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/3/ - 3DCG


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File: 2.05 MB, 1920x1080, the.png [View same] [iqdb] [saucenao] [google]
464138 No.464138 [Reply] [Original]

stuff youve made and finished thread

>> No.464177
File: 1.29 MB, 2880x1620, dream2.png [View same] [iqdb] [saucenao] [google]
464177

a dream i had

>> No.464196

>>464177
you play to many computer games

>> No.464220
File: 1.70 MB, 1920x1080, dooku saber_2.png [View same] [iqdb] [saucenao] [google]
464220

>> No.464221

>>464220
i thought that was a horse cock

>> No.464223

>>464196
what makes you say that? :0
in my dream it was a futuristic post office that had been recently abandoned and everything was scattered around

>> No.464241

>>464223
Just looks like a scene from half life or something :)

>> No.464243

>>464223
The postmen are coming for you

>> No.464244

>>464220
that's one weird lookin dildo what kind of shit are you into man?

>> No.464253

>>464244
who wouldnt want dildo like this?

>> No.465669

bump

>> No.465670

>>464221
>>464244
>seeing cocks and dildos everywhere

that means you're gay.

>> No.465825

>>465670
yea... no. Your shit's way too phallic.

>> No.465847
File: 332 KB, 856x467, pic.png [View same] [iqdb] [saucenao] [google]
465847

https://www.youtube.com/watch?v=NYxS5fBxoyY

>> No.465853

>>465670
It's bent in the direction of a normal type erect penis, it even have that flare thing going out creating the upper profile of a penis glans.
If the artist unintentionally made something that phallic his or her subconscious is probably like this grand forest of cocks.

Totally looks like a space dildo. Don't know who would jam that thing up ones birthcanal though, perhaps a Gundam or sumtin.

>> No.465865
File: 1.28 MB, 1080x1800, Exterior Light test_V1.png [View same] [iqdb] [saucenao] [google]
465865

Made this while learning about the Physical Sun and Sky settings in Maya.

>> No.465866

>>464241
never played half life

>> No.465943

>>465865
I like it. Id want more AO tho!

>> No.465944

>>465847
lovely, how you do it?

>> No.465957

>>465944
use a 3d replicator for a low poli sphere and fuse fractal noise for animation

>> No.467239

>>465847
Why is this so satisfying to watch. Reminds me of coco puffs. What was this made in?

>> No.467362

>>464223
>futuristic post office
>future
>post office

>> No.467364

>>465865
Make this into a Fez-style 2.5D adventure game so Phil Fish will cry.

>> No.468087

>>464177
reminds me of half life

>> No.468152
File: 429 KB, 1680x1050, extraroom2.jpg [View same] [iqdb] [saucenao] [google]
468152

>> No.468319 [DELETED] 
File: 605 KB, 1920x1280, renpape.jpg [View same] [iqdb] [saucenao] [google]
468319

the only render i have, i couldnt fix the blur it, something i broke with tilt shift

>> No.468321

>>464196
I don't know if games are to blame for anons dreams. I've played a shitload of warframe lately and last night I dreamt I was on this giant roller coaster
that went trough these mad tunnels underneath and above the streets in a town I used to live few years back.
In the cart behind me there was a war-painted Indian chieftain who forced my friend to drink cough tincture out of a large transparent dildo he wielded.

>> No.468331

>>465853
>Don't know who would jam that thing up ones birthcanal though, perhaps a Gundam or sumtin
Perhaps your mum would.

>> No.468335

>>468331
>2 weeks later anon had the perfect comeback figured out.. Time had come for the sickest of burns.

>> No.468361

>>468335
The best insults normally take a while for people to come up with.

>> No.468392
File: 2.64 MB, 800x600, WiiRemoteRender.gif [View same] [iqdb] [saucenao] [google]
468392

Well...I did this. I'm currently working to expand the background scene to encompass the entire room.

>> No.468395

>>468392
>Saw this and thought "No Wii Deep Web"

>> No.468412

>>468335
>thinking time means anything on literally the slowest board

>> No.468719

I did this but a friend of mine didnt finish his part (the audio) so all it has is the music to go with it.

It was basicly my first try at actually doing something in 3D that wasnt just messing around.

https://www.youtube.com/watch?v=7N6lqWGMFsg

>> No.468781

https://www.youtube.com/watch?v=jyzxQ7RR4uA

>> No.470167

>>468335
Lal

>> No.470170
File: 86 KB, 600x483, cheatsheet.png [View same] [iqdb] [saucenao] [google]
470170

>>464138

>> No.470707

>>470170
meh

>> No.470787
File: 741 KB, 1920x2667, lowqual.jpg [View same] [iqdb] [saucenao] [google]
470787

>>464138
dis

>> No.470790
File: 237 KB, 1700x733, high_fov.jpg [View same] [iqdb] [saucenao] [google]
470790

>>470787
whoa... you need to tweak your camera to make it look more natural

>> No.470793

>>470787
Looks pretty cool but what the hell are those things coming out of the building?

>> No.470802

>>470787
needs more contrast : dusk dark should be dark, sun light should be bright

>> No.470807

>>470787
It looks nice, definitely, but is completely ruined by the unnatural body shape of some of those walking pedestrians, some whom are clearly texture swapped.

>> No.470825
File: 3.05 MB, 1024x576, border6.png [View same] [iqdb] [saucenao] [google]
470825

volumetric testing

>> No.470856
File: 1.29 MB, 1280x1778, Render-90-16-Clay-prev.jpg [View same] [iqdb] [saucenao] [google]
470856

>>470793
Shutter streaks added by magic bullet, I erased them in the printed catalogue version.

>>470790
The client ruled that angle. One thing the all have in common is that they all want their little boxes to look more "epic".

>>470802
Yes it definitely looks plain. Couldn´t add more contrast in the final image cuz It went for large format printing in CYMK color space. Contrast was given by an altered K channel in printing after several tests.

>>470807
Yeah they fucking suck. But that´s the thing about commercial archviz. The client doesn´t notice and it saves me a lot of time to use library low poly models.

>> No.470858
File: 1.67 MB, 1919x1079, Capture.png [View same] [iqdb] [saucenao] [google]
470858

>>470856
Here´s the 3ds max file: https://mega.co.nz/#!a0pAlaRB!2eNgjou4gQQSvAFVEIhN0CtGsIyK6evd3Qidzjahxpo

You need 3ds 2015 and iray mat plugin

>> No.471026

>>470858

Why the fuck would you give out that model?

>> No.471028

>>470787
looks good, but there is a fair amount of sampling noise going on.

>> No.471034

>>471026
Bunch of people give out their models. Mostly because they do not believe them to be all that good. Others, because it is a way to make themselves known.

>> No.471743

>>470856
what was the rendering time?

>> No.471745
File: 2.66 MB, 1080x1920, Bold and Brash.png [View same] [iqdb] [saucenao] [google]
471745

I call it "Bold and Brash".

>> No.471747

>>471745
How did you do this?

>> No.471748

>>471747
>how did you run a photoshop filter on your render

>> No.471749

>>471748
It looks good, what's the name of the filter then?

>> No.471752

>>471743

Both clay and Diffuse outputs have an original size of 5760 x 8000 pixels.

They were rendered on a 6x Gtx660ti 3GB system.

Clay was like 15 minutes and diffuse was 2 hours of rendering strips.

Didn´t bother to clean up all the noise cuz I ran them on a denoiser afterwards.

>> No.471763

>>471745
more like it belongs in the trash

>> No.471768

>>471749
Probably a warm filter from the aptly named "Photo Filter", found in the adjustment layers.

Really though, post is more than just slapping on a filter.

>> No.471770 [DELETED] 

>>471768
>post is more than just slapping on a filter.

how so

>> No.471772
File: 371 KB, 1280x720, Pose9.1.jpg [View same] [iqdb] [saucenao] [google]
471772

Everyone likes flying whales.

>> No.471773 [DELETED] 

>>471772
>wat is sss

>> No.471807

>>471770
Depends on what look you're after.
Generally, for me, post production of a still is unique to the image.
Usually though, some color correction, adjustment of levels, and contrast adjustments are what I start with.
I tend to stay away from most of the "filters" other than maybe some slight sharpening and blur, as I find them to be pretty god awful.
They can be useful when creating things from scratch as a means to an end, but using them on imported images isn't a great idea.


>tl:dr
There's no one and done solution. It's depending on the look you want, and how to achieve it.

>> No.471815

>>465847
>>465957
What is the music in the background? It sounds really nice

>> No.471831
File: 159 KB, 863x592, superficiedeagua.png [View same] [iqdb] [saucenao] [google]
471831

/3/, look! I'm learning! I'm actually learning!

>> No.471834

>>471752
Wrong. I used GIMP's de-noise GEGL operation.

>> No.471850
File: 574 KB, 1280x720, Countach Shiny 02.jpg [View same] [iqdb] [saucenao] [google]
471850

Always wanted one of these

>> No.471857

>>471831
now make boobs

>> No.471858

>>471745
I remember this. You created a thread asking how to improve your render. I'm glad to see you took absolutely none of the advice.

>> No.471866

You guys are making me want to get back into Maya. I've forgotten most of the procedures though since I did it in high school a few years ago.

>> No.471886
File: 1.03 MB, 1000x1000, Mark II Render A.png [View same] [iqdb] [saucenao] [google]
471886

Made this shit a while ago for some 3d printer contest.

>> No.471892

>>471745
Lights do not work like that

>> No.471903
File: 113 KB, 720x1280, Bland-and-Blush.jpg [View same] [iqdb] [saucenao] [google]
471903

>>471763
>>471768
>>471858

Ok guys no need to be harsh on me I am just learning. Followed some suggestions and here´s a new version.

I call it: "Bold and Trash"

>> No.471905
File: 192 KB, 863x592, superficiedemierda.jpg [View same] [iqdb] [saucenao] [google]
471905

>>471831

Hey what a coincidence I am learning too!

>> No.471914
File: 245 KB, 1920x1080, untitled.jpg [View same] [iqdb] [saucenao] [google]
471914

>> No.471925

>>471858
Actually I did I just never redid that scene.

>> No.471985

>>471905
>>471903
How sad could your life be?

>> No.471986
File: 244 KB, 960x540, cup.png [View same] [iqdb] [saucenao] [google]
471986

gaze upon my works and despair

>> No.471987

>>470856
rerender that with people falling out of the spaces where windows should be

>> No.471988

>>471914
if those are for Genesis 2 kill yourself

>> No.471995
File: 67 KB, 1920x1080, 11008574_10203836885350495_4238151494884445315_o.jpg [View same] [iqdb] [saucenao] [google]
471995

>will post concept

>> No.471996
File: 109 KB, 900x666, helmet_concept_scribble_by_thompson46-d5jrozc.jpg [View same] [iqdb] [saucenao] [google]
471996

>>471995

>> No.472002

>>471988

what is Genesis 2?

>> No.472005
File: 1.77 MB, 981x630, Bust2.png [View same] [iqdb] [saucenao] [google]
472005

>>464138

>> No.472006

>>468392
The spinning is too fast. Also it's too dark and could potentially be hiding errors. Post a brighter version.

>> No.472007

>>470170
>uses png
looks like png is doing just fine anon

>> No.472008

>>471914
How exactly do you go about making clothes, I've always had issues knowing where to start.

>> No.472011

>>472008
Depends on exactly what program you're using.

Usually, you start with a naked base model, and then just dupe polys from the appropriate part of the body (torso for shirt, lower body for legs, etc) and use that as a base to model the clothes proper, if that makes sense.

>> No.472047
File: 812 KB, 1600x900, 1st and 2nd.jpg [View same] [iqdb] [saucenao] [google]
472047

Sup

Superior MODO race

>> No.472068

>>472047


Can you tell me how in the fuck can you cope with constantly dropping the tool everytime you want to move vertex around?

Im used to the autodesk way just point click and move. It seems to me the MODO way for this is retardedly inefficient and irritating. Modo has great variety of tools, probably more than any other package for modeling but this one basic thing is annoying enough that it stops me from actively using the program.

>> No.472106

>>472068
i just discovered select through mode in the tool pipe. holy shit.

>> No.472408

>>471772
Guess again leviathan

>> No.472413

>>471985
Heh I thought it was funny.

>> No.472730
File: 24 KB, 60x95, 1395722334272.gif [View same] [iqdb] [saucenao] [google]
472730

https://www.youtube.com/watch?v=KDRSmzNV5Ks

sequel has taken me 3 years sofa

>> No.472731 [DELETED] 

>>472730
nice

>> No.472854

>>472730
How long until the sequel?

>> No.474727

>>472006
hmm, yeah, you're right. I'll see about slowing it down. also, I'll put it in the more recent version of that scene...

>> No.474728
File: 2.75 MB, 1024x768, Sapphire Giant 2.gif [View same] [iqdb] [saucenao] [google]
474728

Sapphire Giant, from Epic Battle Fantasy 4. The shading didn't come out exactly the way I wanted, but I am still satisfied with the final result.

>> No.474881

>>468412
>slowest board
nope.
still /po/.

>> No.474955

>>471850
ma bro !

>> No.475763

https://www.youtube.com/watch?v=ABGlD1vQG3s
My first big project.

>> No.475764
File: 27 KB, 221x240, 1405696919558.jpg [View same] [iqdb] [saucenao] [google]
475764

>>475763
>chromatic abberration

aaaaannnd this is shit

>> No.475765

>>468392
What program?

>> No.475769

>>475764
I use the chromatic abberration to cover the low sampling.

>> No.475771

>>475769
thats not how it works. You blur to cover low sampling

>> No.475785
File: 927 KB, 960x540, GTR.png [View same] [iqdb] [saucenao] [google]
475785

This was todays project.
Model is modified but in no way originally created by me.
I mostly work with textures and lighting.
For this one, i used Cinema 4D and the physical render.
To improve, i want to research car paint materials and make the reflections physically accurate, aswell as build a real interior.
Also, it currently has no wheels as they weren't gonna show anyway.
Front bumper is a bit too dark, it disappears in the shadow.
However, i really think i nailed the glass material for the headlights.

>> No.475791

>>475764
I wouldn't have complained as much if he didn't do it to the words as well lmfao.

>> No.475794
File: 98 KB, 1920x1080, Rocket.jpg [View same] [iqdb] [saucenao] [google]
475794

I made this yesterday. My first attempt at using Blender.

I messed the window up somehow.

>> No.475800

>>475763
>>475764
Well I think the subject matter is fascinating
I did kind chuckle sensibly at the CA
I doubt anyone outside of /3/ would really care, though

>> No.475819
File: 497 KB, 3840x2160, catepillar_final3.jpg [View same] [iqdb] [saucenao] [google]
475819

made this on a thread last year for a blender competition.

>> No.475836

>>475819
Dude this is awesome! Good job man.

>> No.475839

>>475819
i remember seeing you posting this somewhere asking for advice on the colour balance and lighting, was that here, or some other forum?
I still think the larva needs more SSS.
How did you create the fine "hairs" on the stem//leaves?

>> No.475905

>>475794
Fucking awesome, what's wrong with the window (I'm assuming it's the one in the back pointing up, and the thing in the front is a door minus a ladder)?

I think you just needed to use the knife tool to cut and extrude the window so that it looks like it arises from the craft, rather than having been crammed into it.
Though you could also have created the window separately and then used BoolTool or the Boolean Modifier to achieve the effect, though you'd still probably want to apply a modifier to bend the window a bit

At any rate, great job, keep at it, you just need to keep accumulating "feature knowledge" as it were to learn how to make the software do what you want

>> No.475939

>>475819
this looks really nice.
do you have any wireframes or breakdown? did you use any special type of camera settings?

>> No.475941

>>475905
The critique helps a lot - I'll definitely check out the knife and everything.
The window was supposed to be blue, but I guess it was too dark inside to show.

>> No.475944
File: 108 KB, 1920x1080, RocketPlanet.jpg [View same] [iqdb] [saucenao] [google]
475944

>>475905
Another attempt based off a planet tutorial. I'm working on animating it now.

>> No.475946

Had a deadline for a project yesterday. Made these two in a day... thoughts?

>> No.475947
File: 1.14 MB, 3840x1080, i176^cimgpsh_orig.jpg [View same] [iqdb] [saucenao] [google]
475947

>>475946
With picture this time. Damnit.

>> No.476029
File: 576 KB, 900x1440, lifttõuks.jpg [View same] [iqdb] [saucenao] [google]
476029

made this last year

>> No.476030

>>476029
Nice and simple.

>> No.476035
File: 1.35 MB, 1280x620, SubwayStation.png [View same] [iqdb] [saucenao] [google]
476035

Something I did roughly a year ago.

>> No.476045

>>476035
shit then
shit now

>> No.476046
File: 286 KB, 1383x777, untitled.6.jpg [View same] [iqdb] [saucenao] [google]
476046

>> No.476047
File: 350 KB, 1394x984, untitled.48.jpg [View same] [iqdb] [saucenao] [google]
476047

pressure chamber

>> No.476048

>>476047
for a film?

>> No.476049

>>476048
obviously not

>> No.476052
File: 1.25 MB, 1280x720, lipsync.webm [View same] [iqdb] [saucenao] [google]
476052

Did a lip sync.
Some movements need to be smoothed out, but pretty good overall.

>> No.476059
File: 74 KB, 960x639, 1417292920663.jpg [View same] [iqdb] [saucenao] [google]
476059

>>476052
>Some movements need to be smoothed out, but pretty good overall.

is this bait? I mean, seriously - this is bait.

>> No.476062

>>476052
You might want to get a rig that has proper facial controls. There's no point demonstrating how well you can animate a face if the rig only has basic movement.

>> No.476218

>>475819
hey, i remember you. it turned out great.

i still kind of preferred the complexity that flower in the background version added.

>> No.476246

What you guys are doing is amazing. Good stuff!

>> No.476612

>>476052
the acting seems okay but you need to work on mechanics

>> No.476803

>>476052
face and lip sync need work bro

>> No.476834
File: 718 KB, 1920x1080, summin0122.jpg [View same] [iqdb] [saucenao] [google]
476834

I mostly play with particles, but i do have some modelling projects that i did in college.

>> No.476836
File: 27 KB, 1212x720, 10495689_743270759073744_7801778704768650715_o.jpg [View same] [iqdb] [saucenao] [google]
476836

>>476834
Also, smoke simulations! :D

>> No.476846
File: 723 KB, 677x383, ss.png [View same] [iqdb] [saucenao] [google]
476846

https://vimeo.com/128410210

a piece I just finished. I don't mind c&c but I'm just gonna move on since it's my first time doing something like this.

>> No.476847

>>476846
Its really really good for a beginner, but its definetly not beyond novice level

>> No.476848

>>476847
Thanks, yeah I still have a long long way to go.

>> No.476854

>>476846
neat
sound production could be better

>> No.476859

>>476846
Using the Ayyy lmao to your advantage

>> No.477057

Something I did a while ago that I recently rerendered.

https://www.youtube.com/watch?v=DaTaOIWKG8U

I really need to get back into doing this 3D stuff again .

>> No.477059

>>477057
goddamn why do so many noobs suck at lighting their scenes? It might as well be a 2D animation for all the detail that's visible.

>> No.477061

>>476846
This is your first time doing something like this as a second year university student?

>> No.477064

>>477061
You think that is unusual? You think you start learning animation and they just straight up go "make a 20 second clip of an action sequence with you original character and scene"?
I don't think it's unreasonable to achieve this in 2 years.

>> No.477093
File: 1.82 MB, 1920x1080, castlescene final.jpg [View same] [iqdb] [saucenao] [google]
477093

First thing I created in blender based on an old sketch I made, took me a few days to get the hang of things. I used a guide for the castle in the background(to learn basic modeling) and the waterfall because I had no idea how to do it. There's a small city behind the wall but I decided not to finish that and just left it out of sight. Couldn't figure out how to make the stonewall more displaced and natural looking(both texture and mesh) so just left it like this. Maybe I'll polish it when I'm better.

>> No.477094

>>477093
looks like cum

>> No.477116

>>477061
We didn't do CG for the first year. First year was all traditional foundation, drawing, etc. Since it's not only a CG course. We do storyboarding and vis dev as well.

So I've been doing CG for about 9 months.
I hope that makes more sense.

>> No.477118

>>477057
>>477059

this guy is right, your lighting is really dark and flat. your lighting should emphasize the shaping of your models and make important elements visible. the value of your bug is so similar to what's behind him that he's barely visible

>> No.477119

>>471914
Those look really soft and nice.

>> No.477135

>>477059
>>477118
I think I got caught up on trying to set a dark tone that I just didn't think about visibility. Thanks I'll try and work on that!

>> No.477203

>>477093
you need imperfections and bevels