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

/3/ - 3DCG


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File: 1.86 MB, 1297x752, 1429274689653 copy.png [View same] [iqdb] [saucenao] [google]
474607 No.474607 [Reply] [Original]

Post your works in progress. WIP etc

>> No.474678
File: 47 KB, 1280x1024, aventador.jpg [View same] [iqdb] [saucenao] [google]
474678

Made this low-poly Aventador. I'm rendering it in KeyShot

>> No.474679

>>474678
also wondering about the faded blue color on the roof. Why is it there?

>> No.474683
File: 484 KB, 3090x861, Shithouse.jpg [View same] [iqdb] [saucenao] [google]
474683

Wrapping up the texture work on an outhouse, had to bring it up to the standard of the schoolhouse textures.

>> No.474684
File: 106 KB, 1025x579, hagrids_hut_02.png [View same] [iqdb] [saucenao] [google]
474684

>> No.474686
File: 494 KB, 1600x735, mansion2.png [View same] [iqdb] [saucenao] [google]
474686

working on a stylized spooky mansion interior for our game

>> No.474687
File: 155 KB, 492x985, birdy parachute.jpg [View same] [iqdb] [saucenao] [google]
474687

lot's of tweaking still needed and then have to cut it up and make the joints

>> No.474688

>>474686
Nice, can you show the wires?

>> No.474689

>>474687
maybe its the perspective, but the body seems a bit short in comparison to the head. Other than that it looks cool! love the colors

>> No.474690
File: 41 KB, 800x330, Matriculated16.jpg [View same] [iqdb] [saucenao] [google]
474690

>>474687
The face reminds me of the robot from Matriculated in The Animatrix, good stuff.

>> No.474693
File: 65 KB, 505x551, tut.png [View same] [iqdb] [saucenao] [google]
474693

>>474607
Currently I'm just following a tutorial from the sticky on doing a whole character.

P-pls no h8 its my first work

I think as a noobtard I should have started with something less complex, because I fucked topology from the start and it came to bite my ass later on.

>> No.474694
File: 642 KB, 2000x488, room_wf.png [View same] [iqdb] [saucenao] [google]
474694

>>474688
sure, the previous pic was from unity, this one is in maya.

Im still struggling, finding the right design for a stylized door frame. The ones I have made are quiet boring.. I dont know..If anyone has any suggestions, it could help

>> No.474695

>>474694
Perhaps you could pick something up from Luigi's Mansion?

>> No.474697
File: 232 KB, 622x280, error.png [View same] [iqdb] [saucenao] [google]
474697

>>474694
what's going on here?

>> No.474700

>>474697
yeah.. I still have to fix the banisters. Like other things. But first I try to blockout the basic stuff for the room so that I can to check if everything fits together.

>> No.474704
File: 39 KB, 499x281, image.jpg [View same] [iqdb] [saucenao] [google]
474704

>>474694
You could do something similar to the window frame and make the top wider than the bottom, and tilt it somewhat.

>> No.474706

>>474689
yeah i upped the perspective just for fun
>>474690
thanks, it isn't my design : https://www.youtube.com/watch?v=lCHM1do5Vqw

>> No.474708

>>474693
Can we see a front/perspective view?

>> No.474711

>>474678
how did you manage to fuck up a keyshot render. its designed to make everything look awesome.

>> No.474714
File: 147 KB, 1217x600, views.png [View same] [iqdb] [saucenao] [google]
474714

>>474708
Sure

>> No.474715

>>474714
It could be a lot worse, but you have some clear proportion issues here as I'm sure you know.

>> No.474716

>>474715
ofc, and it still needs work but I don't expect it to be great, I'm just in the boat to learn the basic techniques and then go deeper

>> No.474719

>>474684
2dark4me

>> No.474739
File: 236 KB, 1684x1048, Untitled.png [View same] [iqdb] [saucenao] [google]
474739

Been WIP for a year
Its fair to say its got another year to go

>> No.474741

>>474739
jesus does max not have VP AA/AO?

>> No.474743

>>474741
Well its just a working render with basic shading. I could have taken 10 minutes to crank out a mental ray render, but print screen was faster

>> No.474745

>>474739
How they fuck did this take you a year and you are not even finished?

>> No.474746 [DELETED] 
File: 779 KB, 2500x1875, placeholder_as_fuk.png [View same] [iqdb] [saucenao] [google]
474746

>>474745
Its a side project m8, a hobby

>> No.474747
File: 779 KB, 2500x1875, placeholder_as_fuk.png [View same] [iqdb] [saucenao] [google]
474747

>>474745
Its a side project m8. A hobby.
There's also an entire half of the model you arent seeing.

>> No.474748

>>474747
Well, I hope you aren't creating these details by hand

>> No.474749

>>474743
i'm not talking about renders Vp = viewport. Maya has VP 2.0 which lets you toggle AA/AO/motionblur in the viewport. Doesn't Max have the same?
Can we get a closer shot of one of the thrusters and detail around em?

>> No.474750
File: 759 KB, 1678x1049, Untitled.png [View same] [iqdb] [saucenao] [google]
474750

>>474749
Ive never actually messed with any viewport rendering, i never saw a point with the stuff i do. That said, here's some AO with a scene light. Didnt see an option for AA, but apparently I can force that through Nvidia control.
A lot of this is done with template and copy/past with some greeble thrown in as a place holder.

>> No.474751

>>474748
well im certainly not going to greeble it all. thats pussy shit.

>> No.474752
File: 59 KB, 400x225, La Comarca (The Shire) El Hobbit.jpg [View same] [iqdb] [saucenao] [google]
474752

like a hobitton

>> No.474753

>>474751
>greeble
I don't know what that means, but if you know anything about how they created the models for the original trilogy is, you'd know that they just bought a bunch of (mostly WW II) model kits and kitbashed the detail on those bitches

>> No.474754

>>474741
It does but its pretty buggy plus it kinda gets in the way/annoying sometimes so most people turn it off

>> No.474755

>>474753
That is greeble and he's saying that's for wusses.

>> No.474756
File: 459 KB, 1516x956, Untitled.png [View same] [iqdb] [saucenao] [google]
474756

>>474753
Pic related features some greeble. Its an easy button for detail, basically. Useful as a filler imo
>but if you know anything about how they created the models for the original trilogy is
I know quite aware how the set pieces for the original trilogy were thrown together. Have you ever heard of a thing called 'artistic freedom'?
Poetically enough, this is actually a kitbash of quite a few other separate models ive done that had nothing to do with this project
>>474754
i agree, im definitely turning HW shading off when i get back to work

>> No.474758

>>474754
I was more interested in the AA than the AO since jaggies on so much detail look terrible. and since the model has simple shaders there's no point rendering if you can just screenshot with AA/AO in the VP.

>> No.474762
File: 187 KB, 1023x577, hagrids_hut_02_brighter.png [View same] [iqdb] [saucenao] [google]
474762

>>474719
better image

>> No.474770

>>474762
Nice

>> No.474786
File: 279 KB, 1053x614, hagrids_hut_03.png [View same] [iqdb] [saucenao] [google]
474786

updated.
It looks too clean to be Hagrid's hut. Hopefully when I learn to UV unwrap and paint nice textures I can make it a bit more shabby looking.

>> No.474788

>>474786
the ground has way more density than the house.That should be reversed. Also the block support under the front door has pointless divisions.
Idk about max, but in Maya you could unwrap that with a few clicks after setting the seams.

>> No.474789 [DELETED] 

>>474788
Hey. Yeah I don't like the way the ground slopes so much so I'm changing that anyway. As for the supports, they aren't finished. I just put those there as boxes for a rough idea of how it would look. They aren't going to be square blocks, I'm going to add noise to them and make them look like rocks.

>> No.474790

Hey. Yeah I don't like the way the ground slopes so much so I'm changing that anyway. As for the supports, they aren't finished. I just put those there as boxes for a rough idea of how it would look. They aren't going to be square blocks, I'm going to add noise to them and make them look like rocks.

>> No.474791

>>474790
i think blocks would look better and more realistic, just give them some wear around the sides with a normal map and maybe a bevel. You definitely don't need that many divisions.
I don't think anybody would use random rocks to support their house.

>> No.474794

>>474791
B-b-but they're MAGIC rocks.

>> No.474795
File: 213 KB, 500x333, 8238700323_0631d2e367.jpg [View same] [iqdb] [saucenao] [google]
474795

>>474791
>>I don’t think anybody would use random rocks to support their house.

Sure they would, but you would still tool them by hand first. This is an old grist mill with such a foundation- the schoolhouse my grandmother lives in was built in 1894, and it has a stacked limestone foundation around the whole perimeter with stacked limestone support pillars all under the house, with wood beams and a brick building on top.

>> No.474797

>>474711
hurr durr post something you've done and then we'll talk fucknugget

>> No.474799

>>474797
is it really necessary. can you not tell it looks pants?

its too bright, you cant see the contours of the car,
use the right environment to show off the reflective surfaces of the car.

use a bg plate, hdr studio works great with keyshot as you can place lamps exactly where they look best.

>> No.474806

>>474687
https://www.youtube.com/watch?v=3JJsq0GbpPg

>> No.474808
File: 1.20 MB, 953x799, support_block.png [View same] [iqdb] [saucenao] [google]
474808

>>474795
>>474791
pic related is what I was going to do. But I might try something like what Norad Ninja posted except with flatter stones. I'll post results later tonight.

>> No.474812
File: 742 KB, 1920x1080, screen01.png [View same] [iqdb] [saucenao] [google]
474812

Low poly UZI

>> No.474817
File: 171 KB, 1126x901, Lambo_Render.B.jpg [View same] [iqdb] [saucenao] [google]
474817

>>474799
Thank you for the advice!
But I'm going to call it done with this final render.
Want to move on to something else

>> No.474818
File: 44 KB, 640x480, viking i aksjon.jpg [View same] [iqdb] [saucenao] [google]
474818

he is actually sortof deforming correctly!!! EUREKA!

>> No.474835

>>474812
model is great.
specularity is too wide.
but if you tighten it up it would look sick in an fps.

although i'm sure if you intend it for an fps you'll tighten the spec in the engine's shaders itself.
good job.

>> No.474838
File: 33 KB, 797x623, skp lambo.jpg [View same] [iqdb] [saucenao] [google]
474838

>>474817
I downloaded a sketch up lambo similar in simplicity to yours.
apart from those 2 black errors.
didn't use the hdr plugin,
just added some materials, backplate, env hdr. vignete, adjusted lens, turned reflected floor on.

its not great but im just showing you, you can present it better.

>> No.474840

>>474838
his render looks like a n64 racer.

>> No.474852
File: 2.59 MB, 4320x2432, IMG_20150505_102417398.jpg [View same] [iqdb] [saucenao] [google]
474852

https://youtu.be/4n_O0Bsrlpw

>> No.474854
File: 92 KB, 840x524, tmp_14964-tank-20150501_022803-561439457.jpg [View same] [iqdb] [saucenao] [google]
474854

R8

>> No.474855

>>474683
10/10 best shitter EVAR

>> No.474862
File: 1.10 MB, 2849x1088, ponyriderwipretopo1.jpg [View same] [iqdb] [saucenao] [google]
474862

Still working on the ponyrider

>> No.474878

>>474854
>maya's new logo

>> No.474882
File: 414 KB, 1455x924, yjsmO8e.png [View same] [iqdb] [saucenao] [google]
474882

Putting everything I learned together.

>> No.474930

>>474838
you should just leave the car lights alone and put transperant texture

>> No.474931

>>474930
don't give me advice, give him
>>474817
advice idiot.

>> No.474933

>>474838
This looks waaaay shitier than >>474817

>> No.474934

>>474838
It's not supposed to be a realistic render. If I wanted thay I wouldn't have made a low-poly toy car lamborghini

>> No.474935
File: 282 KB, 1920x1200, 1430758786068.jpg [View same] [iqdb] [saucenao] [google]
474935

>>474934
welp. Its not toon rendered, and its not "stylized", so its obviously going for realism since it has reflections, vignetting, chromatic aberrations

>> No.474936

>>474817
If you're going for stylised you'd be better off with cel shadows. If the tyres have reflection why don't the windows? matte finish windows look strange.

>> No.474938

>>474935
What are you talking about? I made this>>474817
one. Not this >>474838
Mine doesn't have any reflections at all

>> No.474939

>>474938
we're discussing >>474838

>> No.474945

>>474933
on what planet ?

>> No.474947

>>474934
okay lets clarify.

>>474838
was meant to be how to make
>>474817
look less poor.

>>474934
>It's not supposed to be a realistic render

>If I wanted thay I wouldn't have made a low-poly toy car Lamborghini

But you did make a low poly lambo
>>474678
to quote yourself
>this low-poly Aventador

>>474678
this certainly isn't trying to be a stylised render. its just a poor render full stop.

>>474838
was pointing out its not hard to make things look decent in keyshot.

>>474934
now youre just using the its not shit, its my style - stylised argument.

>> No.474960
File: 1.43 MB, 3000x1687, loschw.jpg [View same] [iqdb] [saucenao] [google]
474960

Bridge guy here again.

I swear this job has no freaking end. Every time I think I'm done they ask me if I can do another bridge. Obviously I can't say no to paid work so here we go. Got two more coming up after this too...

This one looks like a mess but I swear this is what the actual bridge looks like. It's got an insane amount of struts and supports going everywhere. Very simple modeling actually, the hardest part is just figuring out what needs to go where since I only have pictures to work off.

>> No.474961

>>474960
Just your average babby level bridge you can make in 30 min or find on turbosquid in 2.

>> No.474962

>>474961
Well I hope you feel better now. Are you the same guy from last time? Why are you so angry? What is going wrong in your life? Tell us, please. Maybe we can help.

>> No.474963

>>474962
>Ad hominem

>> No.474964

>>474960
always enjoy your work

>> No.474966

>>474963
I wasn't attacking you, I only wished to help. Why are you getting defensive? Do you feel threatened by human compassion? I sense something is troubling you, please, share your sorrows and let us offer support.

>> No.474967

>>474966
>avoiding

>> No.474968

>>474967
Avoidig what? As you have pointed out repeatedly, I am worthless as 3D Artist, everything I do can be done by "babbys" and you can do the same in thirty minutes. Fine, I'm a piece of shit, I have no skill whatsoever, you are absolutely right, I'm not avoiding anything. Are you satisfied?

Can we talk about you now?

>> No.474969

>>474968
Welp. You don't handle criticism well, do you?

>> No.474970

>>474969
Why? I gladly accepted everything you said. What else do you want? What was the goal of your initial comment?

>> No.474971

>>474970
Just take criticism and move on, no need for a big gay song and dance.

>> No.474972

>>474971
Your life really must suck.

>> No.474974

>>474960
Beautiful, as always. Keep up the good work.

>> No.474978
File: 280 KB, 525x489, man.png [View same] [iqdb] [saucenao] [google]
474978

Man, this just seems so pointless. I'm thinking I should just focus on learning zbrush and retopology.

>> No.474979

I honestly don't get why some one is shiting on bridge guy

>> No.474981

>>474960
I fucking love your bridges, man.

>> No.474982

>>474978
preaty much until some glorious godly genius out there creats a re topology tool

>> No.474986

>>474978
oh god

>> No.474994

>>474960
I love those vertigo towers at the top.
Man I wish this was a call of duty or counterstrike map. So simple, yet so effective.

>> No.474998

>>474978
well your problem was that you jumped the gun and added tons of edge rings just to shape the nose super smoothly. The point of box modelling is to shape the mesh such that it looks the way you want after smoothing it.

>> No.475021

>>474961
But that is just plain false. Are you detail-blind, or just trolling?

>> No.475023

>>475021
not him but to be fair, it does seem like a lot of array repetitive parts.

>> No.475025
File: 1.50 MB, 4096x2306, 7.jpg [View same] [iqdb] [saucenao] [google]
475025

>>475023
Bridge guy here. Well I never claimed it was anything special. I even said myself that it's simple modeling. All I'm doing is showing what I'm working on.

Plus that's simply what the bridge looks like. I'm not making these up, they're actual bridges.

>> No.475026

>>475025
Part of what makes these look nice are your renders- how are you lighting it, it’s a nice kind dawn lighting.

>> No.475029
File: 137 KB, 1343x697, building.jpg [View same] [iqdb] [saucenao] [google]
475029

is this enough hot water

>> No.475042

That
https://youtu.be/ECngy8yXkPo

>> No.475071 [DELETED] 
File: 19 KB, 512x512, Bright Cyan Color Scale.jpg [View same] [iqdb] [saucenao] [google]
475071

WHERE IS THE GODDAMN PORN >:O

>> No.475072
File: 815 KB, 2362x2098, P3RN.jpg [View same] [iqdb] [saucenao] [google]
475072

WHERE IS THE GODDAMN PORN >:O

>> No.475073

>>475072
>>475072
Incredible tits bro.

>> No.475076
File: 55 KB, 376x335, zankuro Unity3d.png [View same] [iqdb] [saucenao] [google]
475076

>>475072
THIS IS A WORKSAFE CHRISTIAN BOARD!!!

>> No.475090

>>474862
literally everything except the butt is disturbing

>> No.475105
File: 1.42 MB, 1920x1080, Ohfuck.jpg [View same] [iqdb] [saucenao] [google]
475105

Client payed in advance for a NY project render that I must send before tomorrow at 5pm. Already made the structure.

Goodbye sleep.

>> No.475121

>>474862
>Alito - 0.1 polygons per hour.

How can you move this slow yet bring yourself to move at all? It's like there shouldn't be enough forward force to overcome the momentum to set you in rolling in the first place.
How long has it been thus far? like a year and a half?

>> No.475122
File: 3.53 MB, 1920x1080, test render.png [View same] [iqdb] [saucenao] [google]
475122

i'm a newbie on 3d and decided to start making a sword. Working on a solution for the black spot on the pommel. R8

>> No.475123

>>475122
the "black spot" is because the edge around the top of the cylinder that makes the pmomel has soft normals, or at least that is what it looks like.
I would use a higher res texture for the detail on the hilt, and darken the blade / make it more reflective. A normal map would help make the grip, too.
Oh, also there appears to be a some hard normals at the tip of the blade.

>> No.475125
File: 146 KB, 968x901, Td94kWI.png [View same] [iqdb] [saucenao] [google]
475125

>> No.475126

>>475122
Screen shot your UV’s for the sword, But I am willing to bet the UV islands for the pommel are not in the 1:1 area for the map and are picking up the black from wrapping around.

>> No.475129

>tfw you want to model something but you know youre shit and will fail and be disappointed so wahts the point in starting.

>> No.475130
File: 448 KB, 720x1280, roto3.png [View same] [iqdb] [saucenao] [google]
475130

what do y'all think

>> No.475131

>>475129
And this attitude it why you will always be shit. We were all shit at one point. Tell that asshole in your head to fuck off and get to work.

>> No.475133
File: 209 KB, 1180x881, wllSiuk.png [View same] [iqdb] [saucenao] [google]
475133

>>475129
I'm not saying I'm hot shit, but my first attempt at a 'train' was pig disgusting.

I tried to make it all from one square, etc. I remade it, remade it again, and now on mk.5 it looks like a real life train. I used pictures to model from, i drew things to get a sense of how they formed before I modelled them. People underestimate drawing; it should be in every 3D artists wheelhouse.

>> No.475134
File: 244 KB, 1288x674, KofkgTY.png [View same] [iqdb] [saucenao] [google]
475134

>>475133
mk.5

Never give up man, keep making shit; eventually, because you keep making /better/ shit each time, you realize only you think its shit, and you've reached 'good' levels. Then you keep getting better

>> No.475135
File: 1.15 MB, 4096x2048, Compare.jpg [View same] [iqdb] [saucenao] [google]
475135

>>475133
>>475134
>>Never give up man, keep making shit; eventually, because you keep making /better/ shit each time

This right here.

I have been working on upping my texture game for 3 damn years, because I haven’t been able to devote the amount of time I would like to it due to multiple deaths in my family and medical issues of my own, aside from also trying to raise a family. Now, when I post shit on here, the question I get the most is how the hell I make the textures I do- just to show, here is a shot of the same object texture, the original and the newest one. Practice does in fact make fucking perfect, and you can’t let the bullshit your head throws at you stop you from doing this or you will never get where you want to be.

>> No.475136
File: 92 KB, 165x115, 120px-Sonichu_finger.png [View same] [iqdb] [saucenao] [google]
475136

>>475133

I like the train in the picture, it has a certain low poly charme to it.

>> No.475137

>>474978
I was pretty much in the same boat as you. Learning ZBrush and retopo in Max or whatever modeling package you're using is my suggestion to you.

>> No.475138
File: 136 KB, 688x752, kristen.png [View same] [iqdb] [saucenao] [google]
475138

>> No.475145

>>475135
> I have been working on upping my texture game for 3 damn years
It's shit

>> No.475150

>>475145
youre shit

>> No.475152

>>475150
your shit

>> No.475154

>>475145
You're a faggot

>> No.475155

>>475145
>>475152
I might take your opinion seriously if you posted your own work.
>>475150
>>475154
It's all good, some people are just assholes man. I'm old enough to just blow them off. My work isn't the best, but it's not crap either and I know that. What some anonymous asshole thinks is of zero consequence to me.

>> No.475156
File: 51 KB, 901x825, HMRRR.png [View same] [iqdb] [saucenao] [google]
475156

One of my first models.
A Hammer.

>> No.475157
File: 100 KB, 1782x714, neon griffin.jpg [View same] [iqdb] [saucenao] [google]
475157

Not quite 3D modelling, But low poly model loaded into my program to smooth it out and create a neon type glow. Still counts

>> No.475158

>>475155
> What some anonymous asshole thinks is of zero consequence to me
just like your terrible shitty work is of zero consequence to the world of 3DCG :^)

>> No.475163
File: 570 KB, 1102x1100, 724.png [View same] [iqdb] [saucenao] [google]
475163

>>475158

>> No.475169

>>475163
> implying trolling
you need it to be atleast a decent work to troll. calling it shit is simply saying it like it is.

>> No.475170
File: 63 KB, 453x576, 2014-09-06 02.49.44.jpg [View same] [iqdb] [saucenao] [google]
475170

>>475158
Damn thats good bait

>> No.475171

>>475152
youre* you god damn lowlife

>> No.475172

>>475156
not bad but could use some rendering, try using cycles.

>> No.475173
File: 713 KB, 1024x1024, eskelus1.png [View same] [iqdb] [saucenao] [google]
475173

I am not a robot

>> No.475174

>>475163
>>475171
>>475170

samefagging your work wont magically make you not shit. stop flooding the thread with your autism and go learn some fucking texturing.

kid.

>> No.475176

>>475174
youre wrong
we all think youre an idiot

>> No.475178

>>475176
> we
As much as its very entertaining to see you drown in your pathetic obvious samefagging, I need to go to work. You can now keep playing with your imaginary friends kido ;^)

>> No.475182

>>475178
I always post under my name here. Samefagging is not in my repertoire. Nice try though.

>> No.475188

>>475178
"work"
"imaginary"
I think you put those two words in the wrong order

>> No.475192

>>475178
>still sitting at the computer in his boxers
>asks mom for credit card to order pizza /again/

>> No.475204
File: 3.06 MB, 2160x1641, Output-Rproy1-Low-2k.jpg [View same] [iqdb] [saucenao] [google]
475204

>>475105

Client was satisfied with this piece of shit. Easiest 600 bucks.

>> No.475207
File: 2.30 MB, 2160x1641, Output Rproy1 Low Salgo.jpg [View same] [iqdb] [saucenao] [google]
475207

>>475204

salgo

>> No.475208

>>475173
I wish that skyland had been finished as a series.

>> No.475209

>>475204
wtf is going on with the perspective?
Why does the left side of the building get bigger?
Do you have no shame? How do you feel comfortable knowing that this client associates this shit with you? lol.

>> No.475213
File: 176 KB, 1701x1105, Plan.jpg [View same] [iqdb] [saucenao] [google]
475213

>>475209

>Do you have no shame? How do you feel comfortable knowing that this client associates this shit with you?

Shame on the client who literally designed this piece of crap like that.

>> No.475216

>>475213
I guess all is forgiven then. Why the fuck would anybody do that?
>trying to use modern design
>just looks like shit
>wasting potential workspace

>> No.475218

>>475216

Welcome to the world of construction. Selling sq feet is more important that selling useable space.

I limit myself to follow the instructions of my cliens. Guess I am immune to bad architecture by now.

>> No.475219

>>475218
Even by that logic it's a poor design. They could have used the full rectangular block, kept all the walls perpendicular, not had acute angles that are basically useless, and they would end up with more sq feet of floor space.

>> No.475221

>>475219

I ´m pretty sure that this geometry is the result of a weird ass legal zoning prerequisite because the original lots are parallelograms and the project is going to be constructed in two parts.

But yeah that´s lazy architecture.

Anyways word.

>> No.475224

>>475208
never seen it, Ill check it out

>> No.475232

>>475207
that looks pretty cool, how did you make it so it's upside down?

>> No.475233
File: 1.78 MB, 2544x1087, ponyriderwiprender_001.png [View same] [iqdb] [saucenao] [google]
475233

is it still far to uncanny valley?

>> No.475234

>>475233
work on the ss :^)

>> No.475236
File: 1.64 MB, 1080x560, test2.png [View same] [iqdb] [saucenao] [google]
475236

>>475123
normals to the grip as you said and darkened the blade a bit, and it already have a glossy material on it. Coudn't find a better texture to the hilt sadly. Also had to reduce the size due to the max file size allowed to post

>> No.475237

>>475232

>How do you do backwards "b"

I re rendered it with the cars, the people and the signs upside down. Pretty straight forward.

Added water filter .

>> No.475240

>>475236
paint your own texture for the hilt; it's not exactly complex. Why save as png for web? just save it as a jpeg. the blade still has no reflection. I'm assuming it's your lighting setup or an issue in the material. The grip looks better but that low res hilt just throws it off so bad.

>> No.475244

>>475233
It is uncanny as fuck, and that's why we love you. Never change you magnificent motherfucker.

>> No.475267
File: 104 KB, 1120x840, driessen_floodarm_3.png [View same] [iqdb] [saucenao] [google]
475267

>>475240
How are those?

This is actually something I'm having made- halo 4 flood spartan arm prosthetic, will be 3d printed, then cast in latex/cloth

>> No.475268
File: 462 KB, 2048x2048, thunderhammer.jpg [View same] [iqdb] [saucenao] [google]
475268

Finally found some time to improve my thunderhammer.

>> No.475269

>>475026
and yet it is just simple Mental Ray Sun and Sky, probably took 2 mins to set up everything to do with rendering

>> No.475271 [DELETED] 

It hasn't reached uncanny valley yet, it still just looks plain CG. Uncanny is when it looks real but slightly off in a way that weirds people out. Your model lacks a lot of detail, the only thing it would pass for is a weird latex body suit. You need finer details on the nipples and lips especially, more color variation in the skin too..

>> No.475272

>>475233
It hasn't reached uncanny valley yet, it still just looks plain CG. Uncanny is when it looks real but slightly off in a way that weirds people out. Your model lacks a lot of detail, the only thing it would pass for is a weird latex body suit. You need finer details on the nipples and lips especially, more color variation in the skin too.

>> No.475279

>>475268
lookin good

>> No.475301
File: 43 KB, 960x960, kim.jpg [View same] [iqdb] [saucenao] [google]
475301

>> No.475308
File: 431 KB, 1024x1024, eskelus-5.png [View same] [iqdb] [saucenao] [google]
475308

>>475173
I am not a robot

>> No.475315

>>475301
hail

>> No.475330

>>474762
>>474786

that looks cozy as fuck

>> No.475332 [DELETED] 

>>475330
bump

>> No.475355
File: 123 KB, 960x540, Taunt_BLDCv5.webm [View same] [iqdb] [saucenao] [google]
475355

2nd blocking pass over the course of 3 hours.

>> No.475356

>>475355
didn't you just copy that emote from GTA V?

>> No.475357

>>475356
I only played the single player of it when it released on the 360, I didn't realize it even has emotes.

The gesture itself is pretty generic.

>> No.475358

>>475355
that's really cool. what program is that.

>> No.475359
File: 669 KB, 1919x1041, Capture.jpg [View same] [iqdb] [saucenao] [google]
475359

>>475358
Just Maya, The rig is part of the first crash pack at long winter studios, It's kinda average.

>> No.475360

>>475355
champagne showers

>> No.475366
File: 143 KB, 1013x634, diagon_alley_1.png [View same] [iqdb] [saucenao] [google]
475366

>>475330
Still in the Harry Potter phase. Started a Diagon Alley project today.

>> No.475369
File: 123 KB, 626x918, aYIqthG.png [View same] [iqdb] [saucenao] [google]
475369

X-20 Dyna-Soar

>> No.475371
File: 30 KB, 667x554, ao5n4g.jpg [View same] [iqdb] [saucenao] [google]
475371

Just about to finish this up.

>> No.475377

>>474607

I had to make a short for my university animation class and ended up making just half of it:

https://www.youtube.com/watch?v=2xMPMiJlT7I

Looks alright, I want to finish it and completely redo the sound of it. It's running in realtime on unity 5

>> No.475384
File: 60 KB, 392x638, Selection_006.png [View same] [iqdb] [saucenao] [google]
475384

r8 my anatomy, /3/

>> No.475426
File: 94 KB, 960x540, pervling_splatoon1.jpg [View same] [iqdb] [saucenao] [google]
475426

>>474607
Made a squid, /v/ said it was disturbing.

How do I make it less shit?

>> No.475427

>>475426
fix the goddayum face

>> No.475428

>>475427
Added that to my checklist, will do, thanks man

>> No.475429

>>475428
and the manhands
and the hair

although i like that simple skin shading

>> No.475431

Can anyone give me advice on fixing this? I'm generating a normal inside zbrush but I keep getting this kind of tearing in some places. Any suggestions or advice would be extremely appreciated!

>> No.475432

>>475429
thanks, nice to hear you like the shading, i'm trying to get a shader close to the original renders (beauty renders, not the ingame ones)

Will work on hair and hands more

>> No.475433
File: 70 KB, 785x570, normals.png [View same] [iqdb] [saucenao] [google]
475433

>>475431
Opps forgot file

>> No.475441

>>475377
What does it look like in the non-polygon shit pass

>> No.475457

>>475433
what software are you importing to? would be easier to just fix in maya or soemthing.

>> No.475509
File: 231 KB, 1024x768, SennaTribute.jpg [View same] [iqdb] [saucenao] [google]
475509

I'm making my first project for rendering. I know the geometry is shit, butas I said its my first high poly attempt and my first car ever. What do you think?

>> No.475522

>>475371
Amazing.

>> No.475552
File: 3.61 MB, 2160x2160, Output-Rproy2-Low.jpg [View same] [iqdb] [saucenao] [google]
475552

Your brand here.

Same Jew client wanted me to make a quick render in 8 hours, I´m still figuring out the post.

>> No.475553
File: 1.36 MB, 1920x1080, cats go miau.jpg [View same] [iqdb] [saucenao] [google]
475553

>>475552

They just told me "Don´t worry, copy the design of the previous project for this other city, the client wont notice."

Lazy architecture at it´s finest.

>> No.475574
File: 3.98 MB, 2160x2160, Output-Rproy2-Low.jpg [View same] [iqdb] [saucenao] [google]
475574

>>475552

Changed materials. I have till 12 to send the image oh no.

>> No.475579
File: 608 KB, 1213x881, M765FNQ.png [View same] [iqdb] [saucenao] [google]
475579

>> No.475580
File: 294 KB, 1650x853, xGaMcBK.png [View same] [iqdb] [saucenao] [google]
475580

>>475579

>> No.475583

>>475579
what software do you use? mental ray and some raytrace materials would look gorgogerous on that model. makes me wanna start modelling rockets right now. or play KSP. or both.

>> No.475589

>>475574
Looks pretty good considering the little time you had. Except for all that noise but I guess you had to render on shit settings to make the deadline. I know these situations oh so well.

>> No.475590
File: 201 KB, 1366x768, house of awesomeness.png [View same] [iqdb] [saucenao] [google]
475590

>> No.475592

>>475574
the little guy at at front bothers me a little. wouldn't it be better to add real people with ps or something in the end

>> No.475593

>>475592
I'm not that guy but I honestly think those stock-image cardboardcutout archviz people look even worse. Everyone uses them and they ruin every fucking picture because you can tell after one second they're just 2D images stuck on top of a 3D scene and almost always look out of place.

The ideal solution are 3D people that actually look realistic of course.

>> No.475596
File: 143 KB, 975x630, 1221.png [View same] [iqdb] [saucenao] [google]
475596

>>474607
>tfw Lex luthor

>> No.475600

>>475583
Just Blender, i'm still not comfortable with texturing; I might just hand paint them all.

>> No.475620
File: 629 KB, 895x894, 2015-05-12_131702.png [View same] [iqdb] [saucenao] [google]
475620

>>475589

Believe it or not those artifacts are noticed by the clients 20% of the time. I obviously ran the output image on a "de firefly" software. But yes, default settings and on to rendering.

>>475592

Bothers me too. I don´t use real people on these kind of deadlines because matching the lighting in post wastes precious time that could be wasted on the model.

>>475593

Yep. You can´t beleive how much time "Populate Saves me". I also have anima models but those have extra setup time.

>> No.475622

>>475590

Nice topo.

21 get

>> No.475626

>>475622
>>475590
samefaging I see.
sad.

>> No.475671
File: 39 KB, 462x513, 2015-05-12_192228.png [View same] [iqdb] [saucenao] [google]
475671

>>475626

Fail.

>> No.475674

>>475620
Ha, I know. Most of the time clients won't notice technical stuff that I think looks horrendous when I send something out in a rush but then they'll complain about something stupid instead that is physically correct but "doesn't look right" to them that I never even thought about.

Anyway, good work man. It's not perfect but rushed work never is, as long as you're getting paid it's all good. The clowns on /3/ always complain but few of them know what it's like to make a living off of this shit, especially if you're freelance. You don't get the luxury of working on something until you're personally satisfied with it, you work on it until the client shuts up and pays you and then it's on to the next job. If my goal was to create amazing art I'd do it as a hobby, not a job.

>> No.475675
File: 1.19 MB, 1354x896, 2015-05-12_200025.png [View same] [iqdb] [saucenao] [google]
475675

>>475674

Mah nigga. Yes, clients have a very different perception of renderings it amuses me.

Yes, that´s why my professional portofolio doesn´t include my personal work because the client will ask for that type of quality on a shit deadline.

Anyways, the Jew Client is back with another project that I need to render before midnight.

PS: The client IS literally a Jew.

>> No.475676

>>475671
It was all a ruse :^)
but that topology isn't good

>> No.475677

>>475675
he may be a jew but he's sure bringing you in his shekels

>> No.475679

>>475677

Payed in advance even. Maybe he´s just half Jew.

>> No.475750
File: 442 KB, 1203x910, gHPER81.png [View same] [iqdb] [saucenao] [google]
475750

>> No.475753
File: 322 KB, 1920x1080, qlb1.png [View same] [iqdb] [saucenao] [google]
475753

I am turning the QLB Chinese Grenade launcher into a LMG because fuck trying to find a decent reference of the Type 88 LMG.

>> No.475754
File: 685 KB, 1920x1080, qlb2.png [View same] [iqdb] [saucenao] [google]
475754

>>475753

>> No.475756
File: 337 KB, 1920x1080, qlb3.png [View same] [iqdb] [saucenao] [google]
475756

>>475754

>> No.475757
File: 307 KB, 1920x1080, qlb4.png [View same] [iqdb] [saucenao] [google]
475757

>>475756

>> No.475761
File: 1.37 MB, 3840x2160, untitled8.jpg [View same] [iqdb] [saucenao] [google]
475761

Needs some work still but looks good

>> No.475762
File: 936 KB, 1920x1080, screenshot319.png [View same] [iqdb] [saucenao] [google]
475762

Tribute to the captcha, testing the render, no textures.

>> No.475768

>>475761
needs bump maps

>> No.475773

>>475768
This, it's already looking pretty nice but some bump maps would help immensely.

>> No.475775

>>475768
>>475773
>>475761
Bump and specular, but I agree, it's looking great.

>> No.475776
File: 876 KB, 1920x1080, screenshot324.png [View same] [iqdb] [saucenao] [google]
475776

Just added some lights :D

>> No.475777

>>475776
shit. You should stream this on twitch.

>> No.475779

>>475776
its shit

>> No.475786
File: 324 KB, 1920x1080, qjb2.png [View same] [iqdb] [saucenao] [google]
475786

>>475776

>> No.475792
File: 169 KB, 1500x781, CharacterStrip.jpg [View same] [iqdb] [saucenao] [google]
475792

Trying to make a female head, however it appears to be too androgynous.

Before I work on the features, I want to change the big prroportions to better visualize a female, but I'm not sure what to do, the only things I can think of right now is making the chin smaller and softening the cheeks even more, completely bluring out the cheekbones.

>> No.475793

>>475792
the chin is definitely the problem atm

>> No.475795

>>475792
thats a woman?

>> No.475797

>>475792
http://jobs.zenimax.com/index.php?a=info&d=bethesdagamestudios

>> No.475809
File: 268 KB, 975x630, 1a.png [View same] [iqdb] [saucenao] [google]
475809

>>475786
>:D

>> No.475810
File: 250 KB, 975x630, 1c.png [View same] [iqdb] [saucenao] [google]
475810

>> No.475811

>>475809
>>475810
good but needs work on the mesh, as in the triangulation

>> No.475821

>>475130
thats dope

>> No.475831
File: 2.95 MB, 1280x720, Animation.webm [View same] [iqdb] [saucenao] [google]
475831

Rate my boob physics, /3/.

>> No.475832

>>475831
if they're supposed to be fake, it's good. if they're supposed to be natural, needs less gelly.

>> No.475833

>>475831
what software did you use?

>> No.475834
File: 2.96 MB, 300x225, breast_simulation_04.gif [View same] [iqdb] [saucenao] [google]
475834

>>475831
I did this breast-sim a few years ago, nice too see I inspired you

>> No.475835

>>475832
I can easily make them more rigid, but it's supposed to be a balance of both jiggly and firm.

>>475833
3ds Max's cloth system.

>>475834
You're an inspiration to us all, senpai.

>> No.475838

>>475834
>>475831

Looks like a balloon filled with water and not a breast

>> No.475845

>>475838
yeah these are better than 99% of the other boobsims on /3/

>> No.475848

>>475845
Yeah, the only better one I've seen was done in Maya. Didn't save the webm though.

>> No.475852
File: 1.23 MB, 480x270, 0001-0040.gif [View same] [iqdb] [saucenao] [google]
475852

ive been modeling for 3 months at school now, video game course, the teacher says i'm the best. how's it look?

>> No.475860
File: 1.79 MB, 1696x1087, ponyriderwiphair1.png [View same] [iqdb] [saucenao] [google]
475860

I think I still have to watch a thousant tutorials until I can work it all out finally.
350 passes, Cycles renderer

>> No.475862

>>475852

Express my deepest condolences for your teacher on his eye cancer.

>> No.475864

>>475860

Looks very promising. The skin and hair obviously need a lot of work, time to cross that uncanny valley.

>> No.475870
File: 3.96 MB, 3840x2917, Render-Project-5-UHD-4k-Full-Aperture-Chipotle.jpg [View same] [iqdb] [saucenao] [google]
475870

>>475675

Changed the retail store for a chipotle. Sent a preview and the Jew client already sold that to a franchise.

Fucking Jews. No wonder they hoard so many shekels.

>> No.475882

>>475860
Id suggest adding and hdri map to help with the lighting.

>> No.475883

>>475852
what is it?
also everyone else must be very very bad...

>> No.475884

>>475860
my advice, learn one thing at once. your modeling is already good, after that, learn lighting, camera, materials, how to do hair

>> No.475890 [DELETED] 
File: 3.02 MB, 1920x1080, screenshot335.png [View same] [iqdb] [saucenao] [google]
475890

Im getting ready 4 hollywood.

>> No.475891
File: 3.13 MB, 1920x1080, screenshot336.png [View same] [iqdb] [saucenao] [google]
475891

getting ready 4 hollywood.

>> No.475914

>>475135
Noice

>> No.475918

>>475574
There's noise in this render? How do you notice that?

>> No.475923

>>475918
Look at the glossy surfaces and the people... that's where it becomes most noticeable, surfaces that have low texture complexity. It might be hard to point out for some, but if you compared a clean version to a noisy one, you'd be able to tell the difference instantly.

>> No.475927
File: 3.73 MB, 2160x2160, I-like-tacos.jpg [View same] [iqdb] [saucenao] [google]
475927

>>475923

That´s the raw render. >>475574

Author here. Yep. This image was done with a tight deadline.

I ran it on a "de-firefly software and a denoiser", here´s the final version. It still has noticeable noise but the client was satisfied with it.

>> No.475929

>>475927
So how much do you get paid for how much Time/Effort you put in with this sort of stuff

>> No.475930

>>475923
I think I see what you mean, thanks.

>> No.475936
File: 1.63 MB, 1256x847, 2015-05-14_173958.png [View same] [iqdb] [saucenao] [google]
475936

>>475929

An equivalent to 400 Bucks for 8 hours of modelling, texturing and lighting and rendering. I´m not based in the US so that is "more money here". (Yes I´m from a third world country)

The client didn´t have an architectural plan he just sent me the location of the project and some minor indications like: 3 Story building with a sign on top, brick facade with glass surfaces and marble details, industrial modern look.

I pulled a design out of my ass with those indications and made a quick model. Took the neighboring building textures straight from Google Earth and made some basic models.

All the feedback was done using text messaging.

-Generic store furniture was pulled form other models I´ve made in the past.

-I used library trees and vehicles and the people are from "Populate".

-Rendered on a 4 gpu system using iray in 30 minutes.

-Final resolution was 4k (3840x3840), sufficient from banner printing.

It´s a lot of effort considering the short time but this is not even near top tier quality, I reserve that for my personal stuff and laid back clients.

It´s the market anon: Decent quality at low prices and no time.

>> No.475948

>>475936

Dude that's actually good money, I charge 450 a day and I'm based in Germany and not a 3rd world country. I'm actually relieved you charge that much because lots of 3D people from developing countries are starting to pop up and selling their services for next to nothing so people here start outsourcing. Those fucks are stealing my job and they don't even have to leave their country for it.

I've actually had quite a few jobs from clients who were cheap and hired some chinese guys who would work for a quarter of what I charge but only produced shit. Then afterwards they asked me to un-fuck the situtation when they realized that you always get what you pay for and they can't use any of it.

Anyway, again, I like your work and pragmatism. Getting shit done fast by whatever means is a very useful skill to have in this industry.

>> No.475950

>>475936
Interesting. I do actual work - construction - on buildings and houses and not once have i ever seen a 3d model beyond the ikea generated one

>> No.475951

>>475948

Thanks anon much appreciated.

But this type of work is the odd job.

I´m from Colombia and here the situation is worse, I see every time some cheap fuck ups stealing my job and the best clients are always from abroad because nationals are the most unreliable payers.

I guess I´m sort of a upper level provider compared to the rest here in my country and even here you see from time to time Chinese and Indian stuff competing with you.

Cheers.

>> No.475952

>>475950

>I do actual work

Wat you saying to me m8?

>not once have i ever seen a 3d model beyond the ikea generated one

Architectural renders are made to wet client´s pants in real-estate fairs not to be technical like floor-plans.

>> No.475961
File: 324 KB, 637x666, Untitled.png [View same] [iqdb] [saucenao] [google]
475961

Bust I'm making, gonna do some more things but almost done.

>> No.475965

>>475961
the hair is terrible and the neck needs more smoothing but other than that the face looks good

>> No.475969
File: 602 KB, 1229x874, CbrJmYp.png [View same] [iqdb] [saucenao] [google]
475969

Finally starting to crystalize

>> No.475971

>>475961
is that a clone from cloud atlas?

>> No.475982
File: 15 KB, 180x281, 1421620378834.jpg [View same] [iqdb] [saucenao] [google]
475982

>>474961
>>474969
>Just your average babby level bridge you can make in 30 min or find on turbosquid in 2.
>criticism

>> No.475983

>>475155
The correct mentality right here ya'll

>> No.475994
File: 717 KB, 1024x1024, ohmygodwhy.png [View same] [iqdb] [saucenao] [google]
475994

This is my life.

>> No.475995

>>475994
alioto?

>> No.475996
File: 1.14 MB, 3840x1080, i176^cimgpsh_orig.jpg [View same] [iqdb] [saucenao] [google]
475996

Had a deadline for a project. Made these (and a few others). Thoughts/things to improvve?

Im an architecture student btw.

>> No.475998

>>475996
Texturing / unwrap on the wood on the left image, refections in glass on the right image.
Also the lighting is very cold, not appealing.
The modelling could use an extra notch of detail, especially around the water bassin. The shadows are too hard in my opinion and if you're going to make transparent glass, at least have a hint of interior design as well.

>> No.476001

>>475998
Thanks for the tips. Much appreciated. It was a rush job, had to make the whole thing from scratch in 2 days, so I didn't have time for the interoir design, but you are right about it looking weird. Will work on lighting and the texture edges the next time.

>> No.476004
File: 251 KB, 960x540, Trailer6.png [View same] [iqdb] [saucenao] [google]
476004

Making a 3d enviroment for my final major project

>> No.476005
File: 550 KB, 1122x606, Map.png [View same] [iqdb] [saucenao] [google]
476005

>>476004

>> No.476006

>>476005

What program are you using to make it all in?

>> No.476008

>>476006

The modeling I use Maya 2015 and I'm building it all inside of UE4

>> No.476010

>>475996

If you have LOL opened in another window you won´t improve your game.

>> No.476011

I am a flaming homosexual.

>> No.476012

>>476011

top kek 8/8

>> No.476014

>>475965
Hopefully it will look better in the final render.

>>475971
it's a concept from Ilya Kuvshinov

>>475969
Nice.

>> No.476094
File: 401 KB, 1494x2048, spooky amputee.jpg [View same] [iqdb] [saucenao] [google]
476094

First time sculpting the human body. This is as far as I could get before hitting a roadblock. I have a few questions.

The scale on my mesh is obviously off. Legs are disproportionate to the arms, torso is too long, etc. How can I fix this? Do I just eyeball it until it looks right?

I've already defined the largest muscle and fat areas, and now don't know where to add more detail for when I start sculpting with higher subdvisions. Where can I find reference material to help with this?

Any good retopologizing tutorials for zbrush or max?

Is there a way to preview my mesh in zbrush that more closely resembles what I would see in max? I'm constantly switching between programs and adjusting things because the mesh looks different in both.

>> No.476095
File: 38 KB, 800x960, proporzioni_donna.png [View same] [iqdb] [saucenao] [google]
476095

>>476094
Here we go again.

When it comes to proportions, you must remember that the full body is 7 times the length of the head. Follow this diagram.

>> No.476097

>>476095
Yep.

I fucked myself by starting my sculpt with such an awkward pose, but I can make do with it.

Time to sculpt a generic head for reference I guess?

>> No.476098
File: 531 KB, 1383x1382, Torso_analysis_1.gif [View same] [iqdb] [saucenao] [google]
476098

>>476097
Perhaps not necessarily. Try to measure how large the head would be, then compare it to your torso. Once you have done that, remember that the position of the hips is what matters, and not so much the length of the legs. Hope this image helps you.

>> No.476099

>>476098
The advice definitely helps. I didn't think of tracing over my image. I'll do that.

>> No.476137
File: 2.73 MB, 1280x720, I like burritos_VP8.webm [View same] [iqdb] [saucenao] [google]
476137

Install gentooooooo.

>> No.476138
File: 123 KB, 960x540, 1431264750485 copy.jpg [View same] [iqdb] [saucenao] [google]
476138

>>475355
I like your timing and weight
But I think your poses can be more exaggerated
Realistic or not, this one pose kills it for me because it lacked alot of energy
Consider a gesture more like the shitty edit next to yours
It inverts the c pose from when he grabs his imaginary dick so you get this nice forceful pop when he blows his load, so to speak
Just my critique

>> No.476151
File: 287 KB, 2610x1450, link.png [View same] [iqdb] [saucenao] [google]
476151

Im working on a toon link model atm. What do yo guys think?

>> No.476152
File: 174 KB, 703x672, link_hands.png [View same] [iqdb] [saucenao] [google]
476152

did the handy just now. I hate doing hands, they are hard to do...

>> No.476155
File: 48 KB, 640x480, render3.jpg [View same] [iqdb] [saucenao] [google]
476155

first ever anatomical model. pretty fucked up.

>> No.476157

>>476151
>>476152
Lookin' good.

But why is the pinky finger fatter than the rest?

>> No.476158

>>476157
thats right.. have to fix it, thanks :)

>> No.476160
File: 295 KB, 1885x979, 3ds.jpg [View same] [iqdb] [saucenao] [google]
476160

Need some help here. Why is everything all over the place when I copy and move? Exported the model from autocad to 3ds max, so some models are saved as blocks, is that the problem?

>> No.476161

>>476160
Maybe the "Reset XForm" Modifier could help?

>> No.476164

>>476161
alright that worked. Thanks

>> No.476166

>>474756
Damn you working on the next Star Wars or something? Also can you post more screens plz? :3

>> No.476172

Actually I am working on this project r8 now m8
https://youtu.be/eeKbkNID0EI

>> No.476183
File: 255 KB, 1280x700, KanariaTest.png [View same] [iqdb] [saucenao] [google]
476183

>> No.476184
File: 296 KB, 950x800, KanaWire.png [View same] [iqdb] [saucenao] [google]
476184

>> No.476198

>>476183
eyelashes should be black. Pupils could be a darker green, the mouth could be a darker / more saturated red. It looks like she should have a bun at the back of her hair. The way the curls begin seems to defy gravity a bit too much. Where it begins to curve outwards at the start of the curl, maybe that could be pulled down a little more so it doesn't curve 90 degrees so sharply, and let the the part that seems to be glued to her head hang straight down.

>> No.476199
File: 218 KB, 807x625, ksajdbf.png [View same] [iqdb] [saucenao] [google]
476199

>>475590
update started texturing

>> No.476220
File: 1.54 MB, 1920x1200, FurryWeebTest.png [View same] [iqdb] [saucenao] [google]
476220

Came back to this model to rig it and probably animate it. Does anyone know know how to force specular highlights in Maya without adding them to the texture? the eyes always look dead without it, and it only shows up at precise angles. Also is it worth getting UE4 for realtime beauty shots or is there a better alternative, or should i just stick to Maya render + post in PS?

>> No.476233
File: 567 KB, 1920x1080, fishinforlikes_01.jpg [View same] [iqdb] [saucenao] [google]
476233

might not be entirely 3D but I wanted to combine 3D and Photoshop so I rendered a facebook f and used it for this wallpaper thingy I made

>> No.476280

>>476233
need a more waky font

>> No.476343
File: 1.57 MB, 2782x1075, 213.png [View same] [iqdb] [saucenao] [google]
476343

Still dealing with hair, too dificult.

>> No.476352
File: 146 KB, 1280x625, untitled.20.jpg [View same] [iqdb] [saucenao] [google]
476352

>> No.476353
File: 256 KB, 1920x1080, picture.jpg [View same] [iqdb] [saucenao] [google]
476353

heres a dream im recreating, about half way done now id say,
lighting is placeholder and no textures except the jet is done

>> No.476357

>>476353
Same guy who's modelled his dream scenes twice before and still hasn't learned how to light them?
Wtf is the giant black space on the left? What is the messy lighting above the stairs? Why do the light and stairs end abruptly at a black vertical bar?

>> No.476360
File: 165 KB, 960x540, Taunt_PRIDCv1.webm [View same] [iqdb] [saucenao] [google]
476360

>>476138
Shit, you actually make some really good points and now that i'm polishing in the graph editor, the problem that you've mentioned really stands out to me.

When I first started animating it, my goal was to get it to loop perfectly and have it viewable from all angles, almost as if it were something you were able to have in a game engine or something along that line, hence I wasn't as concerned about pushing my arcs as much as possible in just the render view.

I know realize that was a fucking stupid call.

>> No.476385
File: 786 KB, 1919x1041, Capture.jpg [View same] [iqdb] [saucenao] [google]
476385

>>476360
I've adjusted the posing the exaggerate the arc further, hopefully it works.

>> No.476386

>>476385
You should look into animation layers so you don't have all those keys to deal with on one timeline.
You're still not getting the back leg out far enough, and the back needs to arch more.
And try keeping to head looking forward not tilting back, as if he's keeping eye contact.

>> No.476390
File: 1.00 MB, 1680x1050, Untitled.png [View same] [iqdb] [saucenao] [google]
476390

From a ball to this in about 2 hours. Not bad for a beginner, eh?

Gonna move on to something else, but input for improvement is always appreciated so what do you guys think?

>> No.476391
File: 901 KB, 1635x1672, Capture02.jpg [View same] [iqdb] [saucenao] [google]
476391

>>476386
I've always thought animation layers were used usually when animating for games as you can compartmentalize you're movements, the only reason that i've got keys pratically on every frame is that it has the character set selected where all the controls appear on the time line regardless of whether I have them selected, I find that an easier work flow to get my timing right when i'm blocking.

This is one of my controls that I haven't cleaned yet, in comparison to one that i've retouched in the graph editor.

>> No.476399

>>476390
better than Bethesda's best work.

>> No.476429
File: 354 KB, 2054x1368, Tool_Shed.jpg [View same] [iqdb] [saucenao] [google]
476429

>>474683
Finally finished the tool shed that goes with this.

>> No.476435

Can you guys give me some key words to google?

I'm trying to make an underwater scene. A pool bottom, maybe even a lake. I want to make a realistic rendering of a buoy (colored ball) underwater.
The only term I'm familiar with is caustics. What else do I need to know about?

>> No.476458

>>474862
Man dude, learn to use depth of feild, fuck.

>> No.476459

>>475870
Your reflections are really on point considering the time. The top half of your render really sells. You doing any sort of post work for this?

>> No.476460

>>475951
Fuck me man, I work for an indian owned company in the states and it blows hard. Not to knock those people, but they cheeseburger the shit out of everything and they hired a formed a US just to unfuck their sloppy models. No structure to what they do, poor modeling, texturing, and lighting techniques. I mean what is a quad even to these goofy head nodding bastards, fuck. And they're cheap too. They're paying barely 32k a year here, which is peanuts!

>> No.476461
File: 1.87 MB, 1920x1156, ExecWIP12.png [View same] [iqdb] [saucenao] [google]
476461

>>474747
>that get
Posting a bridge tower shot finally on this clusterfuck of a model. Original render is stupid-huge so Ill just post a link to it
http://exoticctofu.deviantart.com/art/Executor-WIP-4-533946884?ga_submit_new=10%253A1431997226

>> No.476464
File: 17 KB, 463x306, Gribble1a[2].jpg [View same] [iqdb] [saucenao] [google]
476464

>>476461
Man you got more greeble than Gribble.

>> No.476467
File: 1.88 MB, 1920x1156, shiiieeet.png [View same] [iqdb] [saucenao] [google]
476467

>>476464
>Man you got more greeble than Gribble.
pic related

>> No.476468

>>476467
>>476464
In case you missed it, that picture highlights the only greeble in that shot.
>>474750 has a small amount in the upper right corner as well, but the overwhelming majority of this ship is put together with templates I made.

>> No.476469

>>476280
>>476233
i agree, use comic sans

>> No.476477

>>476468
All I see is a very basic geometry covered in a clusterfuck of clusterfuckery. Like you've been writing a cheap sci-fi book composed entirely of technobabble.

>> No.476488

>>476477
>All I see is a very basic geometry covered in a clusterfuck of clusterfuckery.
Have you seen the actual executor? Because thats exactly what it is

>> No.476510

>>476488
Oh that explains everything. My words seem even more fitting now.

>> No.476521
File: 56 KB, 547x643, Selection_001.png [View same] [iqdb] [saucenao] [google]
476521

It's coming along nicely, I think. The topology in general could be way better. I modelled the body in a really weird way now that I think of it, that's why it looks a bit stiff, but I'll use this in a bigger composition so hopefully it won't be a big deal

>> No.476556

>>476521
needs better rendering but the overall shape looks good.

>> No.476570

>>476461
>original render is stupid huge
>.png

Well, yeah. You can post 10k res images as jpges too you know.

>> No.476615
File: 2.23 MB, 3840x1080, progress 1.jpg [View same] [iqdb] [saucenao] [google]
476615

Making light tests on another one of these motherfucking projects for the Jew Client.

Thank Cthulhu for retail store pictures. I have to send the preview before 12:00.

>> No.476616

>>476615
The inside of the glass building ought to be almost completely reflective during the daytime, shouldn't it?

>> No.476628

>>476615
And then Andy Dufraine crawled through miles and miles of shit.
Great movie

>> No.476808

>>475927
I think you should try to use less people in the image. They look fake and they draw a lot of attention from the building which is supposed to be the main thing in the image.

Was the building on the right a complete model or did you create that one aswell in that 8 hour period? Looks pretty nice overall.

>> No.476817

>>475810

the hips on that mech, dayum