-02-25 18-41-32-30.png [View same] [iqdb] [saucenao] [google]
464539

>>464538
Wireframe of the low poly of everything I modeled.

>> No.464548

>>464510
What the fuck... What about a source or some shit so we can render ourselves?

3d noob here btw

>> No.464549

>>464548
i have a feeling that what hes doing is super easy, but the learning curve is steep as fuck, and maybe some frustrating modeling involved.

>> No.464551
File: 971 KB, 2560x1384, Untitled.jpg [View same] [iqdb] [saucenao] [google]
464551

>>464548
>>464549
It's literally just a plane that's got several Displace modifiers with procedual noise textures. I would share the scene, but its dependent on third-party plugins that not everyone has.

Ah... Fuck it. Here. You'll need V-Ray and BerconMaps for 3ds Max. You might also want to use your own HDRI to light the scene, because I had to remove mine. Place it in the Dome's texture slot.

http://www.mediafire.com/?8s5nh42r3ro1ta0

Also, the TurboSmooth modifier is turned off by default. Don't turn it on unless you have 9 GB of RAM to spare. Pushing 176 million polygons in Max isn't very fun.

>> No.464555
File: 447 KB, 1191x897, render4artic.png [View same] [iqdb] [saucenao] [google]
464555

>> No.464559
File: 291 KB, 960x810, Alien.jpg [View same] [iqdb] [saucenao] [google]
464559

>> No.464570
File: 573 KB, 1920x1200, mage.png [View same] [iqdb] [saucenao] [google]
464570

Anyone know if it's possible to affect BRDF on a blinn shader in Maya? I moved all my shaders for this scene to mia_mat_x, but I can't map reflection and gloss effectively, and since i'm not exactly going for realism on a character like this i figured i'm better off with maya software shaders.

Also, does anybody have experience rigging a character with clothing anything like this? I don't know how i'm going to go about rigging the skirt/hat. nCloth doesn't offer much direct control.

>> No.464577
File: 241 KB, 1920x1040, MAYA.png [View same] [iqdb] [saucenao] [google]
464577

I'm a programmer and We have this art class in this block to learn about what problems artists face and how we could possibly fix them..

We need to model an helicopter

>> No.464579
File: 289 KB, 1679x1049, snap.png [View same] [iqdb] [saucenao] [google]
464579

>> No.464585
File: 619 KB, 1920x1080, 2 cylindres.283.jpg [View same] [iqdb] [saucenao] [google]
464585

I started a new segment of animation. A 2 cylinder petrol engine. Like the rest I'll have to animate the assembly and some of how it works.

That's a frame rendered with the final settings, takes about 80s for a diffuse+depth+AO pass.

I don't know if I'm gonna use DOF for the final product, but if I do, I'm gonna need to animate it, so even if the depth pass is not as good as the internal camera DOF, I prefer being able to use it the way I want while compositing.

>>464539
How long does it take to make a part like that? Considering the discipline you need to have regarding the topology.

>> No.464587

>>464579
You team fortress much?

>> No.464593
File: 553 KB, 1600x922, Sci-Fi Gas Station.jpg [View same] [iqdb] [saucenao] [google]
464593

>>464587
Sorry pal, I've only played team fortress classic in 2001~2002.

>> No.464596

So right now I use Sketchup for low poly work, is that okay? Or should I just move to Maya like everybody else?

>> No.464615

>>464579
The single colors, specular and the low poly cylinders make it look like team fortress 2

>> No.464621

>>464577
You're fucked

>> No.464634

>>464585
It took me about a week. I've only started to study subdivision modelling about 6 months ago.

It's not even that great either. Arma 3 has a hard limit of 32000 polys per model. For optimization a weapon should be in the 8000-10,000 range. With the UBR Magpul Stock and the RIS Type 2 rail that I modelled, even the low poly versions + Tigg's M4 base + the LMT ironsight I modeled puts in into the lower 18,000's.

>> No.464638

>>464634
Considering the polycount limit, I guess you rely on bump/normal maps as well to add details (?)

How does Arma 3 handle custom shaders?

>> No.464649

>>464438
Looks interesting. I want to see more of this

>> No.464654

>>464272
>Worked on this idly / in autopilot during a phone call for fun
You can tell, it looks like shit to be honest

>> No.464655

>>464318
Looks really good. I would like the image a bit more crispy, but that's just me.
Rendered in?

>> No.464661

>>464585
I love these, what materials and renderer do you use?

>> No.464665
File: 899 KB, 1920x1080, tangye.290c.jpg [View same] [iqdb] [saucenao] [google]
464665

>>464661
I use keyshot, with stock materials mostly. Sometimes I edit bump maps and specularity, but they're mostly fine, considering it's just metal and plastic, nothing funky.

Here's another part of the same animation, I think I posted stuff on this one before.

And this one is gonna be tricky, it takes about 3min per frame, 2 for diffuse+DOF, and another minute for AO. If I lower the samples anymore it gets really grainy. I might have to clear more time for rendering.

>> No.464666

>>464665
Have you thought of doing DoF in post with a depth mask? I don't know if Keyshot can render depth channels.

>> No.464667
File: 343 KB, 1920x1080, tangye.290_depth.jpg [View same] [iqdb] [saucenao] [google]
464667

>>464666
My bad, that's what I meant by "diffuse+DOF", it renders a depth pass in a sepparate 32bit exr file. Here's what it looks like (in 8bit jpeg of course).

the depth pass has almost no impact on rendering time, afaik.

>> No.464687

>>464499
i really, really don't like the entire bottom half of her body

>> No.464689

>>464362

I had four slugs in me. Two of them bourbon, one of them garden, and the other one lead.

>> No.464700 [DELETED] 
File: 1.76 MB, 975x630, ert.png [View same] [iqdb] [saucenao] [google]
464700

some polypainting.

>> No.464711
File: 904 KB, 540x960, God Rays_V1.png [View same] [iqdb] [saucenao] [google]
464711

New piece just finished today. Wasn't sure if this was going to turn out, but it ended up looking decent around 80% mark.

>> No.464737

>>463430
I love this post

>> No.464739

>>464096
A-...Alioto?

>> No.464740
File: 564 KB, 1053x749, Barrelprobelm.png [View same] [iqdb] [saucenao] [google]
464740

Hey! When I apply my normal map it comes out like this, small squares all over the mesh. Why does it do this?

>> No.464741
File: 412 KB, 1011x743, normal.png [View same] [iqdb] [saucenao] [google]
464741

>>464740
this is my normal map by the way

>> No.464757

>>464741
Looks like you baked the map with smooth normals, and now look at it with non-smooth normals. The normal map is relative to the computed, interpolated, normal.

>> No.464773

>>464424
Agreed. I just loved all the in depth settings in all his work

>> No.464774

>>464438
Looks like that freaky monster thing in OOT

>> No.464783

>>464739
Can't be. The tits don't look like tennis balls taped on someone's chest.

>> No.464787
File: 52 KB, 1232x995, unity2.jpg [View same] [iqdb] [saucenao] [google]
464787

>>463421
making a fan game in unity

>> No.464788
File: 35 KB, 638x484, cheap fire.gif [View same] [iqdb] [saucenao] [google]
464788

>>463421
Memory lane on cheapest fire effects in max.
The key is the damn scene scale... it looks fake as hell, but nice looking and render fast... really fast.

>> No.464791

>>464788
if it renders fast, could you create an animation?

>> No.464792

>>464791
I can´t upload it - shitty connection.
BTW, after effects can also make nice quick fires, but require some filters to make it look right.

>> No.464798
File: 1.21 MB, 1280x720, Room.png [View same] [iqdb] [saucenao] [google]
464798

Just a basic ass room for my porno. Good enough? Most of the action happens on the bed or desk so I didn't bother with much more detail.
Think I'll have to bake the roof and some of the walls cause they get so grainy.

>> No.464802

>>464798
you should add some posters on the wall for more life, give your characters more personality

>> No.464805

>>464798
It's not realistic nor is it appealing in a simplistic, minimalist sense. You're stuck in the middle and it just looks bad.

>> No.464823

>>464798
>that ceiling

Is it midget porn?

>> No.464824

>>464802
Yeah I was thinking that, thanks. It's suppose to belong to a generic 4chan browsing nerd so I'm trying to think what else'd be there. Figures? Soft drink bottles? A video game prop weapon? I guess a good start would be a shelf with clutter.

>>464805
Yeah I absolutely agree with that. It looked allot better to my eyes at the point when I made it but now the delusions are gone.

>> No.464829
File: 626 KB, 945x531, Room with red.png [View same] [iqdb] [saucenao] [google]
464829

>>464823
Lol I see. Yeah I made the props too big so the room looks small. Here I shrunk the bed. Better? Demon girl's supposed to be short. 160 cm or something.

And yes I've got to fix her weight paints. They're awful right now.

>> No.464830

>>464829
lol even ue4 gives you better skin in realtime. FAIL!!!

>> No.464833
File: 593 KB, 2300x1126, bonobo1.jpg [View same] [iqdb] [saucenao] [google]
464833

Another barely noticeable update. I think I will detail the feet a little and call it done, then I need to retopo. Anyone have any advice for retopology? I was just going to use the zremesher and then fix things in Maya, will that be fine? I'm aiming for a pretty high polycount, I believe 50k is acceptable in the current gen am I right? My original goal was 15k though so I may go with that, but I think I can get away with 50k for this project.

>> No.464835 [DELETED] 

>>464824
clothes lying around in a almost messy manner.
I would also suggest food, water, soda etc on the table but that isn't attractive. So maybe a few books that aren't too bulky, little ornaments like a bobblehead or lava lamp. cds, pencil, wallet, cigarettes maybe even a bottle of lotion or condom wrappers for that porno feel.

>> No.464871
File: 535 KB, 960x540, coffee_cup.png [View same] [iqdb] [saucenao] [google]
464871

Just beginning with 3dcg, made a cup.

>> No.464880
File: 130 KB, 1162x537, wip.png [View same] [iqdb] [saucenao] [google]
464880

finishing details on star wars e-11 blaster

>> No.464883
File: 855 KB, 1920x1080, imperial stormtrooper blaster1.png [View same] [iqdb] [saucenao] [google]
464883

>>464880
throwed some basic materials on it

>> No.464884

>>464883
just another babby tier prop. Why even bother?

>> No.464892

>>464830
>>464884
Please stop.

>> No.464893

>>464585
You do some pretty badass work man, Did you get schematics for this machinery anywhere in particular?

>> No.464894
File: 21 KB, 354x354, Pacific-Play-Tents-Tickle-Me-Tunnel.jpg [View same] [iqdb] [saucenao] [google]
464894

>>464833
Fix the fucking pants already. Why even bother trying if you're just going to settle for "good enough"?
Pic related, they look like material stretched over a frame.

>> No.464895

>>464883
i laike it

>> No.464935

>>464510
and i've been telling to myself that i must be doing something wrong when my snow takes 30min to render

>> No.464936
File: 210 KB, 1280x770, jbuuoqi1.jpg [View same] [iqdb] [saucenao] [google]
464936

>>464894
actually my plan was originally to create two characters but I may not be doing that any more so time isn't really of the essence, so I may start the pants from scratch, however they are supposed to look at least somewhat like your picture from my original concept, the top part of the pants were supposed to be kind of extended out in the vein of this kind of F design in this image. It's simply poorly executed and doesn't red well under the jacket so I will change it entirely.

I'd much more appreciate advice on the re topology process right now but I am going to change the pants.

>> No.464937

>>464936
I meant the 'P' design.

>> No.464944

>>464884
because I can. this one is for you :-*

>> No.464949
File: 187 KB, 1227x575, quad_explode.png [View same] [iqdb] [saucenao] [google]
464949

Pretty new to 3D modeling, trying to put together a quadcopter. Right is the model "exploded", left is turbosmoothed. Poly count is less important since it's going into a cinematic render, not a game.

Any advice on topology etc? I've kinda been figuring it out as I go along.

>> No.464953
File: 130 KB, 1234x531, quad_explode2.png [View same] [iqdb] [saucenao] [google]
464953

>>464949
Closer shot of the parts.

>> No.464978
File: 356 KB, 1250x1000, bus stop.jpg [View same] [iqdb] [saucenao] [google]
464978

Making a local bus stop.

>> No.464984
File: 463 KB, 1024x540, CapHouseFin.png [View same] [iqdb] [saucenao] [google]
464984

I have a question if anyone can answer it regarding texture work.

I wanted to give a 'cartoon' type of look to this but I suck dick with textures. I was wondering if one could give an object one solid color and let the lighting give the color different shades? Like a darker/lighter tone?
Or would have have to manually paint the areas that would be exposed to light more lighter and the other areas darker?

>> No.464986

>>464984
Both your possibilities are viable, but you have to think like, is this thing for a game/animation or for a still shot? If the former, are the light in your scene going to move?

>> No.465002
File: 269 KB, 975x630, tretre.png [View same] [iqdb] [saucenao] [google]
465002

I am satisfied with my skin texturing, though, i need more practicing with brushes and anatomies.

>> No.465008
File: 1.49 MB, 1920x1080, screenshot239.png [View same] [iqdb] [saucenao] [google]
465008

>>465002

>> No.465009

>>465002
>>465008

-2 anatomy

>> No.465012

>>464986
I want to do still shots and possibly some short animations with the scenes.

What would work best with this? I'd like to just go with a single color method since I'm really not good at painting at all but I'll learn if I have to.

>> No.465015

>>465002
it looks like some kind of bizarre human/insect hybrid, did you use reference at all?

>> No.465016
File: 606 KB, 960x540, incense holder moving 010001-0250.webm [View same] [iqdb] [saucenao] [google]
465016

tried to save it at full size but photoshop died so here is a webm

>> No.465022

>>465012
It's simple, if the lights move the shadows move, therefore they can't be painted on.
Also, I know you're planning to use solid colors, but try to follow some texturing tutorials, maybe hand-painted if you have access to a drawing tablet, it can look great if you put some effort into it.

>> No.465023

>>464140
hnnnnggg

>> No.465024

>>464424
Holy fucking shit I spend hours looking at this specific artwork trying to do a low poly of the statue

>> No.465025

>>464140
Slocik I would very much appreciate if you record your process one day for youtube, stream would be great too but I fear that I would miss it.

>> No.465026

>>464510
This is now my desktop background

>> No.465027

>>464510
Whatever random number generator 3ds max uses is 100% shit. You can visibly see it repeating.

>> No.465029
File: 26 KB, 640x480, rateme.jpg [View same] [iqdb] [saucenao] [google]
465029

Im absolute noobest at 3d modelling. How did I do?

>> No.465030

>>464711
I'd hang that on my wall.
The third ray from the left looks a bit broken though.
Do you have one without the canvas texture?

>> No.465031

>>465029
smooth shaders are your friends.
Edge split around the hard edges to keep them sharp.

>> No.465033
File: 599 KB, 1064x607, Work-In-Progress-5.png [View same] [iqdb] [saucenao] [google]
465033

I'm trying my to get this to look as realistic as possible. What do I need to fix?

>> No.465034

>>465033
For my first indie game do you think this is good enough?

>> No.465035

>>465033
"as realistic as possible"
cant tell if trolling or serious

>> No.465039

>>465035
Can't tell if you are about to shit on me for the question, or you think it looks iight. I'm adding pink on the eye crevasses and I gotta fix the eyebrows, eyelashes, hair and those god awful lips.

>> No.465041
File: 33 KB, 640x480, wireframe.jpg [View same] [iqdb] [saucenao] [google]
465041

>>465029
guise give tips plz. I know the front texture is a little off, I dont plan on fixing it soon

>> No.465042
File: 45 KB, 640x480, asfagfaegegeg.jpg [View same] [iqdb] [saucenao] [google]
465042

>>465029

>> No.465043
File: 39 KB, 640x480, asdasdasd.jpg [View same] [iqdb] [saucenao] [google]
465043

>>465029

>> No.465050
File: 183 KB, 1899x869, Mansard2.jpg [View same] [iqdb] [saucenao] [google]
465050

Dicking around in CAD resulted in this.

>> No.465060
File: 917 KB, 1280x720, Water8.jpg [View same] [iqdb] [saucenao] [google]
465060

More water tests. Still using proceduals. Render times are still killer.

>> No.465073
File: 2.01 MB, 2100x1313, brawler1b.jpg [View same] [iqdb] [saucenao] [google]
465073

Don't think I've posted any of my professional work here, but here's a near-finished ship from work. Needs some general polish and small spotlight decals still.

>> No.465077

>>465073
Nah nigga, you be lying. Post some wires cause fractured space is an awesome game and I have some questions if you really do make them.

>> No.465079

I have a question for you guys here.

What graphics tablet do you use and can you suggest any for $200 or less?
I'm looking to learn how to draw and hand paint my textures so Im looking for a nice sized tablet to get started.
Suggestions would be nice. Ive looked around and am thinking of getting some cheap as fuck bamboo wacom but I feel there's something nicer out there but just dont know which is best for what I need.

>> No.465080

>>464757
call me retarded, but I didn't really understand what you meant..

>> No.465081
File: 1.27 MB, 1873x1035, wire.jpg [View same] [iqdb] [saucenao] [google]
465081

>>465077

If you'll check the Fractured Space twitch tomorrow around this time I'll be streaming modeling/designing a new one ;)

>> No.465084

>>465081
>right click: search google for this image
>MFW No other sizes of this image found.

Why are you even on /3/? You've escaped man.

>> No.465085

>>465081
Duuuuuuuude your shit is fucking awesome. Thanks for the wires.

I would love to check the stream but Ive got work around this time so Ill have to miss the live session and settle for recorded.

Im new still so my questions might be retarded but I still have to ask if you got time.

>>465084
Like that anon said, why are you still around?

How long have you been doing 3d?

Are you a generalist and if so what can you do?

How did you get involved with FS?

How long does it take for you to make a new ship/prop from start to finish?

What's your workflow like?

Are you doing commission or rollin with royalties? And is the pay nice?

If you had to give 3 important pieces of advice/tips to someone looking to make a living out of 3D, what would they be?

Sorry for the list of Q's but I dont want to miss the chance just cause Im at work. Plus I get 15 min breaks every 2 hrs so Im making the best of it. Thanks ahead of time and bitchin work, man.

P.S I need a golden skin for flagship. Ill pay money for dat shit

>> No.465086

>>465081
looks like shit. Study NASA space ships - go to the space center in florida and see some actual ships and crawlers and launch pads. This is bad.

>> No.465089

>>465085

>Like that anon said, why are you still around?
I dunno, I find this place pretty entertaining. It's just one of those communities I've been lurking for years out of habit.

>How long have you been doing 3d?
10 years now, though the first few weren't as productive as they could've been.

>Are you a generalist and if so what can you do?
I mostly just do hard surface/tech/shader stuff, been meaning to learn some environment art at some point.

>How did you get involved with FS?
I've been working at the studio since 2013 when we were making Strike Suit Zero: Director's Cut as Born Ready Games.

>How long does it take for you to make a new ship/prop from start to finish?
2-3 weeks, depends if I get a concept for it or if I design it myself.

>What's your workflow like?
Mostly straight up poly modeling (the ships are around 400k tris, no normal maps to speak of). The materials just use simple tiling textures to minimise texture use (most of the ship is a couple 1024s)

>Are you doing commission or rollin with royalties? And is the pay nice?
I'm working in-house so I'm just on a yearly salary. They pay pretty well for UK and my experience level.

>If you had to give 3 important pieces of advice/tips to someone looking to make a living out of 3D, what would they be?
Find your niche and grind until you're good enough to be hired at it. From there you can start expanding your skillset slightly but you'd want to mostly learn skills that work well together. For instance no point learning the fineties of anatomy if you're not going to be doing any character art.

>P.S I need a golden skin for flagship. Ill pay money for dat shit

I'd love to put one in but it'll probably be a while until we can start breaking the style, ha. I'm sure it'll happen eventually though!

>> No.465091
File: 839 KB, 1434x1474, body head comp.jpg [View same] [iqdb] [saucenao] [google]
465091

First time posting here, it's a character for a game I'm making
Screens are inside UE, having enormous trouble with the hair since deferred rendering means that I can't use any kind of anisotropic shading.

>> No.465092

>>465091
learn anatomy, learn how to apply built in ue4 skin shaders

pls, babby. Think about the anons.

>> No.465104
File: 2 KB, 300x57, payload.jpg [View same] [iqdb] [saucenao] [google]
465104

>>465091
Looks nice. Ignore the autists
>pic related, captcha

>> No.465112

>>464883

A Sterling SMG! Very nice. That used to be the submachine gun I used when I was an artillery command post technician in the Canadian Forces back in the 1980s. I hated having to give up my FN for it but there's no room in the command posts for the FN. Used to make me feel like an Imperial Stormtrooper though so that was a bonus.

The thing was a quintessential spray-and-pray. God help you if your life had to depend on it. And the ones used by the Canadian Forces were so old (some had seen action in Korea) that the barrels were completely shot.

During my GMT we had this guy who could not wink. He had to either keep both eyes open or both eyes closed so he couldn't shoot for shit. The SMG range overlooked Lake Ontario. It had a big hill built up at the end of it to keep the bullets from flying out over the lake and possibly striking some boaters. On top of the hill they planted a bunch of trees as a further layer of protection. When he was on the SMG range there were leaves flying off the tree branches whenever he fired on full auto.

When he was on the rifle range the dirt would be flying up in the air about 20 feet in front of him whenever he fired from the prone position.

My GMT instructor used to amaze us by being able to saw a target in half with it on full auto.

>> No.465114

>>465091
Oh, I saw your posts on agdg, glad you came over to where the real action is at.

Looking good, but somehow a bit overly smooth at points -- her hips and thighs don't make complete sense to me.

>> No.465119
File: 349 KB, 420x605, head.png [View same] [iqdb] [saucenao] [google]
465119

>>465092
That's what I'm doing, learning. As for the shaders I won't work too much on them at this stage since I need to get gameplay elements done asap. The default skin shaders are alright but I like the way her skin looks without them (pic related has less blown out lights and it's a more accurate representation of how it will look like, I am not planning on changing it for the time being)

>>465104
>>465114
Thanks. Yeah I'll keep gameplay stuff on /agdg/ and post 3d progress on these threads.
Maybe the hips are a bit too round but I'm going for an anime-ish style so I think it should be fine. If it looks weird animated then I can always come back and fix it.

>> No.465134
File: 109 KB, 520x418, evalxbox.png [View same] [iqdb] [saucenao] [google]
465134

>>465041

>> No.465138

>>465112
that would explain stormtrooper's accuracy in movies. the e11 prop was so fucking close to sterling it's embarassing for star wars.

>> No.465170

>>465089
Thanks for answering those, man. Im fuckin hyped. I always miss out when actual devs come by.

Im gonna take your advice to heart cause currently Im just trying to shove in all sorts off information and skill but the process of mastering any of them has been so slow that it puts me off of learning anything.

I do have just a few quick questions then Ill be content.

Regarding textures, what software do you use?

How hard is it to get textures set up from start to finish on your models? How long?

Do you create all textures by hand or do you clip pictures, put them together, and then modify it?

If by hand, do you use a graphics tablet to paint stuff together?

And lastly, what genre of music do you listen to while working or do you have something else running in the background?

Thanks again for your time in replying. Youve no idea how much it helps me.

P.S could you secretly write TheCynicalCynic in super tiny size on a new ship? It would make me sooo hard but if not, totally understand. Just thought Id ask.
Gonna hop on FS and rek some bitches

>> No.465192
File: 348 KB, 1920x1033, 126f0450863fc9aed9f7db2ea956fa9a.png [View same] [iqdb] [saucenao] [google]
465192

help

>> No.465198
File: 1.73 MB, 1440x900, 1.png [View same] [iqdb] [saucenao] [google]
465198

I made a train signal!

>> No.465200
File: 1.40 MB, 408x362, 2015-03-02 21h54_35.webm [View same] [iqdb] [saucenao] [google]
465200

>>465134
Ok so Ive got like a 3 part question here.

1st- This is the method I did for that inner curve at the middle. I know its probably wrong.
I made a sphere, converted it to editable poly, made a boolean substraction, converted back to poly, and cleaned up all the verts manually.

-What would have been the best way to do it?
-Whats wrong with the way I did it?

2-Why is it that when I do the boolean my squares turn into triangles? How do I avoid it?

3- Whats a quick lightweight method to record webms?

>> No.465202

>>465200
Mathematically what you're doing makes sense, and with infinite polygons would look fine. However, you do not have infinite polygons, so you need to make the X-Box surface and Button cutout have linked vertecies in order to avoid having a jagged rim between them. I don't have shit for max, but idealogically this is what you want to go for in your end product;

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

Kindof like what you had originally but without all that extra garbage and random mesh density. Go for organization I guess.

>> No.465203

>>465200
Don't use bools, they almost always result in shit topography unless you account for it before hand and line up edges/verts exactly, in which case you may as well just create the shape manually.
Just create more horizontal edge loops, then select the the faces for the area of the inset shape, delete, pull the edge verts into a circular shape, select the hole edge, extrude inwards a few times while scaling smaller.
Idk about webm's, but if you have nVidia Experience you can use shadowplay to record desktop footage.

>> No.465208

>>465170
>>465089
If you're going to add that, add SamCyanide too.

>>465198
That looks really neat. I would use it as a wallpaper if it was bigger and the edges on the signal weren't so sharp.

>>465200
What these guys said.
>>465202
>>465203

>> No.465211
File: 60 KB, 720x480, 11042086_10205115132170918_563785885_n.jpg [View same] [iqdb] [saucenao] [google]
465211

Right now the buttons are a spline with a shell modifier. Is this a bad approach? will it mess something when I convert it to an editable poly?

>> No.465213
File: 623 KB, 1573x817, mageRig.png [View same] [iqdb] [saucenao] [google]
465213

Does anyone have experience rigging clothing? I was thinking of using nCloth, but i'd like more control over this character than that.
I figure i'll use the dynamic joint chain tool in bonus tools, but i'm not sure if you can still override the dynamic sim, so that may not be any better than nCloth.

>> No.465214

>>465211
Try it and find out. That's the best way to learn.

>> No.465217

>>465213
Looks like DUNGEON DEFENDERS 2.
Been seeing your character everywhere, verr naiss..

>> No.465219

>>465213
Only use it if she´s upside down in a scene and her dress needs to fall realistically - and be prepared to add a load of deformers to correct mesh intersections frame-to-frame - else, just do a simple flex deformation. Cloth simulations are a pain and usually end up crossing mesh boundaries and giving errors, and this is old as fuck.
Frankly, it has been so long since i tried to cloth simulate a character that i don´t even have images outside deep-buried backups.

>> No.465223

>>465217
"everywhere" on /3/, right? I don't post anywhere else lol.

>>465219
From previous use, i did want to avoid nCloth, setting up the parameters for a few bits of cloth movement just isn't worth it. I can't find a flex deformer in Maya, is that like a lattice deformer?

>> No.465228

>>465223
Maya? Sorry, 3ds max user here.
Anyway, dresses are usually melted in the skin deformer to appear to follow the legs. Cheap, fast and somehow accurate if she isn´t doing anything more complex than sitting or walking - else you´ll have to clear the skin deformer from the lower dress and cloth simulate it, and deform until the damn thing behaves like a real cloth dress.

>> No.465242
File: 432 KB, 2500x1080, chainsword_WIP_3.jpg [View same] [iqdb] [saucenao] [google]
465242

>>464027

Does anyone have an idea how to model the cloth around the grip?

>> No.465244
File: 343 KB, 1648x687, bowGrip.png [View same] [iqdb] [saucenao] [google]
465244

>>465242
Add loops, extrude each loop, scale some larger than others, wider than others, rotate some and overlap them so it looks like it's winding down the handle. Do i better job than i did.

>> No.465260

>>465242
Loft a tubular rectangular spiral down the blade, convert it to a mesh and tweak some verts to have similar overlap to concept.

That blade wrap is nothing like what you, oh what am I saying. That whole 'blade' isn't anything one would ever.

>> No.465261
File: 722 KB, 2500x1080, grip.jpg [View same] [iqdb] [saucenao] [google]
465261

>>465244
It obviously needs some more work or I have to redo the grip completly, but thanks for the tip.

>>465260
I'll try that too
>That blade wrap is nothing like what you, oh what am I saying. That whole 'blade' isn't anything one would ever.

What?

>> No.465277
File: 179 KB, 1883x853, PinkRanch9.jpg [View same] [iqdb] [saucenao] [google]
465277

All my raytraces look overcast, and tweaking anything causes the windows to go apeshit with bloom.

>> No.465278

>>465277
apply tonemapping, something "filmic"

>> No.465283
File: 205 KB, 522x479, dm-galvanic.png [View same] [iqdb] [saucenao] [google]
465283

>>463421
pic related.
Going to go full static mesh build after block-out and playtest. Meshes will be build in Blender. Excited to see how that'll work out.

>> No.465285
File: 104 KB, 1280x720, barell.jpg [View same] [iqdb] [saucenao] [google]
465285

textured a wooden barrel, crits are welcome!

>> No.465296

>>464555

I would dig a lot to play a game like this. Looks like an Unturned map. Post moar!

>> No.465303

3,000 poly model due in 10 hours and I haven't started it.

>> No.465319

>>465303
Subdivisions!

>> No.465340
File: 54 KB, 640x480, calc.jpg [View same] [iqdb] [saucenao] [google]
465340

>>465211
>>465214
So far nothing really happened. Is it bad to do it the way I did?

I think its finished now. How did I do?
Is it bad that most of my buttons are n-gons? How bad?

>> No.465352

>>465340
Can't see the geometry so it's hard to tell. Since it's a hard surface and doesn't deform it doesn't really matter. As long as you don't have nGons, but even then as long as it shades correctly it's not that problematic.

>> No.465366
File: 173 KB, 960x540, demon render4.png [View same] [iqdb] [saucenao] [google]
465366

did my first texturing and going to do my first rigging as well

>> No.465377

>>465366
Those nipples. Wtf man?

>> No.465380
File: 99 KB, 1360x484, Untitled.jpg [View same] [iqdb] [saucenao] [google]
465380

CZ75

>> No.465381

>>465380
is it just you posting all the low poly guns here or does nobody know how to model a trigger and guard?

>> No.465393

>>463793
What is the best way to get an albedo image? I haven't been able to figure it out yet and honestly haven't done too much research.

>> No.465397

>>465393
>>>463793
As far as i can tell from here when i asked, and from google, an albedo map is just a flat colour map. essentially a diffuse map without any texture detail. I still can't really tell what use it would ever be, unless you have loads of other maps and theyre all high enough resolution to fake the texture.

>> No.465411

>>465138

Yeah that certainly became the joke. It's since been replaced by the MP5. I've never fired an MP5 so I can't vouch for it's accuracy. The one nice thing about the Sterling SMG is it was incredibly simple in design which made repairs and maintenance a breeze.

The FN-C1A1 ended up being replaced by the C8A1. Old farts like me like to bitch and moan about that because the old FN was a great rifle. But it was a cold war era rifle when the face of warfare was one massive army invading or defending against another massive army. That kind of warfare is a thing of the past and I'll admit the C8 is probably a better rifle for urban warfare. It certainly has better optics than the old FN.

Given the way things have chanced since I served over 30 years ago I wouldn't be surprised if 30 years from now military rifles themselves are a thing of the past and replaced with tele-presence robots with the firearms built into them being remote controlled by soldiers half a world away. The entire armed forces of the modernized world becoming the Chair Force.

(clicking Captcha "I am not a robot... yet")

>> No.465419
File: 197 KB, 1623x833, awwwww yeaah.png [View same] [iqdb] [saucenao] [google]
465419

Remade a game character i have. Going to Start to rig him now

>> No.465431

>>465419
>dat anatomy
Even for something that is considered to be "comic" this just looks plain wrong.

>> No.465496

>>465419

Are you making a penis armed viking? I'd hate to think that it would go with the art style for the game too.

>> No.465523

>>465381
well, how would you model it?

>> No.465542
File: 2.35 MB, 1556x772, blender (01).webm [View same] [iqdb] [saucenao] [google]
465542

>>465419
Is this for your school project?

>> No.465558
File: 662 KB, 960x540, skull render 2.png [View same] [iqdb] [saucenao] [google]
465558

>>463421
working on a still image idea for my portfolio.. i'm only an amateur in 3D so im taking my time

>> No.465559
File: 255 KB, 1090x1050, indian skull bluep.jpg [View same] [iqdb] [saucenao] [google]
465559

>>465558
this is my blueprint for the idea

>> No.465576

>>464949
>>464953

Shamelessly gonna link to these again, just in case someone feels like giving me some pointers.

>> No.465650
File: 125 KB, 1064x862, TUFF TUFF.jpg [View same] [iqdb] [saucenao] [google]
465650

TUFF TUFF
low bait quality work
need to finish the hooks, anchor thing and some minor details before going to put it into texturing.

>> No.465666

bump

>> No.465668
File: 10 KB, 261x193, download.jpg [View same] [iqdb] [saucenao] [google]
465668

>>465667

NEW THREAD