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

/3/ - 3DCG


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File: 1.27 MB, 1500x882, wip.jpg [View same] [iqdb] [saucenao] [google]
467521 No.467521 [Reply] [Original]

Monster additions.

Ye Olde Thread: >>465667

>> No.467523
File: 1.27 MB, 435x384, practice.gif [View same] [iqdb] [saucenao] [google]
467523

>>467521

>> No.467524

>>467523
not even good enough for a wip thread on an anonymous imageboard.

have you ever seen a human?

>> No.467525
File: 902 KB, 2160x3840, longclaw.png [View same] [iqdb] [saucenao] [google]
467525

>>467521
to slay them with

>> No.467526

>>467524
yes feel free to point out specific problems anon, I'm up for any and all critique :^)

>> No.467527

>>467526
kill yourself troll

>> No.467528

>>467527
>I'm a troll for replying sardonically to a troll
where does it end, does that make you a troll too?

>> No.467529
File: 56 KB, 679x382, 1405997800964.jpg [View same] [iqdb] [saucenao] [google]
467529

>>467528
>defending something not even worthy of being online in any form this hard
>typing any word that begins with "sardo" in further defense

>> No.467531
File: 194 KB, 640x480, 1426032230219.jpg [View same] [iqdb] [saucenao] [google]
467531

>>467529
it was fun talking to you anon

>> No.467532

>>467531
this is an 18+ board

>> No.467537

Off to a good start already I see.

>> No.467538

>>467537
I feel the cancer will be unusually strong in this one.

>> No.467544

fuck you tripfags

>> No.467548
File: 353 KB, 1920x1079, render.jpg [View same] [iqdb] [saucenao] [google]
467548

Hotel. Dont know what else to add since im a complete noob.

>> No.467549
File: 20 KB, 640x480, Cucharas.jpg [View same] [iqdb] [saucenao] [google]
467549

Some spoons I did in 30 minutes. (Still a noob)

>>467523
What's wrong with his skin? Is he a ghoul?

>> No.467550

>>467548
delete it from your hdd and online backups and start again

>> No.467553

>>467548

Add two creepy lolis holding hands.

>> No.467559

>>467548
>>467553
This

>> No.467562

>>467548
Add coffee tables with potted plants on them. You can create stock plants in Maya if thats what you're using.

>> No.467563
File: 159 KB, 534x684, 36b5d8f74dab1d453645aebef3ab6afa[1].png [View same] [iqdb] [saucenao] [google]
467563

werkin on a person. Doing the hands, head, and ear, then gonna shape it.

>> No.467569
File: 1.25 MB, 1280x720, TF_Scout_Rigv25.webmhd.webm [View same] [iqdb] [saucenao] [google]
467569

Bumpin' with an update to my run cycle. What do you guys think?

I'm also trying to figure out what else to do to add to my demo reel. I kinda want some sort of sequence animation or some sort of character acting since I already have a bit of stuff related to mechanics in there.

>> No.467575
File: 380 KB, 1668x973, image.jpg [View same] [iqdb] [saucenao] [google]
467575

Latest texture work for a mobile environment.

>> No.467576

>>467575
People with above average work whouldnt be here

Why havent you evolved and left anon?

>> No.467577

>>467576
good ol mil has been here for years. are you calling him shit you fucking CASUAL ?!

>> No.467578

>>467577
no, that's the opposite of what he called him you moron.

>> No.467579
File: 232 KB, 1613x855, Screen Shot 2015-03-19 at 9.14.08403 AM.jpg [View same] [iqdb] [saucenao] [google]
467579

>>467576
>>Why haven’t you evolved and left anon?

Because this place entertains the hell out of me, and because I occasionally get valuable feedback here. It’s more than I can say for Polycount or CGSociety. Besides, I’ve been on 4ch since it was a .net. This place feels like home to me.

Currently working on texturing the inside of the attic. One of the rooms caught fire about 10 years ago due to bare copper wiring on ceramic standoffs and a very unlucky squirrel.

>> No.467580

>>467578
>reading comprehension

>> No.467582
File: 333 KB, 1732x670, hatdagstand.png [View same] [iqdb] [saucenao] [google]
467582

I've since fixed the high polly parts of the hotdag stand.


I serouslly could use any advice y'all could give. Anything from "don't use triangles" to "use two loop cuts at the elbows and knees for better modulation"

>> No.467584

>>467582
Looks great, i'd move to texturing.

>> No.467589
File: 429 KB, 1732x670, stuff.png [View same] [iqdb] [saucenao] [google]
467589

>>467582
>>467582
The cart-
you have all the verts merging to the center on the sides of the wheels. This will cause shading errors unless you make the sides perfectly flat. split them into quads or use Z-splitting (see pic) to overcome this. The tiny wheel has more density than the larger wheels. It should be the reverse. The larger wheels have giant n-gons for the outside. Again, shading errors. The small wheel does not need that edge in the center around the diameter. Delete it and the vets that will be left after you do. Same with the two splits in the center of the umbrella handle. Start with that stuff and get back to us.

>> No.467607
File: 1.86 MB, 3264x1836, 20150312_185139.jpg [View same] [iqdb] [saucenao] [google]
467607

>>467548
>>467553
>>467562
I am trying to do this, so I don't want to deviate too much (or at all)

>> No.467632
File: 404 KB, 1920x1080, bolter_3.jpg [View same] [iqdb] [saucenao] [google]
467632

Added a mag release, new/improved handguard and some other small stuff.

>> No.467666

>>467584
>>467589
:( I lost the model last night.

>> No.467669

>>467666
Serves you well, satan. Always have backups.

>> No.467727

>>467569
i guess it's perfect then? Since no one has replied? :(

>> No.467729

>>467727
I actually considered commenting, but it was just going to be along the lines of "the arms maybe feel a little stiff", but that seems like a design choice and i tell what you're going for.
Honestly there's nothing really to fault.

>> No.467763

>>467632

Nice texture work, I didn't realized I time traveled back to 2007.

>> No.467796
File: 58 KB, 641x478, 2geishatomonument.png [View same] [iqdb] [saucenao] [google]
467796

Hi /3/,

I need your advice. I finally have the 3D skills necessary to remake this. Can someone look at this picture, it from a game I'm trying to remake.

The problem is I can either 1. go for the handpainted look or b try to be more realistic I.e. pbr crap. I have enough modelling skills and most of it will be lowish poly modelling.

P.S. Game I'm remaking is LSD Dream emulator.

>> No.467816

>>467796
Use really low resolution textures, disable filtering in your modeling app, profit.

>> No.467831
File: 182 KB, 1265x862, Screen Shot 2015-03-20 at 5.22.23475 PM.jpg [View same] [iqdb] [saucenao] [google]
467831

Attic nearing completion 1/3

>> No.467833
File: 173 KB, 1154x861, Screen Shot 2015-03-20 at 5.23.01151 PM.jpg [View same] [iqdb] [saucenao] [google]
467833

>>467831
Attic nearing completion 2/3

>> No.467834
File: 212 KB, 1194x861, Screen Shot 2015-03-20 at 5.27.04944 PM.jpg [View same] [iqdb] [saucenao] [google]
467834

>>467833
Attic nearing completion 3/3

>> No.467835

>>467831

Reminds me of the original X-Com game.

I wish they'd make a true to the original reboot of that game where the game play is the same but the graphics and sound are modernized.

The reboot is close but no cigar.

>> No.467840

>>467835
Don’t actually be isometric, just good angles for the screenshots. Will be a 3rd person (outside)/first person (inside) survival horror. Thanks though, X-Com is awesome.

>> No.467843

>>467840
>Don’t actually be isometric

You're not the boss of me! You're not even my REAL dad!! I HATE YOU!

>> No.467845
File: 431 KB, 1920x1080, Tahu WIP 02.png [View same] [iqdb] [saucenao] [google]
467845

Here's my shitty effort at making a Tahu.

/biog/ represent.

>> No.467846

>>467845
sex it up

>> No.467847
File: 394 KB, 1920x1080, Tahu WIP 02a.png [View same] [iqdb] [saucenao] [google]
467847

>>467846
Is that your way of asking for an ass pic?

>> No.467848

>>467847
that's not enough

>> No.467860
File: 365 KB, 1920x1080, Tahu WIP 02b.png [View same] [iqdb] [saucenao] [google]
467860

>>467845
>>467847
Oh, and I just realised I screwed something up with the rending, and so I fixed it.

Here's a better pic.

>> No.467863

>>467860
>>467847
>>467845

>no fun

>> No.467865

>>467863
What's that supposed to mean?

>> No.467876

>>467860
>>467847
>>467845
he means add a penis, anon

>> No.467877

>>467523
MassageASMR?

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

>> No.467878

>>467569
As the other person said, the arms feel stiff. I think it could look better if they had more swing, maybe in the elbows or wrists.

>> No.467879

>>467607
I was about to say you should remove the fire hydrant and door at the end of the hallway, but then I realized it's not a fake photo.

Fuck, I've been here too long. I can't distinguish between real and fake images.

>> No.467882

>>467879
Man, real life sure has some shitty graphics, right anon?

>> No.467894
File: 92 KB, 1280x720, runrender.webmhd.webm [View same] [iqdb] [saucenao] [google]
467894

>>467729
I adjusted the arms ever so slightly. Doubt you'll be able to tell to be honest.

>>467878
I'll look into it tomorrow. Just finished cleaning up a lot of other things that were wrong. I think I'm spent for the night though.

Here's a quick and dirty render with motion blur and shit lighting.

>> No.467914
File: 398 KB, 1732x1404, hatdagstand model updates.png [View same] [iqdb] [saucenao] [google]
467914

H-here g-guys.

>> No.467916
File: 32 KB, 468x286, worry 2.jpg [View same] [iqdb] [saucenao] [google]
467916

>>467914
Looking...great
Yeah.

>> No.467934

>>467877
wow it does look like him. Although it was meant to be a women it was way off model because I wasn't sculpting directly over the reference.

>> No.467935

>>467882
There is no problem in critiquing the composition in real photos though, it favours an arist to be able to add/remove/tweak aspects of real things in favour of composition and readability.

>> No.467941

>>467894
He looks like he's falling forward
maybe it's the angle.

>> No.467942

>>467563
i used that exact reference
and for the love of god am i retarded and i cannot fucking sculpt i should kill myself
how do i workflow?

>> No.467951

>>467935
I know, I was just kidding around.

>> No.467952

>>467951
I know I know, I hate to be boring I just wanted to put that out there.

>> No.467960
File: 59 KB, 483x463, 1426741607292.jpg [View same] [iqdb] [saucenao] [google]
467960

>>467916
A-any advice?

>> No.467970

>>467831
>>467833
>>467834

I like it, but the wood kinda looks like a wall painting. I'm sure modern render budgets would allow for some parallax or normal maps.

>> No.467973
File: 965 KB, 584x640, armor_texture_damaged.png [View same] [iqdb] [saucenao] [google]
467973

Finished the body for my robot.

1/3

>> No.467974
File: 913 KB, 617x654, armor_texture_damaged2.png [View same] [iqdb] [saucenao] [google]
467974

>>467973
2/3

>> No.467977
File: 1.21 MB, 773x649, armor_texture_damaged3.png [View same] [iqdb] [saucenao] [google]
467977

>>467973
3/3

>> No.467979

>>467977
>>467973
Scool. The plates are flat though, especially on legs. Why not make them thick like the chest one?
Also i would check pictures of some machinery and how the paint wears off. It's probably not as uniform on all edges as you have it.

>> No.467985

>>467914
Is this for real?

>> No.467986
File: 178 KB, 560x243, thumb-obrien.png [View same] [iqdb] [saucenao] [google]
467986

>>467985
:(

>> No.467989

>>467986
Why don't you find a pic of hotdog stand and try to replicate it?

>> No.467992
File: 59 KB, 1000x1000, stand.jpg [View same] [iqdb] [saucenao] [google]
467992

>>467989
I based it off this one.

>> No.467997

>>467914

Updates, looks worse.

>> No.467998

>>467914

The power of blender.

Why you not get some decent software.

>> No.468000

>>467997
>oh my god simplify those wheels and that pole
>oh fuck the updates look worse

I understand the character being a polarizing change, but that was me losing the model and remaking it.

>> No.468003

>>467579
Looks pretty good as goes textures, you in Maya or 3dsmax? And when it comes to textures do you make your own? What do you use?

>> No.468004

>>468003
he's obviously in fucking maya you neckbeard

>> No.468005

>>468003
I use Maya, but that really doesn't matter, 3DS Max or Blender would have been fine too, I just know Maya best. As for the texturing, I use a combination of stuff sourced from CGTextures and my digital camera, but everything is heavily altered in PS, both through blending layers and hand painting detail. This texture for example already has 93 layers and I still have to do the ceiling and more work on the floors. The average material (say, the bare brick wall) will have between 4-9 layers, and special cases (the burned parts in this case) will get a few more. Doing old decayed stuff is fun but it's a lot of work thinking about how and where grime and filth builds up over time on different materials and surfaces. And of course there is always a line between trying to imitate reality and keeping a sense of artistic individuality to the work. I've been using this method long enough that people recognize my texture work now; I think it's a good thing.

>> No.468006

>>467941
A run cycle,
> implying that you know how to sprint
Your torso falls so legs catch which implements speed you plebe

>> No.468007
File: 737 KB, 2048x2048, image.jpg [View same] [iqdb] [saucenao] [google]
468007

>>468005
Here's a texture sheet from the bedroom set that will go in the bigger half of this attic, it ran 67 layers.

>> No.468008

>>468005
I agree with what you're saying, it's good to be recognized but are u doing this for commercial work or personal interest/practice? Cause if it comes down to a job, things need to be done within a week. Granted it's different in other situations. How long did this take you? Very interested

>> No.468009
File: 99 KB, 1007x859, image.jpg [View same] [iqdb] [saucenao] [google]
468009

>>468007
And the textured models that go with it.

>> No.468010

>>468007
That's some damn good uv work

>> No.468011

>>468008
This is personal work, for a mobile game I'm developing. This texture? I've spent about 16 hours on it. The whole project so far? About six months of 24 hour days spread out over 2 years around my life, wife and kids, and day job.

>> No.468012

>>468010
Headus UV Layout is worth every damn penny of it's $300 price tag. Sure, I make good choices on where and how to cut models and that's half the work, but it's flattening and uv packing algorithms are the best I've ever seen. And I've been doing this longer than I'd like to admit on here.

>> No.468013

>>468012
Hahaha amen brotha

>> No.468014
File: 1.03 MB, 566x419, Bed.gif [View same] [iqdb] [saucenao] [google]
468014

this is not really a work in progress
im just messing around with blender's different settings
pretty fun though

>> No.468015
File: 81 KB, 1320x956, seperate meshes.png [View same] [iqdb] [saucenao] [google]
468015

>>467914

Have you considered modeling the hot dog stand as separate meshes?

>> No.468021

>>468014
Cloth sims are neat, it's how I did the blanket on the bed I posted above.

>> No.468024
File: 663 KB, 960x540, breab.png [View same] [iqdb] [saucenao] [google]
468024

>>468021
Infinite potential to create fish breab blankets

>> No.468029
File: 1.13 MB, 1106x1800, wip7.png [View same] [iqdb] [saucenao] [google]
468029

Test bake (with basic material). Whole thing is almost unwrapped, I just wanted to see how the slide would bake. Mostly good, but requires a few manual cage tweaks.

>> No.468032

>>467979
Thanks for the advice. The plates all have thickness, but not as much as the chest plate.

>> No.468062
File: 148 KB, 770x578, untitled.16.jpg [View same] [iqdb] [saucenao] [google]
468062

modelling a tank I found online for fun

>> No.468066
File: 345 KB, 2196x875, Head_Scanning_03_Female031.jpg [View same] [iqdb] [saucenao] [google]
468066

>>467523
using proper refs is ze key

>> No.468067
File: 389 KB, 2113x872, Head_Scanning_04_Female011.jpg [View same] [iqdb] [saucenao] [google]
468067

>>468066

>> No.468071

>>468062
I don't know if it's the color or the size of those wheels in relation to the rest of the tank, but it reminds me a lot of those old TMNT vehicles and toys, I like it anon, nice work so far.

>> No.468072

>>468071
>but it reminds me a lot of those old TMNT vehicles and toys

the only thing it reminds you of is a neon green. You idiot.

>> No.468074
File: 50 KB, 752x564, Picture representation for the anon on 3.jpg [View same] [iqdb] [saucenao] [google]
468074

>>468072
No need for name calling friend, here is a picture of one of those such toys I mentioned.

Not only is the color reminiscent, but the size of the wheels sans treads is fairly large compared to the overall size of the base.

>> No.468075

>>468074
dumb dumb dumb

>> No.468077

>>468072
>>468075

Why so butthurt? At no point did he say he hated your model, simply that it reminded him of TMNT toys.

It's a toy. It's lime green. It looks like it could have been a TMNT toy.

>> No.468080
File: 138 KB, 770x578, untitled.17.jpg [View same] [iqdb] [saucenao] [google]
468080

>>468071
thank you!
also, I (the guy who made the model) am not this retard
>>468072
>>468075

>> No.468088

>>467548
you need some bevels

the lighting and texturing could also be much improved, everything feels like a similar material

>> No.468089

>>467894
>>467569

I feel you need sliiightly more translateY on his cog when he is in the mid point of his cog, and for his contact foot to go farther out forward. see, you're not quite getting the heel contact, it almost makes his run look a little broken because he is running quite fast but trying to land on his whole foot at once. I also think when the arms swing back the wrist can have a tad more follow thru

hope i helped

in terms of demo reel: you need more than run cycles to show mechanics since runs are quite easy. fighting / take down / parkour, that kind of stuff is good. and acting is important too to show skill range

>> No.468090

>>468089
mid point of his run*

>> No.468091

NEW TAX concept: World tax
INDIVIDUALS and corporations are to be taxed on their "world impact" it is not voluntary, and is strictly enforced.
For example.
if one set of criteria that is agreed upon by the majority states that having a *nuclear power plant* in your state (NOT town, city, etc, but STATE) requires that you pay "the world tax" this *unreasonable* amount of FEES (FOR POISONING US ALL NEGLIGENTLY)
etc.
etc.
etc.

>> No.468093
File: 377 KB, 3000x1000, voxell_01.jpg [View same] [iqdb] [saucenao] [google]
468093

experimenting with SSS - also furporn stuff :P

>> No.468094

>>467973
>>467974
>>467977
Looks like a TR soldier from Planetside 2.

>> No.468108

>>468093
explain what is furporn

>> No.468111

>>468108
Are you retarded?

>> No.468113
File: 51 KB, 462x400, As-imagens-mais-engracadas-de-animais-em-2012-9[1].jpg [View same] [iqdb] [saucenao] [google]
468113

>>468108

>> No.468114

>>468093
What is this from?

>> No.468115

>>468108
Oh how... how I envy your young and innocent mind
please leave 4chan, save yourself and never return

>> No.468116

>>468093
I'm not into fucking animals but those characters are pretty cute. Would browse porn gallery / 10.

>> No.468161

>>468093
Wow these are really cute. Did you make them from scratch? I only ask because I noticed that this was the only picture you've posted on Furaffinity. I was at least expecting some 2D stuff because people who've never drawn before usually have trouble making eye pleasing aesthetics.

>> No.468165

>>468161
Thanks! Yeah I did them from scract, I did some other characters before but they are too crappy to show. I rarely draw... I sculpt a bit in mudbox, but aside from that I'm a pretty poly by poly kinda guy... If /3/ approves I might create an own thread with these... problem is: I intend NSFW stuff - but I guess aside from the cockinator, no one will really care.

>> No.468173

>>468089
I'll try to get some work done on it soon, thanks.

I have more than just one thing on my reel. I have two sequence animations and with this run it will have two cycles. Still trying to think about what else I can add on there that will be fun to make.

>> No.468183

>>468165
post/links to NSFW versions. Nobody here gives a fuck about keeping this board SFW.

>> No.468184

>>468183
Nobody *here*, but it's a blue board, dude.

>> No.468187

>>467970
I somehow missed this post. I am going to redo the wood slat walls, I’m not entirely happy with them. Displacement/parallax is probably out as I am targeting mobile, but normal mapping will happen eventually. Right now I am focusing on good albedo maps and occlusion bakes- later I will be adding spec/roughness/normal maps once I get everything into Unity 5 for it’s PBR workflow, at which point things will start shaping up real well.

>> No.468188

>>468187
you dont bake occlusion when you use albedo (which is only used in PBR), kid

>> No.468189

I never said I was baking it into the albedo, just that I was baking AO maps. Pretty sure SSAO would be to heavy for mobile, depending on what you are doing. And I already mentioned I am using the PBR workflow in Unity 5 so...what exactly was your criticism?

>> No.468190

>>468189
you _cannot_ bake AO for any reason with albedo

>> No.468193

>>468190
marmoset(DOT)co(SLASH)toolbag(SLASH)learn(SLASH)pbr-practice
aras-p(DOT)info(SLASH)texts(SLASH)files(SLASH)201403-GDC_UnityPhysicallyBasedShading_notes(DOT)pdf

Really? Because both of these expect some form of baked or hand drawn AO if you aren’t using SSAO.

>> No.468194

>>468193
That is the most cancerous link I've ever seen. Not >>468190, just a passerby.

>> No.468195

>>468194
Yeah, it kept flagging spam regardless of how else I formatted it, sorry.

>> No.468197
File: 213 KB, 1362x780, Capture.jpg [View same] [iqdb] [saucenao] [google]
468197

>>468195
this is by the founder of marmoset. Read and learn. I've highlighted "baked" for you babbys

>> No.468199

>>468197
Right, he is saying it should not be baked into the maps directly. Which I already stated is not what I am doing. The AO contribution in the Unity shader only occludes ambient diffuse, as he states here, so again I fail to see the issue. You seem to be thinking I am baking AO and multiplying it into the diffuse/spec maps prior to adding them to the shader, and I am not. I am plugging it as a separate map into the dedicated AO slot in the Unity shader, where the lighting engine does what it needs to do. When I shine a light onto the areas the AO contributes to, it does not create unlightable spaces, which is precisely as intended.

>> No.468200

>>468199
Tell me exactly what the AO is doing in unity's "slot", dumbass. I bet you don't even know since you have nosource

>> No.468201

>>468200
See slide 53
>>http://www.slideshare.net/RenaldasZioma/unite2014-mastering-physically-based-shading-in-unity-5

It’s used for cavities and creases, to mask reflections and indirect light bounces in the real time GI solver.

>> No.468203

>>468201
take a snapshot of the actual code for me because that sounds like mumbo jumbo

>> No.468204

>>468093
Not bad
Would bang in real time rendering

>> No.468205

>>468203
>>http://pastebin.com/hyWTBYP0

The fact that it is mumbo jumbo to you makes me think you don’t know what you are talking about at all.

>> No.468207

>>468205
incredibly terribly written. Why use this shit, man? Why? Just use unreal

>> No.468209

>>468207
Why should I use Unreal? What if I think it is shit? It would be just as valid as your argument. I use it because it does what I need it to in a way that I can work with, it’s that simple. Same reason I use Maya over 3DS Max or Blender.

>> No.468210

>>468209
Unreal engine is the best realtime engine in the world, for any purpose. Unity is fucking shit, just look at that abomination you just put on pastebin

>> No.468214

>>468210
Thanks for the opinion. I find Unity to work well for my needs.

>> No.468215

>>468214
and what have you shipped, son?

>> No.468217
File: 514 KB, 1425x801, sequoia.jpg [View same] [iqdb] [saucenao] [google]
468217

It's going to be a tree one day!

>> No.468218

>>468215
Nothing, I am still in development. How about you? Or are you just here for kicks?

>> No.468219

>>468218
I'm at the top of the industry. I'm here to give sage advice

>> No.468220

>>468219
Sure you are. Have a good day, thanks for playing.

>> No.468221

>>468220
>desperation

go ahead and post another 30,000 lines of machine code for me kiddo

>> No.468239
File: 429 KB, 2000x2000, male_ballchair.jpg [View same] [iqdb] [saucenao] [google]
468239

durrr ... since you guys were curious

>> No.468240

>>468239
2 many clipping issues for me to fap

>> No.468245

>>468239
post the female too please

>> No.468249

>>468239
Is this what happens when your parents forces you to play cute games instead of the 18+ ones?
Like you spend your sexual formative years in puberty playing to much sonic hedgehog?

>> No.468261

>>468249
I think so

>> No.468262

>>468249
>Is this what happens when your parents forces you to play cute games instead of the 18+ ones?
>18+ ones?

what?

>> No.468277
File: 488 KB, 533x800, Chamber A Final_small.png [View same] [iqdb] [saucenao] [google]
468277

Final finished this thing. Audio equipment is kind of cool to make. I never even knew about Anechoic chambers until this guy asked for it.

>> No.468279

>>468239
god fucking dammit i thought they were female. What is this shit?

>> No.468281

>>468279
I'm pretty sure one is male and the other is female

>> No.468284

>>468277
Anechoic chambers are creepy as fuck. If you ever get the chance to try one do it.. Just don't get locked in there.

>> No.468296

>>468284
There's something beautiful about them though. It's like some college student's shitty modeling project in real life.

>> No.468298 [DELETED] 
File: 782 KB, 1920x1080, spiderus.jpg [View same] [iqdb] [saucenao] [google]
468298

>>467548

>> No.468307

>>467796
Oh shit are you that guy? I heard someone was remaking it. Do you have any wip shots so far?? I really look forward to the end result

>> No.468309
File: 568 KB, 1920x1080, Tahu WIP 07.png [View same] [iqdb] [saucenao] [google]
468309

>>467845
>>467847
>>467860
A little bit of progress.

Still no penis, tho. Sorry.

>> No.468322

>>468309
You going to bevel that lump of 3D plastic?

>> No.468337
File: 729 KB, 707x530, a lump of 3D plastic.png [View same] [iqdb] [saucenao] [google]
468337

>>468322
Maybe, but not much. It's supposed to be a lump of 3D plastic.

>> No.468346
File: 2.27 MB, 500x350, Bed-2.gif [View same] [iqdb] [saucenao] [google]
468346

>>468014
now featuring soft body

>> No.468347

>>468009
Very nice. I like it.

>> No.468387

>>468346
I can hear the creaking.
>>468309
Nice bionicle!

>> No.468410
File: 3.00 MB, 1920x1080, untitle3d.png [View same] [iqdb] [saucenao] [google]
468410

The first model I ever made when I went in blind without any prior knowledge of how anything worked, and then my second attempt at the same model.

>> No.468411
File: 1.13 MB, 1280x1109, rend.jpg [View same] [iqdb] [saucenao] [google]
468411

Quick dropship type thing for Fractured Space, going to be tiny on-screen with 512 or 256 texture so I tried to exaggerate and go for bold shapes as much as possible. Based on internal concept with tweaks.

>> No.468420

>>468337
Which is why you should bevel those sharp edges. Those edge highlights are what you need.

>> No.468422

>>468410
DUDE I FUCKING LOVE CASTLE IN THE SKY

>> No.468434

>>468411
Can i see wires?

>> No.468449
File: 139 KB, 995x551, SavB_WIP2.jpg [View same] [iqdb] [saucenao] [google]
468449

Here's a custom work I'm doing for a client. Opinions, /3/?

>> No.468450
File: 104 KB, 995x551, SavB_WIP2_Back.jpg [View same] [iqdb] [saucenao] [google]
468450

>>468449
Also, here's the back shot

>> No.468451

>>468450
>>468449
think it kinda looks like ass tbh :/
maybe it's just that type of monster ...

>> No.468452

>>468451
What does? Telling me it looks like ass doesn't help me much to correct anything wrong.

>> No.468456

>>468452
doesn't look defined or detailed enough. looks very blobby and flat in some areas.

>> No.468458
File: 601 KB, 1920x1080, Camera-Completed-LambertAO.png [View same] [iqdb] [saucenao] [google]
468458

Ashai Pentax K1000 SLR, going to UV the camera itself and then sleep, will do the lenses tomorrow.

>> No.468460

>>468449
stomach and abs look like a mess of bumps. Like you're trying to detail every muscle instead of defining a few key features that imply shape and flow. The chest is done a lot better, you divide the space into a number of shapes that define the look you're trying to accomplish.
The chest is well defined and then just melts into a mess further down. The thighs have the same issue.
I'm assuming some parts are supposed to be fleshy/leathery while other parts are supposed to be hard carapace. You should define this with smooth hard edged surfaces with high reflective material for the shell areas, and something similar to what you currently have for the softer areas.
Also, right now it looks kind of feminine but it's hard to say.
if it's supposed to be female, bring the shoulders in a little and the hips out a little, make the legs longer and torso and arms shorter.
If it's male cut a bit of the bulge from the thighs and widen the shoulders.

>> No.468461

>>468449
>>468450

Maybe get rid of the chin between the mandibles? make it look more like a mouth or fill it with teeth or something?

the face looks great, but personally I would make it less human shaped. If it is an insect type creature shouldn't it have an exoskeleton? I would take that into account when making it look monstrous, and shape it more like a wasp or ant head.

and you could make it more hunched over or have another joint in the leg to give it a less human posture, and possible make the hands less human.

Just some thoughts. It seems fine too me, just maybe less interesting then an insect humanoid should be I think. Without the hard shell on its back it could just be a person with a mask, boots, and gloves on. It looks like it has a person inside it, dictating its shape.

>> No.468475
File: 1.69 MB, 2048x1556, newversion.jpg [View same] [iqdb] [saucenao] [google]
468475

updated some items on the scenery, lowered polys, increased overall quality with some beveling.

>> No.468488
File: 126 KB, 1280x720, lerun.webmhd.webm [View same] [iqdb] [saucenao] [google]
468488

Alright boys. Here's the finished project. Got a few animation layer things I wanna do to add a little bit more character, this includes a little ode to overwatch with a tracer inspired guns out anim layer.

Feels good to call something done.

Previous posts: so you can see the progress.
>>467569
>>467894

>> No.468495

>>468488
arms look a lot better, good work anon

>> No.468506

>>468488
Loving the hat. Neat detail.

>> No.468507

>>468488
looks fuckin ACE

>> No.468510

>>468488
Legs not stretching far enough to balance his body weight to stay forward, plus pretty stiff animation. Considering you didn't even rig it, I'd say it's a meh work.

>> No.468511

>>468510
stiff animation? Can't even guess at which part of it you're talking about. None of it is stiff, You want him to be flopping around or something?

>> No.468512

>>468511
The hands and forearm look like they share the same bone, the neck bone doesn't move, the head moves like a robot .Also the torso should spring up and down a little.

>> No.468515

>>468458
may I see wires on this?

>> No.468534
File: 228 KB, 822x658, untitled.19.jpg [View same] [iqdb] [saucenao] [google]
468534

>>468062
made some more stuff to go on it, and also a quick render!
trying to learn KeyShot

>> No.468561

Wip of my first weapon ever.

>> No.468562
File: 197 KB, 960x540, sword.jpg [View same] [iqdb] [saucenao] [google]
468562

>>468561

>> No.468568
File: 1.16 MB, 1920x1080, SF_Revolver.png [View same] [iqdb] [saucenao] [google]
468568

Some weird sci-fi revolver for practice.

>> No.468575

>>468347
Thanks. I have a whole house set of props, I've posted them here before. Just finishing up the last bits of interior texture work and I'll be posting the 'occupied' house soon.

>> No.468577

>>468458
Is the body not one piece? I feel like I'm seeing some clipping here.

>> No.468589

>>468488
It's better than before

Some notes you could address or just apply to your next piece:
Head lacks rotation and drag so the neck looks stiff.
You still don't have successive overlap of the arm as he swings it back. For this type of run it's okay for it to be minimal but it is far too minimal.
The way the left hand comes so close to the head looks awkward at least from this angle.
You've improved the stretch of the feet as they come forward, but it's still not perfect. Track the arc of the foot... it goes back and makes a smooth arc (a bit slow) but then it goes straight diagonally towards the floor. You need the foot to reach out and be above before contact. This is why it still almost looks like he's falling. Also a bit of backwards rotation or a feeling of reach on the torso is still missing.

Good stuff

>> No.468595

>>468568
How is that thing sci-fi at all

>> No.468596

>>468595
Perhaps it fling plasma? Palsameding people is pretty sci-fi.

>> No.468597

>>468568
Looks like a normal revolver for 5 small caliber bullets
i have seen normal guns more futuristic looking

>> No.468598

>>468449
>>468450
maybe start by splitting it into parts ?
it shoudl help removing some of the bloobyness

>> No.468614
File: 164 KB, 996x633, SavB_WIP3.jpg [View same] [iqdb] [saucenao] [google]
468614

>>468598
Here's the update. Slowly working on it, I have a few "morph" layers in specific spots so that I can change stuff around easily.

>> No.468615

>>468614
Massive improvement man, but having breasts seems kind of strange, unless it reproduces like a human. You don't need tits to show that it's female.
I still think having longer legs, shorter torso/arms, and just the hint of a lump where the breasts are would make it a whole lot more logical and still feminine looking.

>> No.468618

>>468615
I have a breast size slider, I'll leave it to the client to chose that up :3

>> No.468619

>>468618
Sorry for double post, forgot to mention I very likely might end up doing an NSFW version on the demand of my client so I've yet to know~

>> No.468629

>>468619
If that's the case then you definitely want to femme this model up. Widen those hips, thicken those thighs, lengthen legs/ shorten torso, move the hips forward a little, thin the neck a little. If it's meant to look sexy you need to sacrifice some realism / practicality.

>> No.468630
File: 481 KB, 2500x2000, falcon_2.jpg [View same] [iqdb] [saucenao] [google]
468630

Building this tank, took longer than I expected due to a lack of photos. I can only find a few shots so I keep wasting time rebuilding parts.

>> No.468631

Are triangles cancer in non organic modeling?

>> No.468632

>>468630
Nice. what randering engine is dis?

>> No.468634

>>468568
I think it looks subtly 'sci-fi'. not all sci-fi needs to be phason blasters with LEDs. It's just a revoler with sort of a futuristic twst, liek a sci-fi set 5 years in the future or something.

>> No.468635

>>468634
>50 years*

>> No.468642

>>468595
>>468597
>>468634
Yeah, I think it's supposed to be from the near future, here's where I got the references:
http://pixelquarry.deviantart.com/art/SciFi-Snubnose-Revolver-Shot1-269168142

>> No.468649

>>468629
Thing is, my client have... special tastes (in a good way imho). It was actually on her demand to make it look as monstrous as possible while keeping the female aspect. I haven't done most of these changes yet simply because it depends on her decision.

I'll keep the current proportions in this version but I'll also keep note of these principles for the secondary version. Thanks for the hints~

>> No.468676
File: 39 KB, 640x480, asdasdasd.jpg [View same] [iqdb] [saucenao] [google]
468676

Friend told me to do a dildo

>> No.468679

>>468676
have you ever seen a dildo before dude? That does not look like one at all.

>> No.468682
File: 61 KB, 500x500, 1426238408925.jpg [View same] [iqdb] [saucenao] [google]
468682

>>468676

>> No.468683

>>468679
Look everyone! We have a dildo aficionado over here!

>> No.468687
File: 173 KB, 1579x860, Screen Shot 2015-03-26 at 4.56.12191 PM.jpg [View same] [iqdb] [saucenao] [google]
468687

>>468575
1/6 Finally finished

>> No.468688
File: 172 KB, 1450x860, Screen Shot 2015-03-26 at 4.59.23533 PM.jpg [View same] [iqdb] [saucenao] [google]
468688

>>468687
2/6 Finally finished

>> No.468689
File: 256 KB, 1803x863, Screen Shot 2015-03-26 at 9.37.23144 PM.jpg [View same] [iqdb] [saucenao] [google]
468689

>>468688
3/6 Finally finished

>> No.468690
File: 224 KB, 2048x852, Screen Shot 2015-03-26 at 9.39.10716 PM.jpg [View same] [iqdb] [saucenao] [google]
468690

>>468689
4/6 Finally finished

>> No.468691
File: 339 KB, 2318x844, Screen Shot 2015-03-26 at 9.39.58446 PM.jpg [View same] [iqdb] [saucenao] [google]
468691

>>468690
5/6 Finally finished

>> No.468692
File: 1.10 MB, 2048x2048, Attic.jpg [View same] [iqdb] [saucenao] [google]
468692

>>468691
6/6 And the texture sheet

>> No.468694
File: 1.06 MB, 800x1200, Chamber B_Final_small.png [View same] [iqdb] [saucenao] [google]
468694

Finished the second image in this series. Just one more to go. I'll be glad to be done with this project.

>> No.468695
File: 422 KB, 1920x1032, Untitled.png [View same] [iqdb] [saucenao] [google]
468695

A sculpt of Dallas' mask in mudbox.

>> No.468698

>>468694
I think this could look better with bump maps and post work.

>> No.468702
File: 402 KB, 2560x1440, 1426538376746.jpg [View same] [iqdb] [saucenao] [google]
468702

There was a tutorial picture about it but i cant really find it. How to achieve this sharp look with the terrain and stuff?

>> No.468703

>>468702
triangulate, harden normals.

>> No.468704

>>468703
ty

>> No.468737

>>468692
how are textures like these even made
do you just do it all by hand, or use parts of photo textures? then what?

>> No.468738

>>468702
That reminds me of Darwinia/Multiwinia, loved those games.
Makes me kinda want to pull one of them up on Steam, heh.

>> No.468744
File: 2.22 MB, 300x400, tiny.gif [View same] [iqdb] [saucenao] [google]
468744

>>468245
sure!

>> No.468745

>>468744
Looking at the cute face i was expecting something petite, meanwhile them hips. That rack. Well done.

>> No.468747

>>468744
now render it 10x larger and remove the clothing. please.

>> No.468748
File: 105 KB, 226x1213, Screen Shot 2015-03-27 at 1.10.15262 PM.jpg [View same] [iqdb] [saucenao] [google]
468748

>>468737
I generally start with a photo or set of photos as a base, blending parts from one onto the other in various ways. I add layers of dirt and grime (either hand painted, or photosourceed but with hand painted alpha masks) in the places that it would logically build up over time. Same with things like edge wear on a given surface, you look at the most exposed edges and the ones that are most likely to be worn down or weathered. I use nearly all of the blending modes in PS when I do this, and every element is kept on a sport layer to easily modify it later. It’s fairly time consuming (this texture took about 20 hours), but the results are worth it.

>> No.468751

>>468748
thanks for explaining it. I have a couple more questions though.

how do you get it to look uniform? by that I mean it looks like it all could be hand painted by one artist.

does the lighting in photos greatly affect the way it looks while rendered? a lot of photos I see have inconsistent lighting which I would think would ruin the lighting in a scene. or do you even it out in photoshop?

nice work bro, looks professional.

>> No.468753

>>468751
As for getting it to look uniform, it’s A) all being done by one guy, me, and b) all about consistently applying the same methods to every detail. Even the tiniest things get the same process, a base texture, added dirt and grime based on the material and where it would build up, added wear again based on the material type, where it would happen, what kind of environment it is in. It took me a long time of doing this (I have been in 3D since the Quake 1 days) to get a solid method that works for me, and that is the key. What I do may not work for another artists- it works for me because the method fits how I perceive things around me in the real world.

Lighting can have a big impact- a lot of the stuff on CGTextures is taken in neutral lighting conditions, which helps when I source from there. Likewise, I tend to only take my own photos on overcast/cloudy days, because the lighting is generally diffuse and nondirectional. I /can/ do lighting correction in PS, but generally I will either find a workable substitute image that I don’t have to do that to, or that is when I will hand paint some detail, because it is generally faster.

Check out this guy:
>>https://www.youtube.com/watch?v=Cz387Vy0Ps0

his digital painting tuts are excellent, his mantra is ‘if it looks right, it is right’. Any time you are doing this work, think about how you want something to look, not how it is. For example, all the peeled paint wood walls in this texture have an overlaid layer that is a picture of rusty metal surface, at a large scale. This overlays with the darker parts of the planks (where there isn’t paint) to give the underlying wood some minor variation in the color across the surface, so it doesn’t look totally flat or devoid of any color. It is barely there (the Fill rate is at 21%), but the difference is obvious if I turn it off, and it makes the wood underneath the paint have just an extra bit of visual life. Thanks for the compliment, and good luck.

>> No.468757
File: 164 KB, 1248x710, fuck.jpg [View same] [iqdb] [saucenao] [google]
468757

I know my UVing was stupid as fuck. But, fuck MayaLT 2016. It not even 2016.

>> No.468758

>>468757
this image amuses me

>> No.468759

>>468757
How did you even arrive at that point?

>> No.468760

>>468757
how the fuck?

>> No.468769

>>468757
These fucking UVs gave me fucking aids. Holy shit man, how are you so bad?

>> No.468776
File: 643 KB, 1600x692, island.png [View same] [iqdb] [saucenao] [google]
468776

This is a level for our game, running in unity 4. Wanted to gve it a cute/colorful look. Any suggestions how I can improve this?

>> No.468778

>>468776
Is the goal of your game to stare at the vast emptiness of an ocean?

>> No.468780

>>468776
Try to make the water look less tiled, maybe with bigger tiling?
Also, remove some detail from the palm leaves, try to make the textures consistent with that stylized grass you've got there.

>> No.468783
File: 83 KB, 1247x480, deagle.jpg [View same] [iqdb] [saucenao] [google]
468783

Im a complete noob and this is my first serious model. Please critique

>> No.468785

>>468780
Yea I noticed the tiling in the water is way to high you are right about that. Going to do something about the water. And I guess you are also right about the palmtree, I will take a look at the leaves. Thanks for your feedback :)

>>468778
No thats not the goal here. Goal is to protect your cat from different "enemies" (not in the pic), each with a different approach. For some you have to use your voice in a specific way, for others you have to make different gestures with you mouse, or your head (using the occulus) if you want to, and so on

>> No.468786

>>468785
Sounds interesting actually. I was just taking the piss because it doesn't seem big enough to call it a level. I guess it's obviously a small part of it.

>> No.468791
File: 91 KB, 821x596, uvhelp.jpg [View same] [iqdb] [saucenao] [google]
468791

>>468759

I want to move onto texturing. However, the problem is if I connect the top it fucks up everything.

>> No.468792

>>468791
Finish your geometry first, then create uvs with cylindrical map. Then select flat top and make a planar map.

>> No.468793

>>468791
OK, so you have the UVs pretty good in this image... Now connect the top and just unwrap the top... leave everything else alone

>> No.468795

>>468793

That the problem I bridge the top and it creates wacky topology.

>> No.468799

>>468747
Sure! ->
http://voxellvoxell.tumblr.com/post/114766519731/fooling-around-with-some-physic-settings-xd-i#notes

>> No.468820

>>468799
So, not gona do any without clothing?

>> No.468822
File: 172 KB, 1290x591, c576e4817b.png [View same] [iqdb] [saucenao] [google]
468822

>take a big leap and start sculpting a car after about a month of modelling
>comes out "alright" for what else i've done but the thing is still too low poly to get any good detail
how do you guys add polys to low poly models you've done

>> No.468825

>>468783
This is your first? That's pretty damn good if so. Start learning about smoothing groups and how to appropriately use the bevel tool in whatever program you're using to really make your edges pop and make your models have soft curves that define the surface more believably.

Awesome edge and quad flow there, too, which is something you don't often see from newbies.

>> No.468826

>>468822
insert edge loop. bevel edge. smooth mesh. Depends what you want to accomplish.

>> No.468831
File: 652 KB, 1572x778, mudbox 2015-03-27 23-20-13-525.png [View same] [iqdb] [saucenao] [google]
468831

>>468825
Im not sure I understand what im supposed to do with the bevel tool. I'm using 3dsmax, Im pretty sure I understand the basics of the tool but im not sure how to apply that to here.


Also, How the hell do you guys texture? I made this using the stencil tool in mudbox but I kinda want to paint it myself, but it ends up really shitty.

>> No.468835
File: 44 KB, 960x540, BevelTool.jpg [View same] [iqdb] [saucenao] [google]
468835

>>468831
Basic rule of thumb: if the edge isn't super sharp or so small that it doesn't matter, you should apply a really thin or tight bevel to the edge (polycount permitting--if it's for a game, remember your target platform). This allows light to catch the edge of the object, because no edge is perfectly sharp.

Comparison attached. Left is with slight bevel. Right is without.

>> No.468847
File: 117 KB, 1919x1079, soundsystem1.jpg [View same] [iqdb] [saucenao] [google]
468847

Musical goodness. Need to work on materials and lighting, then build a scene around it

>> No.468852
File: 3.06 MB, 1920x1080, soundsystem2.png [View same] [iqdb] [saucenao] [google]
468852

>>468847
getting carried away....

>> No.468853
File: 368 KB, 342x194, uqePeJm.webm [View same] [iqdb] [saucenao] [google]
468853

>>468744
>>468799

>> No.468864
File: 325 KB, 1920x1080, soundsystem4.jpg [View same] [iqdb] [saucenao] [google]
468864

>>468852
added some turbosound tops and hd15 kick bins to break up the repetition

>> No.468894
File: 61 KB, 1006x605, texturehelp.jpg [View same] [iqdb] [saucenao] [google]
468894

I don't know what I'm even doing.

>> No.468898
File: 198 KB, 1280x720, monster_2.png [View same] [iqdb] [saucenao] [google]
468898

>>467521
My very first EVER sculpting attempt
it's so shit, I wish i could kill myself. there are so many goddamn mistakes in this, it is so fucking horrible... kill me.
First mistake: normal sphere instead of Icosphere
second mistake: thinking details like that are good
third mistake: learn2 sculpt faggot

>> No.468900
File: 87 KB, 500x267, monsters-art1.jpg [View same] [iqdb] [saucenao] [google]
468900

>>468898
This actually reminds me of Delia’s ‘art' from Beetlejuice- it could be neat if reworked properly.

>> No.468907

>>468894
That looks like Maya but it isn't... What version am I looking at?

>> No.468908

>>468907
2016. Got sharper corners and some new icons.

>> No.468909

>>468908
Interesting. LT or the full Maya? Did they already release it? I heard it was supposed to be subscription based.

>> No.468910

>>468909

MayaLT

>> No.468919

>>468909
Maya 2016 full was leaked as well, but it seems like it's not quite the complete version as some features missing. The full Maya 2016 has the tweaked UI as well.

>> No.468939
File: 702 KB, 1025x465, weapon_15.png [View same] [iqdb] [saucenao] [google]
468939

I think I'm gonna call this one finished.

>> No.468940
File: 296 KB, 777x636, weapon_14.png [View same] [iqdb] [saucenao] [google]
468940

>>468939
And in FPS mode. Next up: Animation.

>> No.468941

>>468939
Haven't seen such a horrible work in a long time. Congrats

>> No.468942

>>468939

Wtf is up with your texture work?

>> No.468944

>>468939
>>468940
if you're calling this done. good luck getting a job anywhere in the industry. Fix your fucking texture cause it look like an amateur painted a airsoft gun and thought it was a good idea.

This.
Looks.
Really.
Fucking.
Bad.

And you should fucking feel bad for making it and thinking it's anywhere near being done.

>> No.468949

>>467569
move the spine even more, exageration anon

>> No.468956

>>468939
papier mache

>> No.468959
File: 689 KB, 1119x590, weapon_16.png [View same] [iqdb] [saucenao] [google]
468959

>>468942
>>468944
>>468956
I appreciate the honesty, but I can't really fix it if you don't tell me what's wrong. Is it the wear and tear or the base texturing? Both? In what way?

>> No.468961

>>468959
i think i'll start by saying the entire model looks like pure shit. In fact if it was coloured brown i wouldn't even be able to tell the difference.

>> No.468963
File: 758 KB, 1189x509, weapon_17.png [View same] [iqdb] [saucenao] [google]
468963

>>468959
Another attempt at getting the painted plastic texture right.

>> No.468964

>>468963

Best bet is to go back quite a few steps, get the base of the gun good, make sure all the details make sense and focus on creating a good hi res model first, leave the wear and tear for now, that comes later, now it looks like a cardboard gun that's been soaking in water for a while.

>> No.468965

>>468963
You have a physical looking shader on top of a novice model with very poor texture.
The realistic lighting in combination with the toyish mesh and undetailed texture is probably what gotten other anons nuts in a twister.
You need to learn texturing from the ground up if this is a serious attempt.

It looks like your model is molded from putty and someone has used a brown crayon to draw on some weathering on that red part.

If you post your texture and your normal map I can show you an example of what to do on a small portion of the texture.

>> No.468966
File: 383 KB, 1364x689, weapon_12.png [View same] [iqdb] [saucenao] [google]
468966

>>468964
This is the high poly I was baking from. Are you saying I have too much detail that doesn't make sense, or not enough detail overall?

>> No.468967
File: 941 KB, 632x582, texture.png [View same] [iqdb] [saucenao] [google]
468967

>>468965
Thanks, I appreciate it. The unwrap is a bit of a mess so I attached a piece of it, the front part of the rifle.

>> No.468973

>>468966
Did you make this in Zbrush? The model itself looks deformed and blobby as hell, like anon said it looks like it was made out of putty by a kid. It lacks any kind of definition or feel for the fact that it's supposed to be a hard surface and it's got all those weird bumps and creases and it's uneven and sloppy. If you honestly can't see how this thing looks horrible you kind of lack the number one ability necessary for this kind of work, which is seeing when something looks bad and fixing it.

The texturing is a whole different thing I don't even want to get into right now. Try to make some decent models first, then worry about texturing.

>> No.468975

>>468973
I started off with a concept in Zbrush, but that turned out lumpy so I remade it in max, brought it back into Zbrush to do detail. I guess I was blinded because it looked a lot better compared to the first version.

The biggest problem area I see is the rear top part. Is there anything else that stands out as particularly bad?

>> No.468978
File: 176 KB, 584x582, anongun.jpg [View same] [iqdb] [saucenao] [google]
468978

>>468966
>Zbrushed hard surface...

There's your problem. Well, at least the start of it.

What did you use to bake this? That normalmap has a very low quality on the transfer, you need to sample it with som AA to get rid of the crisel hard pixels.
For the texture it depends on your materials, but you want to be able to tell what kind of surface you're looking at in the texture, what goes in what channel.
specular/gloss etc depends on the shader, but you wanna layer it up and give it detail using and paints and not just a solid color.

Here's an example with some photosourced texture and some minor painting ontop.

to get into stuff like that quickly you can watch racer455's old tutorial: https://www.youtube.com/watch?v=Gnh01WJOK8o
(Also: Clean up and align those uv's dammit!)

>> No.468980

>>468978
>What did you use to bake this?
Substance painter, 2xAA at 2k resolution.

>For the texture it depends on your materials, but you want to be able to tell what kind of surface you're looking at in the texture
I (mistakenly) thought PBR was about having solid albedo maps, but looking at it more closely now I think I understand it better.

>(Also: Clean up and align those uv's dammit!)
Since I was painting everything anyways I didn't care much for the UVs, but I guess it's useful for photosourced stuff. However, I end up with a lot of islands because I've been taught to split on 90 degree angles which are everywhere when doing hard surface. What's a good solution to that?


If the model is as bad as you say, I think I'll abandon it and start fresh sometime later, but thanks for all the help!

>> No.468982

>>468980
You might want to take a look at regular subdivision poly-modeling for stuff like this. Yes it's harder to learn than Z-brush but for most hard-surface models it's still the best and cleanest process. Many people nowadays use Zbrush out of lazyness but it's classic box-modeling that teaches you the important basics of modeling, mesh topology, UVs and so on. One can tell by looking at your model that you're having trouble keeping lines straight and even which is a lot easier using traditional modeling.

It is possible to make good hard-surface models in Zbrush, but if you are good with both techniques there's really no reason to do so other than to prove a point.

If you decide to start poly modeling, you might also want to start with a simpler object since your gun is quite complex.

>> No.468983
File: 203 KB, 1058x468, weapon_10.png [View same] [iqdb] [saucenao] [google]
468983

>>468982
>You might want to take a look at regular subdivision poly-modeling for stuff like this.
But I did model it with subdivision modeling, just using my original sculpt as a concept. The topology was a bit of a mess in some places, which I guess is causing the lumpiness.

My biggest issue is that I, for example, could easily do the top half of the gun in much fewer polys, but because it all has to be quads I have to insert loops just to do the bottom. I've never managed to get around that in a good way.

>If you decide to start poly modeling, you might also want to start with a simpler object since your gun is quite complex.
Mostly went with it because I needed a rifle and I like the design of the Tavor, so I decided to create my own version of it.

>> No.468985

>>468983

Hey moron you need to put more edge loops in your model so it doesn't subdivide stupidly.

>> No.468986
File: 149 KB, 891x509, Tavor-TSB16[1].jpg [View same] [iqdb] [saucenao] [google]
468986

>>468983
Model it as separate pieces like you did with the mag. Don't even bother with modeling fine details like screws on lowpoly, let normal map and AO handle it. If you insist on having round holes in it, get a cylinder and snap vertices around it, instead of eyeballing it.
Edge loops don't make it wobbly, you made it wobbly from the ground up. Start with a box, nigga.

>> No.468987

>>468985
I did that in Zbrush right before subdividing.

>>468986
>Model it as separate pieces
What if I want it to merge? Like it does right below the foregrip in your image.

>Edge loops don't make it wobbly
Yeah you're right; I'm expressing myself badly. As soon as I start adding edge loops I have issues keeping everything from going wobbly as soon as I have to adjust anything, if that makes sense?

>> No.468989
File: 80 KB, 1290x852, Screen Shot 2015-03-29 at 10.48.01345 AM.jpg [View same] [iqdb] [saucenao] [google]
468989

>>468987
If you need it to merge, you add loops that reduce down to the lower count of the upper part. This is a lot easier to do when the parts are separate anyway, you can get the topology right and clean and /then/ merge the parts together. See pic.

>> No.468991

>>468983
>but because it all has to be quads I have to insert loops just to do the bottom.
You do know that quads don't do shit in a game engine, right? Since you're making a lowpoly I'm assuming it's for a game engine. Go nuts with your tris. It'll also reduce your polycount and in the end give you easier per-vertex control.

>> No.468993
File: 72 KB, 1277x450, weapon2_test.png [View same] [iqdb] [saucenao] [google]
468993

Before I go off the deep end, is this a better starting point for the top part?

>>468989
Good example image, thanks.

>>468991
I know it's all triangles in the end, but isn't it still good to maintain quads for when I want to do detail in Zbrush?

>> No.468995

>>468993
If you are going to sculpt in zBrush, you want to keep quads as much as you can. You can always repot to reduce the polycount after you have done the high res sculpt.

>> No.468996

>>468993
>I know it's all triangles in the end, but isn't it still good to maintain quads for when I want to do detail in Zbrush?

Topology is all but meaningless when you're sculpting in zBrush. You can retopo with a single click, so if you're on a poly budget, while you're modelling the low poly you definitely want to model with tris as long as they aren't in areas that get deformed heavily. But you certainly don't need to add a loop around a character to turn two mirrored tris into quads, for example.

>> No.468998

>>468996
actually topology is everything. Everything comes from the normal of a geometric plane, which is (you guessed it, namefag!!) - TOPO

>> No.468999

The question remains, why would you model such details in zbrush anyway. It's not like you have bent metal, indentations or corrosion there, just bolts.

>> No.469000

>>468999
When it was a single piece of geometry for basically the entire thing, there was an indent "separating" the top and the bottom. There's also the ridges in the front, still not sure if I should do that with geometry or just textures.

It's also more of a general thing; I'm sure I'll run into more situations where I want to sculpt some extra detail.

>> No.469004
File: 841 KB, 1195x999, Pepe work in progress.png [View same] [iqdb] [saucenao] [google]
469004

work in progress

>> No.469005

>>469004
99/10 gj

>> No.469012
File: 332 KB, 807x464, Pepe for trade.png [View same] [iqdb] [saucenao] [google]
469012

>> No.469015
File: 503 KB, 1744x982, topkek.png [View same] [iqdb] [saucenao] [google]
469015

>> No.469025
File: 86 KB, 1074x661, unitylol.jpg [View same] [iqdb] [saucenao] [google]
469025

Learning unity. I can't handle UE4.

But, going to build the environment in unity and maybe put some procedural generation in this.

I only have two more weeks working on this and then I'm moving onto the next Studio Ghibli concept to model.

>> No.469039
File: 189 KB, 1076x844, 9999u.png [View same] [iqdb] [saucenao] [google]
469039

A coworker stood still long enough for me to take reference pictures. I'm a bit iffy on the geometry though.

>> No.469041

>>469012
better without the texture

>> No.469046
File: 232 KB, 1149x573, 999h.png [View same] [iqdb] [saucenao] [google]
469046

The head on its own...

>> No.469056
File: 136 KB, 728x566, 9999d.png [View same] [iqdb] [saucenao] [google]
469056

and hand geometry

>> No.469138
File: 94 KB, 1449x932, 2015-03-29 15_06_41-Blender_ [C__Users_flcn_Documents_Zvedza_untitled.blend].jpg [View same] [iqdb] [saucenao] [google]
469138

Fully functional Douglas C-47.

>> No.469196
File: 622 KB, 2000x1500, tank_DxOFP2.jpg [View same] [iqdb] [saucenao] [google]
469196

Apparently cycles works on AMD cards now, results weren't too bad when when had a quick go at getting my tank into it.

>> No.469228
File: 456 KB, 1920x1081, untitled.22.jpg [View same] [iqdb] [saucenao] [google]
469228

>>469196
Hey, tank buddy.
I'm calling my Toy Tank done

>> No.469267
File: 682 KB, 972x853, mundosonadinger.png [View same] [iqdb] [saucenao] [google]
469267

So, I just started using zbrush and no prior 3d modeling experience. If any of you are familiar with League of Legends this is a combination of the only 3 champions I play. Critiques and Opinions please.

>> No.469275
File: 383 KB, 1920x1080, flyingfuck.jpg [View same] [iqdb] [saucenao] [google]
469275

My first actual creation coming along. Trying to make it game-friendly and I think I already fucked that up, so now it's just going to be a render. Trying to figure out how to set up poly-groups/etc for materials.

Teeth are kinda fucked, I'm starting to reach the entry-level plateau and need to find more resources to increase my skill.

>> No.469342

>>469267
Well, it's good that you at least tried to define your shapes and it's not just a big glob monster.

>> No.469357
File: 425 KB, 996x1266, SavB_WIP4.jpg [View same] [iqdb] [saucenao] [google]
469357

Here's an update of >>468614
The general shape was kept like it already was: Game-oriented updates were made however!
Animation-friendly mouth, upper and lower body areas are now split (neck & head soon to be split from the upper body, possibly same with the arms) for modularity, optional warpaint (currently sliders, soon to be different models thanks to modular capabilities). Overall touch-ups were also made and a slightly-NSFW modification is also available (very slightly so). Once I'm done with the changes I have in mind I'll quite likely start low-poly work.

>> No.469395

>>469275
You really need to get back to the basic shapes and define them alot more before jumping in to higher polycounts

>> No.469413
File: 1.00 MB, 1920x1080, karls3.jpg [View same] [iqdb] [saucenao] [google]
469413

Making the Charles Bridge in Prague. Texturing this thing is fun!

>> No.469417
File: 229 KB, 828x582, first sculpt.jpg [View same] [iqdb] [saucenao] [google]
469417

Im a complete 3d noob. Downloaded zbrush today and managed to make my first sculpt using the clay tool. How do i make it look smooth and nice? Where am i going wrong, i have so much to learn.

>> No.469514

>>468683

don't be sour about your shitty work

>> No.470425

>>467563
post reference pic?

>> No.471048

>>468093
I'm not a furfag, but I could yiff to this.
Good work.