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/3/ - 3DCG


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File: 644 KB, 1297x752, WIP Post Processing Edition.jpg [View same] [iqdb] [saucenao] [google]
476617 No.476617 [Reply] [Original]

W.I.P Post Processing Edition: Post your works in progress. WIP etc

>> No.476618
File: 1.04 MB, 1500x882, progress 2.jpg [View same] [iqdb] [saucenao] [google]
476618

>>476617

Old Wip wont bump anymore.

Making another building for the Jew Client. Light testing before sending a preview due at 12:00.

>> No.476619
File: 2.67 MB, 3840x1080, progress 1.jpg [View same] [iqdb] [saucenao] [google]
476619

>>476618

What an imbecile. Cropped the image.

>> No.476620
File: 361 KB, 2054x1368, Tool_Shed.jpg [View same] [iqdb] [saucenao] [google]
476620

Posted in previous thread but ehh…working on trees now in Speedtree so this is it for self made stuff for a bit.

>> No.476621

>>476620

Very nice shit overall. I like the interior better. Maybe the exterior lacks a specular map.

>> No.476622

>>476621

Thank you.

No spec map at all, this is just albedo. I think the interior looks better because of the occlusion being more apparent due to the closed in space- when the exterior has shadows cast on it, etc, it looks a lot nicer as well.

>> No.476623

>>476622

Of course. You could force some "fake" occlusion or moss layer nearing the floor imo.

>> No.476624

>>476620
Too much detail on the roof. It doesn't hold up.

>> No.476625

>>476620
It looks too similar to rusted tin. the roof shingles are too small. Wouldn't a wood shed have planks for a roof also?

>> No.476626
File: 1.82 MB, 1920x1080, Cafe1.png [View same] [iqdb] [saucenao] [google]
476626

Working on a vintage dinner or something like that

>> No.476627
File: 2.58 MB, 1620x2160, I like deep fried shit in a stick.jpg [View same] [iqdb] [saucenao] [google]
476627

>>476626

Cool, lacks a little uv corrections and maybe a little shading on the angles. Show the wire on that shit.

>>476619

I have 60% of the model done but it was time to send a preview. Client wants some crazy exaggerated post processing on the final render.

>> No.476630
File: 2.14 MB, 1920x1080, Enfield-jungle mk.5.png [View same] [iqdb] [saucenao] [google]
476630

Working on an Enfield.

>> No.476633
File: 1.37 MB, 1600x1200, ExecWIP.png [View same] [iqdb] [saucenao] [google]
476633

>tfw in such a rush to do a test render i didnt even mirror it
oh well

>> No.476634

>>476633
What is the purpose of all this modelled detail?
What is it for?
How close do you expect to get to it?

You could probably re-create 90% of those details with a normal or displacement map pulled outta z-brush.

>> No.476636

>>476634
>What is the purpose of all this modelled detail?
Mainly just to see how much shit i can cram into a model
>What is it for?
shits and giggles
>How close do you expect to get to it?
I assume you mean compared to the original.
I dont know really. I usually take creative freedom with this type of stuff, but im just trying to make it look convincing.

>You could probably re-create 90% of those details with a normal or displacement map pulled outta z-brush.
I suppose. The entire model is maybe 25 unique elements that I created in Inventor (just because its easier for me), then ported over to Max and optimized to keep the polycount low enough to work with. Been adding to it here and there over the past year.
When im done with this i might try to develop a proper work flow and what not.

>> No.476637

>>476636
>How close do you expect to get to it?
>I assume you mean compared to the original.

i think he meant zoom in close. proximity to the minute detail.

>> No.476641

>>476636
you could maybe do a sick short of a fps cockpit of a tie fighter flying around the ship and looking at details and shit man

>> No.476643 [DELETED] 

>>476637
i dont really like to post links but this is the only way to show you
http://exoticctofu.deviantart.com/art/Executor-WIP-4-533946884
>>476641
i absolutely will at some point, but i think ill wait until i get a more powerful graphics card. Shits basically all done now but its becoming unbearably sow

>> No.476645

>>476637
I dont like to post links but you can see literally everything.
I think it holds up really really well at mid-close range.
http://exoticctofu.deviantart.com/art/Executor-WIP-4-533946884
>>476641
i absolutely will at some point, but i think ill wait until i get a more powerful graphics card. Shits basically all done now but its becoming unbearably sow

>> No.476646

>>476625
>Wouldn't a wood shed have planks for a roof also?

Not necessarily. I don't like the way every 3rd plank on the sides are extruded. A more random pattern would look better.

>> No.476647
File: 80 KB, 1488x616, asdkjnvc.png [View same] [iqdb] [saucenao] [google]
476647

>>476617
this is from the last thread
i got the windows and doors in

>> No.476650
File: 98 KB, 780x522, Nature-agedSidings004.jpg [View same] [iqdb] [saucenao] [google]
476650

>>476623

Noted, not a bad idea.

>>476625
It is rusted tin. As in on the actual shed.

>>476646

It’s bat and board siding, pretty common in the States, and is always at uniform intervals.

>> No.476652
File: 581 KB, 1250x784, miback.jpg [View same] [iqdb] [saucenao] [google]
476652

it's a certain boarding house from a certain anime

>> No.476653

>>476650
I'm fairly sure moss doesn't grow on tin.

>> No.476654
File: 665 KB, 533x800, 75275.jpg [View same] [iqdb] [saucenao] [google]
476654

>>476653
They are leaves, although I plan to redo them because of the ambiguity in their shape. That being said, it can, it’s all about the conditions.

>> No.476662
File: 470 KB, 500x229, 0 out of 10.gif [View same] [iqdb] [saucenao] [google]
476662

>>476647

>Awful topo

Oligatory comment: nice topo!

My comment: The fuck man, I´ve seen this joke a thounsand times on /3/ and ours is 2 weeks old. Seriously dude, get a fucking life, if you are trolling then 0/10 but if you are for real then 0/10.

>> No.476669

>>476652

doraemon?

>> No.476678
File: 23 KB, 641x480, d0106fa964.jpg [View same] [iqdb] [saucenao] [google]
476678

My first actual model I'm doing for a game, probably gonna end up being a place holder but i'm pretty pleased where it's going. Still have to work on the slide, add grips and close off the ends.
only been modeling for the past two months after our actual modeler took a brief hiatus, starting to enjoy it myself though.

>> No.476682
File: 3.91 MB, 4000x1738, ExecWIP.png [View same] [iqdb] [saucenao] [google]
476682

>>476633
Missing some stuff on the dorsal structure but the physical model is basically done. Ignore the shit texture, it isnt permanent
>>476678
Not bad

>> No.476683

>>476678
Looks good so far except for that smoothing artifact above the trigger.

>> No.476684

WIP of my guitar

>> No.476685
File: 512 KB, 722x631, Selection_003.png [View same] [iqdb] [saucenao] [google]
476685

>>476684
>me in charge of not forgetting my image

>> No.476686

>>476682
absolute shit

>> No.476687

>>476686
absolute shit post

>> No.476689

>>476682
I like the bottom view, but the top is just too long and sharp, it's weird. Other than that, super cool. How does one go on to do such things? You don't model every little thing do you?

>> No.476693

>>476685
Doesn't look so stiff anymore. Are you using any reference? I think I've seen that guitar before.

>> No.476696
File: 200 KB, 1500x2250, strat_front.jpg [View same] [iqdb] [saucenao] [google]
476696

>>476693
Yeah the lighting and the materials and all kind of hide it I guess, but I didn't change anything on the body. It's my actual guitar and I'm using pic related as reference

>> No.476699
File: 1.02 MB, 1766x993, 1911.png [View same] [iqdb] [saucenao] [google]
476699

>>476678
not a bad base mesh
the first model I really put an effort in was a 1911 as well
Fantastic weapon to start modeling I think.

>> No.476717

>>476683
what's the best way to get rid of those?

>> No.476721

>>476689
Its just because of the camera angle really. On that particular render I didnt even apply to texture to part of the dorsal hangar. Whoops.
>You don't model every little thing do you?
Yes and no. Everything on the model I made in templates (about 20 total) then copy pasted it all over the ship, with unique stuff added as needed.

>> No.476729

>>476662
i know you bes jelly

>> No.476735
File: 1.74 MB, 1920x1080, Cafe2.png [View same] [iqdb] [saucenao] [google]
476735

>>476627
Here´s the wireframe pretty simple actually

>> No.476738
File: 1.42 MB, 1780x868, Untitled.png [View same] [iqdb] [saucenao] [google]
476738

Need some general advice that can be had.

>> No.476739

>>476627
I enjoy your work. Post more full pics of all your screens. Battlestation pic, maybe?

>> No.476740

>>476682
That looks great anon, keep it up

>> No.476742
File: 390 KB, 1273x927, boneco 1.jpg [View same] [iqdb] [saucenao] [google]
476742

working on this.

>> No.476765

>>476738
you can use old motor oil to fertilize your lawn

>> No.476769
File: 355 KB, 550x448, 1425719160591.png [View same] [iqdb] [saucenao] [google]
476769

>>476738
>/x/ related
>if your friend is really a skinwalker you can easily find out by opening the body, if the organs are arrange slightly different then you found a skinwalker if not... get a shovel

>> No.476773
File: 1.24 MB, 1920x1080, turntable000.png [View same] [iqdb] [saucenao] [google]
476773

finally got this cunt retopologized and rendered in Marmoset. I need to take the glossiness of the eyes down but i cant find a way to do it that doesn't just make them look rough and rubbery.

>> No.476774
File: 1.70 MB, 1133x1256, render.jpg [View same] [iqdb] [saucenao] [google]
476774

>>476773
and I made a kind of nice render that I never posted here. and It's official you will never have to see me post this fuckign monkey on these threads ever again

>> No.476776

>>476774
looks like complete butt.

>> No.476777

>>476776
Don't listen to this fag, it's pimpin'

>> No.476778

>>476776
thanks
>>476777
thanks

>> No.476779

>>476774
Why are you still working on this? just move on already.
>>476774
This looks like a figurine because the reflection is all the same. no SSS, skin reflection is way too high. the pants look like they should have a matte finish; same for the shirt and foot wraps.

And you need more space around the model, i.e more background. Could lose the border too.

>> No.476780

>>476779
>why are you still working on this, just move on already?
>here are some things you need to fix
:^)

It's a project with a set deadline, I can't just drop it whenever I feel like it.

>> No.476781

>>476780
>It's a project with a set deadline
Your client must be really patient.

Jokes aside, I agree with this guy >>476779, the materials don't look realistic.
But the model is not bad and please don't stop posting monkeys, this is like if Bridge Guy suddenly stopped posting bridges, the universe has to keep it's balance.

>> No.476782

>>476781
It's a university project, believe me I want to stop posting this model just as much as you guys I'm sick and tired of this project already. Yeah the materials aren't perfect, the second render was a zbrush sculpt so there was a limit to how much I could vary the materials (I'm aware of the material editor, I did play around with it to the best of my ability.)
This was literally my first low poly and my first time using roughness maps so I'm pretty happy with how it looks for now, I just want to get my turntables done and work on something new.

I'm sure I will end up posting more monkeys from some other project some day, the universe has a way of keeping it's own balance.

>> No.476783

>>476782
>so I'm pretty happy with how it looks for now
Time to schedule an eye exam :^)

>> No.476784

>>476783
:D

>> No.476785 [DELETED] 

>>476783
>>476784

:^):^):^):^):^):^):D:D:D:D:xDxDXDDD:^)

MAY MAYS

>> No.476786

>>476785
mems are awesome right?! Come on anon get involved :DD

>> No.476793

>>476786
>>>/s4s/

>> No.476795

>>476793
The thread had completely devolved into cancer I thought I might as well put it in overdrive.

>> No.476796

>>476795
You have no idea what a completely devolved cancer thread looks like.

Back on topic: Try another renderer, since you made a low poly you could try real time rendering, marmoset 2 or engines like unreal and unity are great options, they're really easy to set up and give great results.

>> No.476799

>>476796
this: >>476773 is Marmoset I also rendered it in Sketchfab. https://sketchfab.com/models/9a5e96b575fb4f27937c63b59f03ba3c feel free to take a look.

By the way I'm aware of the shitty topology on the head, I had to just smooth the mesh in maya otherwise I would have had to retopo the whole thing from scratch and redo UVs so I just rolled with it. That's why it's so much more ridiculously dense than the rest of the mesh even in places that don't need the geometry at all like the back of the head and the ears for example.

>> No.476807

>>476799
I just looked at the sketchfab render, are you using pbr?
The eyes need a roughness map, and all the other things need some adjustments too, not only on the roughness but on the base color too.
For starters, you could up the contrast and the overall luminosity of the body's roughness map, it looks kinda wet.

>> No.476809

>>476807
I didn't use a PBR workflow I just created a roughness map in photoshop because I prefer how it looks to specular. I think most of the body is okay, maybe I could up the luminosity a bit but the main problem areas are the hands and ears imo where they do look way too shiny and sort of wet. I'll fix it. I didn't give the eyes a roughness map, just a value since I assumed the whole eye would generally be the same 'roughness' anyway right?

>> No.476815
File: 574 KB, 1024x800, eyes.png [View same] [iqdb] [saucenao] [google]
476815

>>476809
just by using roughness you're technically using pbr.
About the eyes: It would be more realistic to have 2 models, one for the inner part of the eye (this one is UV mapped and textured, it isn't ultra-shiny/wet like we'd think it is, it also has a roughness map), and the other one is basically a glass cover, that's what makes it look shiny. Look at my pic for an example, in your case you already have the inner part, so you'd just have to make the outer part, and since you don't need to unwrap it, it takes virtually no work.
About the body: I wasn't talking about the luminosity of the base color (but now that you mentioned it, it wouldn't hurt to raise it a little bit), what I was suggesting is that if you make the roughness of the body lighter, it will look less wet, but don't make it completely white, you need some contrast in there for it to be more realistic.

>> No.476816 [DELETED] 

>>476815
Wrong. You obviously want BOTH models to be uv'd and textured

> if you make the roughness of the body lighter, it will look less wet, but don't make it completely white

roughness works in the opposite way you describe, idiot

>> No.476818

>>476816
No, I'm sure if the outer model is just transparent you wouldn't need a UV as it wouldn't need maps, just a single value in the texture slots. And hes also right about the roughness white=rough black=lack of roughness. Maybe you shouldn't be so quick to call people idiots
>[post deleted]
kek

>>476815
Thanks that sounds like a great idea actually, I have a low res normal right now describing the form of the cornea but I guess that isn't enough for the effects you described. And yeah I meant increasing the luminosity on the roughness map too; as I said I think the main issue is the roughness on the hands and ears is too low and smooth, they need more noise at least.

>> No.476819
File: 98 KB, 627x252, RoughnessChart[1].png [View same] [iqdb] [saucenao] [google]
476819

>>476816
>Wrong. You obviously want BOTH models to be uv'd and textured
The outer part of the eye is transparent and doesn't have any kind of texture on it, so it doesn't need to be unwrapped if you don't want to.

>roughness works in the opposite way you describe, idiot
Yes, I forgot some renderers interpret this inverted, no need to be an asshole though.

>post deleted
I already typed all of this so whatever, fuck it

>>476818
I'm glad I could help. And yeah more noise will probably do good in your case.

>> No.476820

>>476819
This chart doesnt make sense and you again prove that you're a dumbass. If the roughness is dark, that means its low roughness, meaning its shiny. Your graph is 100% wrong.

>> No.476821

>>476820
I didn't make the graph, retard. It's the first image to come up on google images if you search for "pbr roughness".
And as I said in my previous post different renderers interpret it differently. In unreal 4, for example, black->white means smooth->rough, while the opposite is true in unity 5.

You seem to lack reading comprehension though, so I don't even know why I'm wasting my time with you.

>> No.476822

>>476821
You posted that picture unironically, dumbass. Black always means 0 and white always means 1.

>> No.476823
File: 1.49 MB, 2480x3508, UnityMetallicChart[1].png [View same] [iqdb] [saucenao] [google]
476823

>>476822
Holy shit you really cannot read.

>> No.476824

>>476823
>>476822

>inb4 [post deleted]

>> No.476831

>>476823
a "smoothness map" is the opposite of a roughness map so its logical that the values are switched

>> No.476842
File: 449 KB, 1920x1080, 21.png [View same] [iqdb] [saucenao] [google]
476842

Got this done today.

Just under 13k. I consider that pretty good for how much detail is there.

>> No.476844

>>476823
Not him, but may I ask you for more images like these? They are really helpful.

>> No.476845

>>476842
BTW, the base mesh is Millenia's and the box mag is Bohemia's.

>> No.476849
File: 302 KB, 1600x884, buldozer 2015-05-21 20-08-38-90.png [View same] [iqdb] [saucenao] [google]
476849

>>476842
>>476845
And here it is in game.

>> No.476850

>>476849
looks like ass and i dont think ive ever seen a shipped game thats a static png with nothing else

>> No.476860
File: 301 KB, 1600x900, arma3 2015-05-19 21-07-22-47.png [View same] [iqdb] [saucenao] [google]
476860

>>476850
Its almost like if gamedev tools enable you to run a stripped down version of the engine for development

>> No.476874

>>476845
I dont think modding a mesh really counts as modeling
but there isnt a Video game mod/development board so I guess well do.

>> No.476876

>>476874
Modelling new parts onto a mesh isn't modelling?

>> No.476879

>>476876
>I dont think modding a mesh really counts as modeling

>> No.476882

>>476879
t>>476879
Why not?

>> No.476884

>>476882
Because you are adding to the mesh, aka modding, and not creating a new unique mesh from scratch like everyone else is doing
Just my opinion but I'm sure I'm not the only who has it

>> No.476897

>>476682
The tiling details inside the sandwich are pretty fugging obvious

>> No.476898

>>476897
>implying real life structures don't repeat details

>> No.476902
File: 464 KB, 1464x899, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
476902

Started painting this last night, gonna try and finish it over the weekend.

>> No.476911

>>476902

i dont get it. how is she capable to run and walk with those metalplates nailed to her short?

>> No.476912

>>476911
not >>476902
Why wouldn't she be able to? There is nothing preventing them from rotating with the hip.

>>476902
Is this a game character? looks fucking awesome so far.

>> No.476913

>>476911
i dont get how you're confused by that as that would actually work just fine. maybe it'd be heavy, but assuming it isnt you would still be able to move fine.

>> No.476919
File: 271 KB, 1316x648, raie du cul fleurie.jpg [View same] [iqdb] [saucenao] [google]
476919

I'll animate this one later, some stuff to fix in the setup, didn't finished it yet. 5k tris

>> No.476922

>>476919
Can you post wireframe? How come you're using solid geometry for control shapes? And why would you need so many controls for each wing?

>> No.476931
File: 1.15 MB, 2480x3508, UnitySpecularChart[1].png [View same] [iqdb] [saucenao] [google]
476931

>>476844
These ones are from Unity's page about pbr.
Marmoset's got some pretty helpful tips too:
www.marmoset(DOT)co(SLASH)toolbag/learn/pbr-practice

>4chan thinks my post is spam

>> No.476991
File: 545 KB, 1920x1080, Zbursh.png [View same] [iqdb] [saucenao] [google]
476991

Just bought a wacom tablet and spent a few hours learning Zbrush. first model ever. This shit is too fucking easy.

>> No.476993

>>476991
good job. Is that the body of a female athlete?

>> No.476996

>>476991
All you need to do now is learn how to make appealing designs.

>> No.476998

>>476993
Idk, just googled female bodyparts and this is what I made.
>>476996
what could be more appealing than naked women?

>> No.476999

>>476998
What about a naked woman with an appealing body?

>> No.477001

>>476998
Nah, figured I cant post naked 4 year olds.

>> No.477006

>>477001
At least don't make them 50 year olds.

>> No.477007

>>476991
Don't get too confident there boyo you have a long way to go.

>> No.477017

>>476991
not bad but I wouldn't tap that
also don't get too cocky there is always someone around the corner who can tear you down.

>> No.477031

>>476991
You clearly have some natural talent here.
But that model looks absolutely fucking disgusting.
Not stylized. Just plain wrong. It looks like a post op MtF body builder.
That said, keep working on it

>> No.477043
File: 59 KB, 305x403, progress.png [View same] [iqdb] [saucenao] [google]
477043

I just need another 6-8 hours on this.

But, I feel this looks sort of looks like the reference I'm using and somewhat like a female.

>> No.477044

>>476991

Why are you using Z4R4?

Zbrush you get free upgrades.

>> No.477053
File: 59 KB, 567x705, mask-female-front.jpg [View same] [iqdb] [saucenao] [google]
477053

>>477043
Use this.

>> No.477080

>>477053
Ah god that topology is terrible

>> No.477083
File: 672 KB, 1920x1080, work in progres.jpg [View same] [iqdb] [saucenao] [google]
477083

wip class project. rendering with photometric lightning.

>> No.477084
File: 59 KB, 700x336, Marquardt-Beauty-Mask-Photoshop-Revision.jpg [View same] [iqdb] [saucenao] [google]
477084

>>477080
It's not for topology, it's a frame of reference to make your models more appealing.

>> No.477085

>>477084
It was a joke but ok

>> No.477088
File: 142 KB, 567x705, mask-female-side.jpg [View same] [iqdb] [saucenao] [google]
477088

>>477085
Oh ok, must be the anti-depressants I'm taking. Here's a side view too in case you or anyone wants to use it.

>> No.477096

>>477083
O/10 brass pots

>> No.477196
File: 606 KB, 1440x900, test1.jpg [View same] [iqdb] [saucenao] [google]
477196

making an apartment

>> No.477197

>>477096
What do you have against brass cookware?
>Dat superior heat distribution

>> No.477204

>>477053
>>477088
thnx, saving for photo edit purposes

>> No.477205

>>476991
this is not your first model

>> No.477206

>>476991
>first model ever
>FemaleSculpt2

choose one

>> No.477210

>>477206
or it's his second save of the document
Use your brain anon.

>> No.477216

i know the plate is shit, what about the jelly?

>> No.477217
File: 51 KB, 800x600, jelly2.jpg [View same] [iqdb] [saucenao] [google]
477217

>>477216
damn it google captcha

>> No.477218

>>477210
that doesn't make sense

>> No.477220

>>477218
>not saving iteratively
I mean it's pointless in a dynamesh study sculpt like that, but you don't save iterative versions of your projects so you can go back if you need to?

>> No.477223

>>477220
I do, but in this situation it doesnt make sense hes not that far along to have a v2 naw mean

>> No.477224

>>477223
he's obviously a complete noob so he might have just been being precautious. either way it doesn't 'not make sense'

>> No.477225

>>477224
nor does it mean he's lying about it being his first model

>> No.477227

>>477225
I know...that's what >>477210 was saying and I'm agreeing with him.

>> No.477228

>>477224
but it does doesnt make sense

>> No.477235
File: 369 KB, 2000x2000, nyoblender.jpg [View same] [iqdb] [saucenao] [google]
477235

Nearly out of time to work on this. Any suggestions for additional things that wont take long?

>> No.477236

>>477235
Detail the wings, maybe?

>> No.477240
File: 188 KB, 960x540, tr_9a.png [View same] [iqdb] [saucenao] [google]
477240

Haven't posted in a while. Not much time to do 3d :/

Reworked the face/head.

Currently sculptin the hair. I wanted to try it out since particle hair is just too much trouble. Planning on making a nice hair texture for it.

What do you guys think so far ?

>> No.477241

>>477240
learn anatomy

>> No.477242
File: 27 KB, 641x479, 09b15ecbd5.jpg [View same] [iqdb] [saucenao] [google]
477242

>>476678
A bit more done with it, gotta add grips, hammer, and that doo-hickey near the muzzle before I can say it's "finished"
Though knowing me I'll still be tweaking it after it's already been tossed into the game.

>> No.477243

>>477242
Not even 2013 quality

>> No.477245

>>477243
From the last post I made I did mention I've only just started two months ago, this being my first not-really-practice model. Though I'll gladly take all the critique I can get to help out with making it better.

>> No.477247

>>477245
It looks like shit. Have you ever even seen a gun

>> No.477248

>>477247
If I'll be honest never a 1911, but many others.
Thanks for the fantastic critique and I'll make sure to apply it towards furthering my hobby.

>> No.477249

>>477241

Done, what next ?

>> No.477250

>>477248
>Thanks for the fantastic critique
Np

>> No.477258

>>477240
particle hair is the way to go though.

>> No.477262

>>477242
hmm, well it looks bad like the other dude mentioned before but heres some way to fix that shit
- study the shape of the objects you are trying to make, the slide release looks like you just bent a cube too fit and thats it.
- same with the thumb safety
- trigger looks fine but make sure it fills out the well
-the doo hicky around the muzzle is actually what keeps the spring in place and spins around the barrel, so you having a dent on the front of your slide wont work, the front needs to be flat.
-the front post is fine but the rear needs work
-better texturing
also you forgot magazine in your to do list, and some other minor details but like you said you never had a 1911 so ill let it slide

>> No.477268

>>477242
It's on the right track, but to me it seems like you're trying to model what you think a gun should look like rather than what it actually looks like. If you don't have references set up within your 3D space I would do that, it's a great way to get to grips with your technique.

>> No.477280

>>477247
I love the 'have you ever seen an x' meme

>> No.477283

>>477280
anons not wrong
hes just an asshole

>> No.477298
File: 959 KB, 1920x1080, screenshot376.png [View same] [iqdb] [saucenao] [google]
477298

>> No.477304

>>477084
any more of this? I've never seen this before.

And to be honest, she was already pretty. it looks like they just took away the extra fat.

>> No.477306

>>477217
too much gloss

>> No.477310

>>477298
mirrored texture is obvious
personally I would add some asymmetrical detail.

>> No.477312

>>477310
>mirrored texture is obvious
It's not.

>> No.477313
File: 377 KB, 1920x1080, mirroring.png [View same] [iqdb] [saucenao] [google]
477313

>>477312
M8 who do you think you're kidding besides yourself?
If the UVs aren't mirrored it's even worse, because the texture clearly is.

>> No.477314

>>477312
>>477313
was about to chew you out for being a blind moron but guess I don't have to

>> No.477319
File: 489 KB, 893x862, 2015-05-24_23h23_33.png [View same] [iqdb] [saucenao] [google]
477319

m67 nade
im following a tutorial, I have never used zbrush before. Any actual modelling critique for >>476738 is appreciated.

>> No.477329
File: 468 KB, 1920x1080, pic4.jpg [View same] [iqdb] [saucenao] [google]
477329

A recreation of a dream i had
Still not done, about half way there

>> No.477331

>>477329
2dark4me

>> No.477334

>>477331
this. still. Also who the fuck dreams about tiny jets flying at head height through a city?

>> No.477337

>>477319

Try reducing the polys and you got a good game asset.

>> No.477353

>>476738
Don't use an image of a pcb as the texture, it's low res and the detail is baked into the map, instead, make a high poly model where the detail is modelled and use that to create your textures

more detail, things like those surface mount resistors on the right of the top left image should be modelled on the highpoly, don't rely on the texture to do everything for you

lastly learn topology, dem tris, dat uneven topo

>> No.477356

>>477319
https://www.youtube.com/watch?v=Qxpp1Jm8mHs

Do that do get rid of that gross clay look on the ring around the center of the ball of the grenade

When using Zbrush for hard surface modelling, the retopo method is your best friend to make it look like not clay.

>> No.477362

>>477329
Are you that other guy that was also making a dream scene?
Also, work on your lighting, I can't see shit.

>> No.477363

>>477362
yea that was me too, and the lighting is placeholder for now, im only like half way done, lighting is last

>> No.477364

>>477334
idk i dont pick my dreams, and its floating above the street, the walkway beside the jet is high off the ground.. -_- the jet in my dream flies and crashes into the building ahead. sorta like a smaller scale 9/11

>> No.477365
File: 194 KB, 846x777, assCreedQuality.png [View same] [iqdb] [saucenao] [google]
477365

Can i work for ubisoft now?

>> No.477369
File: 9 KB, 401x367, 1431359870112.png [View same] [iqdb] [saucenao] [google]
477369

>>477365
No, but you can work for CD Projekt RED.

>> No.477372

>>477363
Idk I usually do lighting once I have the base meshes done.

>> No.477379

>>477372
wait till last, cuz lighting takes longer to render, finalize the lighting when everything else is done so u can do early test renders faster

>> No.477380
File: 27 KB, 555x573, blendshit.jpg [View same] [iqdb] [saucenao] [google]
477380

Made this guy in an hour. Thoughts?

>> No.477382

>>477380
Where's the bulge.

>> No.477384
File: 181 KB, 2502x720, Screen Shot 2015-05-25 at 1.23.08 PM.png [View same] [iqdb] [saucenao] [google]
477384

>>477379
not really, its the complexity of the scene that causes long render times.

for example in this scene I have the same lighting setup, an hdri map and one sun lamp

the simple cube clearly had the shorter render time while Suzanne with a six times sub surf took much longer

TL:DR
you are a retard

>> No.477385

>>477384
No, the cause of long render times is poor programming and inefficient loops.

>> No.477386

>>477385
Now you are a truly blatant retard.

>> No.477387

>>477386
>ad hominem

>> No.477393

>>477387
how so?

>> No.477403

>>477298
The texture feels like you've faked too much lighting information, and it looks very soft.

>> No.477417

>>477384
k now set up a scene where one has more lights and one has less but put both the same meshes in there. your example was shit

>> No.477419
File: 231 KB, 2500x720, Screen Shot 2015-05-25 at 8.59.10 PM copy.png [View same] [iqdb] [saucenao] [google]
477419

>>477417
The difference was so great I was shocked how wrong you were

also my example was not shit, it was proving the point I was making.

>> No.477451
File: 3.01 MB, 1920x4800, RigFinished.png [View same] [iqdb] [saucenao] [google]
477451

time to quit adding shit to this rig and start animating. Anyone know of some animation reference for a biped with normal and reverse jointed legs like this?

>> No.477479

>>476360
>>476385
>>476391

Good to know I helped in a way
My suggestion was just to improve what's already a pretty good loop
But of course if my suggestion doesn't fit then by all means you can ignore it or try a different idea
Can't wait for an update

>> No.477480

>>477479
>desperately seeking approval
>anonymous for a reason

>> No.477497

>>476860
I feel like the leg to torso proportions might be a bit off.

Still, pretty good work.

>> No.477499

>>477304
It's called "Golden Ratio" Look it up on Google

>> No.477510

>>477480
>Hey man I like your loop those were my suggestions I hope y-
>LEL! SEEKING APPROVAL FROM ARTIST????

I don't even know if that's what you're trying to imply honestly
Those were all anon posts
What

>> No.477512
File: 475 KB, 1000x1580, itsalamp.jpg [View same] [iqdb] [saucenao] [google]
477512

It's a lamp. Of some sort.

>> No.477513
File: 1.71 MB, 3840x1080, WIP 1.jpg [View same] [iqdb] [saucenao] [google]
477513

>>476739

OK. Working on an ad for a fucking Jewelry Store (*not jew*)

Still figuring out the emerald.

>> No.477518

>>477329

Hey dream guy you play too much videogames.

>> No.477539

>>477513

you are a joo

>> No.477548

>>477268
>>477262
Thanks for the critique, I'm applying all this trying to make it better. It's my first "real" model that isn't someone/some video telling me how to do x or y

>> No.477559

>>477513
god I hate coffee
looks good though

>> No.477560

>>477548
no problem. its the thought process you have to learn. like how do a make this shape from this shape ect ect.

>> No.477582

>>477539

Wha choo sawing to me broh?

>>477559

Wha choo saying to mah coffee broh?

>> No.477585

>>477512
looks good

>> No.477598

>>477419
well it kinda looks like the scene rendered wioth more lights was .3 seconds slower than the one with one light, no with 200k+ polys, building reflections, spec maps normals and everything. youd think the time would take a bit longer huh? -_-

>> No.477599

>>477518
i actually dont, ive cut down alot lately. my dreams are just really vivid in general

>> No.477600
File: 160 KB, 1276x824, zzfogtest.jpg [View same] [iqdb] [saucenao] [google]
477600

I made some smoke simulations and rendered it, but it has some weird lines going across the entire render plus its flickering?? The other objects have a matte material on it
This is on 3dsmax, and I had to use scanline because fume doesn't work with mental ray

>> No.477601

>>477599
Your dreams being vivid has nothing to do with their content.

>> No.477602
File: 214 KB, 1920x1080, MRSfog_0130.jpg [View same] [iqdb] [saucenao] [google]
477602

>>477600
here's the entire screen

>> No.477603

>>477598

>>477384

I don't see the point you are making
Its not the lights anymore its the complexity of the scene thats slowing it down

You morron
get good kid

>> No.477604
File: 288 KB, 1920x1080, 1432699385550.jpg [View same] [iqdb] [saucenao] [google]
477604

>>477602
I cant see shit god damn it

>> No.477614
File: 309 KB, 1159x776, ZlwvLh5.png [View same] [iqdb] [saucenao] [google]
477614

Working on an antarctic missile range

>> No.477623

>>477614
Well it sucks. Either put the rocket in a silo farther away from the base or put the rocket in a cradle farther away from the base.
Either way it's too god damn close.

>> No.477627

>>477623
Anon probably just framed the objects to fit in the same image.
Better check to see that your panties are untangled son, seems to have gotten your nuts in a wise like grip judging by how cranky you are.

>> No.477640

>>476902
there are ways to optimize those metal buttons polys. There is too much micro tris in the center.

>> No.477644

>>477640
If he quadrulated the centre there would be the same number of tris. Or maybe you think he should remove the inner-most loop, which would save 8 tris per button. Even for a lightweight platform that is barely worth mentioning for a character.

>> No.477647
File: 157 KB, 1451x800, output14.jpg [View same] [iqdb] [saucenao] [google]
477647

I was working on a gun design when i had to stop and make this material, pretty happy with the result

>> No.477648
File: 398 KB, 1451x800, output14(2).jpg [View same] [iqdb] [saucenao] [google]
477648

>>477647

>> No.477649
File: 47 KB, 825x475, low_poly_gun.jpg [View same] [iqdb] [saucenao] [google]
477649

Trying out low poly guns. This one was copied straight from something I saw on Polycount.

>> No.477650

>>477649
nice proportions and silhouette. Reminds me of a borderlands shotgun.

>> No.477670
File: 180 KB, 1160x520, mark_vi_b.png [View same] [iqdb] [saucenao] [google]
477670

>> No.477677

>>477225
Lol, document name is due to later save and it most certantly is my first model in zbrush. Have been using 3Ds Max for a while bit never done sculpting before.

>> No.477680

>>477647
>>477648

Only thing that looks wrong is the bottom of the rim it looks like its brushed while the rest of the casing isn't.

>> No.477689
File: 46 KB, 344x510, guesswho.png [View same] [iqdb] [saucenao] [google]
477689

Can you guys guess who I'm trying to model?

Also, fuck zbrush how you fucking do you do bodies. Zspheres are garbage so you have to try and dynamesh a sphere into shape, but it sucks.

>> No.477691

>>477689
kim kardassian?

>> No.477692

>>477689
what I would do is block out a human mesh in another program and then import it into zbrush and sculpt the block.

>> No.477698

>>477680
I didn't uv that part, its the diffuse map stretching

>> No.477701

>>477692

I would do that, but that just seems too casual.

>> No.477702
File: 271 KB, 541x700, 1432506768504.jpg [View same] [iqdb] [saucenao] [google]
477702

>>477701
This is why you will never be best girl

>> No.477706
File: 243 KB, 1024x768, youngRutoTorso.jpg [View same] [iqdb] [saucenao] [google]
477706

Princess Ruto.

>> No.477707

>>477701
yeah and there's people who seem to be able to fart out models super fast in zbrush but I dont get how they lay down zSpheres precisely enough to make a base mesh, yet some how it's done.

There's no shame in just blocking it out with box modelling and importing it to zBrush. The rest of the world isn't like /3/.

>> No.477709
File: 2.26 MB, 3840x2160, Enfield Mk.5.png [View same] [iqdb] [saucenao] [google]
477709

Update on that enfield
Only minor details left and better textures/ uv mapping

>> No.477719

>>477706
>that butt

tone it down, anon. Blue board.

>> No.477720

>>477701
What's casual about it??? it's standard practice, and you shouldn't be complaining about being seen as causal when frankly you can't sculpt for shit to begin with.

>> No.477722
File: 267 KB, 1024x768, youngRutoSansFlippers.jpg [View same] [iqdb] [saucenao] [google]
477722

>>477719
Your head's in the gutter.

Next I have to add her flipper things, but i got stuff to do now.

>> No.477723

>>477720
#rekt

but I feel like you're angry
Tell me hows your relationship with your mother

>> No.477724

>>477723
I wasn't angry I was in disbelief.

>> No.477725
File: 55 KB, 1192x781, ss+(2015-05-27+at+01.22.15).png [View same] [iqdb] [saucenao] [google]
477725

>>476617
I just got into blender today and was watching some tutorials on the basics. I'm planning on creating a small adventure game with some friends just for us to enjoy. Does anyone have any suggestions or tips on using blender 3d? Specifically on modeling low poly character models.

>> No.477726

>>477722
this is red board, /ic/ material.

>> No.477727

didnt feel like making a new thread. does it make sense to go from Zbrush to blender. im guessing it does but im pretty new at this. im trying to find downloads for zbrush right now

>> No.477733
File: 316 KB, 1257x891, 2015-05-27_20h35_42.png [View same] [iqdb] [saucenao] [google]
477733

The inner workings

>> No.477739

>>477727
we have a questions thread you dip

>> No.477740

>>477724
Im sure you disbelieved in anger
>>477725
topology is the most important thing also why make a game when you can get unity3d assets and sell as if it was your own????

profit

>> No.477741

>>477740
Well I may end up selling this game, but more than that I just want something to play with friends. And even more than that I want to learn something new and accomplish something on my own.

>> No.477744

>>477741
it was sarcasm
cant you hear it in my voice when I talk?

>> No.477746

>>477744
I wasn't completely sure, so I opted for jaded 4chan goer

>> No.477759
File: 516 KB, 748x850, 2015-05-27_22h49_57.png [View same] [iqdb] [saucenao] [google]
477759

What is a good pipeline/workflow for game models?
I've got my high poly done in zbrush. What now? I've heard zbrush's topology tools have improved lately. Should I use zbrush, 3dsmax, or topogun to do the retopo? Also, after that, what's currently the best way to bake the normals? xnormal? cage method in 3dsmax? I've also heard about new tools inside of substance painter that make the normals with no need of caging or exploding.

What do?

>> No.477760

>>477759
the thing about pipelines is that they are whatever the team works best with. So for yourself your workflow should just be whatever works best for you. If you're better at sculpting than box modelling then do that. Do it however feels right and logically makes sense to you.

>> No.477762
File: 265 KB, 1024x768, youngRutoMesh.jpg [View same] [iqdb] [saucenao] [google]
477762

And that's young Princess Ruto. Gonna catch up my link model before I unwrap this and fix some of my poles.

criticisms?

>> No.477764

>>477762
I don't know what it is but looks good

>> No.477765
File: 1.81 MB, 1258x2380, Young_Princess_Ruto_Artwork.png [View same] [iqdb] [saucenao] [google]
477765

>>477764
Fish loli from Ocarina of Time

>> No.477772

>>477601
uhh yea it does? it means i can put detail into recreated scene..?

>> No.477773

>>477762
dayum dat ass

>> No.477774
File: 5 KB, 169x102, watermarkthing.png [View same] [iqdb] [saucenao] [google]
477774

>>476678
Baris detected

>> No.477778
File: 394 KB, 1024x768, cocina_Camera001.jpg [View same] [iqdb] [saucenao] [google]
477778

kinda finished. i don't like how crystal looks but i don't know how to make it better. using arch & design mental ray one.

>> No.477779

>>477778
Increase ior
Add stronger lighting
add refraction

The room looks quite dull, reflections on the chairs seems too strong. Reflection on the range hood is too rough.
Is this cropped? if not, choose a better ratio/resolution to render in.

>> No.477782
File: 904 KB, 1280x720, bowohoh.png [View same] [iqdb] [saucenao] [google]
477782

Needs more wheels.

>> No.477790

>>477778
That texture on the cupboards is pretty ugly.

>> No.477791

>>477762
Nicki Minaj/10

>> No.477799
File: 105 KB, 1155x704, Screenshot from 2015-05-28 12:36:40.png [View same] [iqdb] [saucenao] [google]
477799

Before I start unwrapping, how shitty is this?

>> No.477821
File: 54 KB, 498x657, critsplz.png [View same] [iqdb] [saucenao] [google]
477821

Making something low poly and easy to rig as a place holder for game dev

>> No.477823
File: 380 KB, 2054x1161, A-Bjpg.jpg [View same] [iqdb] [saucenao] [google]
477823

1st project, no idea what im doing. managed to do a UV map thing for the colours and did the handle with a path.

No idea how to make the cup more round or do anything with lighting, but im happy with it. Probably start it again.

>> No.477824

>>477823
how can you be happy with that render? do you people just not see the noise or something? It's not a complicated scene; there's no reason you couldn't have rendered it clean.

>> No.477825

>>477824

Tried different settings and that's the best i got. Not checked out any rendering videos yet.

Im happy still.

>> No.477826
File: 89 KB, 700x700, 1432587796964.jpg [View same] [iqdb] [saucenao] [google]
477826

>>477825

>> No.477828
File: 107 KB, 1155x1408, problems.gif [View same] [iqdb] [saucenao] [google]
477828

>>477799
See image, your biggest issue (besides uneven spacing) is the poles you have all over this model. That is going to cause terrible shading issues in renders, you can already see them in the viewport. Poles are not inherently bad per se, but the rule of thumb is to minimize their size and put them in places that won’t be seen to reduce shading artifacts. Delete the blue edges, add the red ones. you can see how i cut a quad to add more detail on the nose and side of the fuselage, the inset in the image shows this in detail so you can see how to do it.

>> No.477856

>>477604
mayafag here so im not sure if max has the same option. if there's a render interpolation setting, make sure its smooth rather than linear.

>> No.477862
File: 50 KB, 585x747, Capture.jpg [View same] [iqdb] [saucenao] [google]
477862

how do I make this chair seem more comfy without significantly increasing the poly count?

>> No.477866

>>477862
that's kind of subjective isn't it? Is the perceived comfort of the chair really the issue?

>> No.477867

>>477862
make the cushion thicker problem solved

>> No.477871

>>477862
make a high poly and bake a normal map.
Smooth. As. Fuck.

>> No.477873

This
https://youtu.be/XDn_wBZKU5U

>> No.477875

>>477856
not the anon, I just fixed the images ugly darkness

>> No.477876

>>477873
cant you just leave this board alone
you
you...
cancer.

>> No.477892

>>477602
>>477856

>> No.477894

>>477866
Well i mean sitting on a rock isn't neccessarily comfy. I was kind of asking if it looked more rocklike than cushionny and if so, how to fix it.

are you implying there is another issue?

>> No.477896
File: 133 KB, 668x579, Capture.png [View same] [iqdb] [saucenao] [google]
477896

I need some advice.
This is supposed to be a fit young man's butt, but it's just not jiving with me.

I have all these pictures of man ass up on my 2nd monitor too while i tweak it. What's not right?

>> No.477897
File: 142 KB, 673x562, Capture.png [View same] [iqdb] [saucenao] [google]
477897

>>477896
same with wires

or does it look mostly fine and im nit picking?

>> No.477903

>>477897
maybe see some more irl

>> No.477905 [DELETED] 
File: 26 KB, 420x471, tumblr_mdc22aqKGp1qfkd7no1_500.jpg [View same] [iqdb] [saucenao] [google]
477905

>>477896
>>477897
win/10 for making me Bing ‘man ass’, but it’s way off. See image.

>> No.477908
File: 130 KB, 619x585, Capture.png [View same] [iqdb] [saucenao] [google]
477908

>>477905
aight i think it's coming together.

Also I'd be way more embarrassed about using Bing at all than I would be for using it to look up men's asses.

>> No.477910

>>477908
>still in the Bing closet

>> No.477914

>>477905
>bing
couldn't lol hard enough

>> No.477915

>>477910
>hey Frank I...hey why you close all your wo dows so fast?

>uh Uhhh I was looking at men's asses. That's right. I was looking at male butt sfor sexual gratification. Totally wasn't using bing

>> No.477916
File: 101 KB, 656x425, 2015-01-29 21.41.59.jpg [View same] [iqdb] [saucenao] [google]
477916

>>477915

>> No.477918
File: 688 KB, 2281x895, not_what_im_looking_for.jpg [View same] [iqdb] [saucenao] [google]
477918

>>477908
>>Also I’d be way more embarrassed about using Bing at all

Quit using Google because it was censoring specific searches I would make, even with SafeSearch off. Fucker, if I want to search for nude uncensored lolicon images, and you don’t give me what I want, I’m out.

>> No.477919

>>477908
Also, much better on the ass shape, now do something about those hips unless you are depicting a corpse/concentration camp victim, in which case the ass would be much flatter and saggy.

>> No.477920

>>477918
but it looks like safe search is on...

>> No.477922
File: 71 KB, 2286x381, Screen Shot 2015-05-28 at 10.14.57695 PM.jpg [View same] [iqdb] [saucenao] [google]
477922

>>477920
Nope, looks like this when it is.

>> No.477923

>>477922

Google has been going to shit for a while. I knew it was coming back in like 2010 when they removed all firearms related products from Shopping.

Fuck google.

>> No.477925

>>477923
>>Google has been going to shit for a while.
>>Fuck google.

Exactly my line of reasoning.

>> No.477935

>>477918
sankaku complex
Why would you use google images for porn?

>> No.477948

>>477778
Nothing stands out as particularly bad but overall the quality of the materials could be much improved. The lighting is also very flat and isn't helping.

>> No.477957
File: 2.02 MB, 3840x2160, Jungle Carbine-9.png [View same] [iqdb] [saucenao] [google]
477957

another update on the Enfield, made it more modernized

>> No.477968

>>477828
Will try, thanks for the feedback.
I was never meaning to render this out in Blender, it's meant for a video game. Though I might still render it to make 2D sprites, instead of just using the 3D model.

>> No.477969
File: 29 KB, 850x143, DX1090.jpg [View same] [iqdb] [saucenao] [google]
477969

>>477957
lower the bump on the wood. add some glossiness.

>> No.477970
File: 400 KB, 1024x768, cocina_Camera001.jpg [View same] [iqdb] [saucenao] [google]
477970

>>477948

added some details and finished it. lightning is "what it is", it's a class project where we must use daylight system only and do our most with mental ray materials, it doesn't give much versatility.

>> No.477978

>>477970
i'm here. changed a bit the light colour and touched the exposure control. in two or three hours i'll post result.

>> No.478003
File: 273 KB, 1024x768, youngLinkMesh.jpg [View same] [iqdb] [saucenao] [google]
478003

So here's links body. I wanted to go for the majora's mask design which I always imagined to be rather muscular. I'll sculpt most of that detail but I wanted the base mesh to have a good foundation.
Did I over do it?

I'm also pretty vexed over the length of the arms. I did some pretty thorough comparisons to other references but they still seem too short.

I drew m own image planes for this project so the design is original, which means I may have drawn it with bad proportions. I based my drawing off of OOT artwork, but then I saw the models for hyrule warriors and had to just sit and sulk for awhile. I redid the face with soft selection, its nothing like how I drew it, and I made it more like hyrule warriors.

>> No.478004
File: 247 KB, 1024x768, youngLinkMeshHead.jpg [View same] [iqdb] [saucenao] [google]
478004

>>478003
The most important question I have though is:
does this look like link?

Like I mentioned I drew my own image planes based off the 2D official artwork of OoT, and then after I saw the Hyrule Warriors mesh I changed it to be more like (but not exactly like) that.

>> No.478005
File: 633 KB, 1024x768, youngLinkMeshHeadDetails.png [View same] [iqdb] [saucenao] [google]
478005

>>478004
I feel like the face is in a comfortable spot. The bady again I'm not sure if I overdid the musculature and I'm iffy on some of my proportions.

I painted link stuff onto the head to see if it looked better with hair and a hat and I'm pretty happy with it.

>> No.478021

>>478004
>>478003
ayy lmao

>> No.478023
File: 654 KB, 1440x900, test2ps.jpg [View same] [iqdb] [saucenao] [google]
478023

>>477196
some progress

>> No.478024

>>477969
Its supposed to be matte black

>> No.478025

>>478023
cozy

>> No.478044

>>478024
then lower the bump and make it iron cast or hard resin cast. there is not a single possibility of matte wood in real live without sucking a lot to handle it. would belike using a sandpaper gun. trust me...

>> No.478047

>>478044
Im not sure you know what your talking about or its just your english, just because its painted matte black doesn't mean it would feel like sand paper, it'd feel like painted wood or plastic
But I did lower the bump

>> No.478049
File: 269 KB, 1024x768, youngLinkMeshClothes.jpg [View same] [iqdb] [saucenao] [google]
478049

And now clothes. Hair's not done. Still needs the sash for the scabbard, but i've got stuff to do today.

>> No.478057

>>478049
the eyes look off for me

>> No.478062

>>477451
Lewd

>> No.478083
File: 133 KB, 1080x1032, Test_Render_1.jpg [View same] [iqdb] [saucenao] [google]
478083

>>476617
Working on a small outdoorsy scene, trying my first attempts at making textures

>> No.478086

>>478057
There


There are no eyes anon

I think you need to get out of your house...

>> No.478089

>>478086
the eye sockets you dumbo

>> No.478091

>>478047
he's saying it would have gloss because of the paint
yours looks like rubber and kind of odd

>> No.478093

>>478091
not all paints are glossy

>> No.478095
File: 123 KB, 1020x788, apr05_02.jpg [View same] [iqdb] [saucenao] [google]
478095

>>478093
>>477957

of course not but in this case it would definitely help, as the black color, plus the extreme lack of gloss as well as the bump, make it feel more like asphalt or rubber.

It also feels like on the darker materials, the albedo/spec maps are too dark, and as a result the don't seem to be receiving a physically accurate amount of light (especially compared to the barrel).

Also the wear on the metals towards the back of the gun look too procedural, dense and random, making it feel closer to stone than metal with logical wear

>> No.478097

>>478095
I disagree on the needing more gloss
maybe I should just say its plastic with wood markings, problem solved no?

there arn't albedo/spec maps, but because its a matte color the light doesn't spread as much on the surface like a shinier material, like the barrel.

thats because it is, and uses a stone texture
didn't get around to making that better but honestly it doesn't matter to me.
I might just get rid of it because its supposed to be modernized.

>> No.478103

>>478097
even if you said that it doesn't look like plastic, it still looks like rubber or asphalt to me, the material definition is not clear.
also, trying to pass off a mistake as another material is lazy.

okay you aren't using pbr worfklow? Post the maps you're using then, maybe that will reveal the problems.

why would you post your work if the quality of it "doesn't matter" to you?

>> No.478104
File: 124 KB, 1145x612, Screen Shot 2015-05-29 at 7.22.26 PM.png [View same] [iqdb] [saucenao] [google]
478104

>>478103
Lazy, no. I've simply changed my mind on what the material is. Not like you or any one else hasn't done that before.

Im not using maps, Im using a node shader that allows me to control how the material looks
(the picture is the mats node tree)

the texture doesn't matter to me.
>I might just get rid of it because its supposed to be modernized.
Not the overall work, cant you read.

>> No.478114

>>478104
>I've simply changed my mind on the material is

Lazy or not, it doesn't change that on an initial impression two random people didn't understand the material definition. That means there is a readability problem.

>The shading network

Shading networks are powerful but unless you are very good at it, I would at least supplement with some maps. At Pixar, they combine the two methods. The result is what matters. Your shading network hasn't resulted in anything better than simply slapping on some photo maps in a minute would.

Earlier you said:
>because its a matte color the light doesn't spread as much on the surface like a shinier material, like the barrel

You have a misunderstanding here. A clean shiny material has tighter specular, and this is because the smooth surface leads to less diffusion of light. The wood still requires the same amount of specular as the barrel, it is just diffused differently due to the surface quality.

About that barrel. Whatever wear/bump you have isn't helping, it's very streaked and looks like wood grain. You need to add more complexity to that shader to make it really look correct.

>Not the overall work, cant you read

Your work as a whole includes everything that is shown. That includes that strange metal shader that you didn't care about, which detracts from the overall work. You should learn to listen to the crit without insulting the person offering advice.

Hope this helps!

>> No.478120

>>478114
It doesn't :)
your advice helps little, or not at all

The first guy did not not understand the material he said tone down the bump and make it glossy.

I don't care what pixar does because Im sure other professionals do it another way.
also what the hell are you talking about?
that tree is super basic and you still have to adjust maps so there is no difference in work time.

That is what I meant to say however, A matte or a flat colored object does not have specularity because the light is spread over the object "evenly", so that means there isn't a focus point of light, which means no gloss.

>I might just get rid of it because its supposed to be modernized.
I was already thinking that and I did get rid of it but it seems like you don't understand what a shader does.

you also still cant read
>the texture doesn't matter to me.
and
>I might just get rid of it because its supposed to be modernized.
when did I say metal shader?
you should learn to read, just my advice to you friend.

>> No.478124

>>478120
A matte object still has specularity. It is how the specular component is distributed that makes it appear matte. Check out Marmoset's article about PBR, it will help.

I hope you mature over time as an artist, this inability to handle criticism (even if you disagree with it) will only hurt you in the long run.

Good luck man.

>> No.478137
File: 648 KB, 1920x1080, pic4.jpg [View same] [iqdb] [saucenao] [google]
478137

Did some minor lighting so you guys could see better, still not final lighting so dw about that.
Still needs some texture work on the buildings and such

>> No.478142

>>478023
The subtle bump pleases me greatly.

>> No.478145

>>477451
I would really like to know how you set up your scenes and light them for renders. It always looks great.

Also, I remember seeing a few biped rigging/animation tutorials on DT.

>> No.478146

>>478124
You can call me immature all you want but that doesn't mean Im wrong bud

I don't see why you think Im taking these "helpful" tips poorly, is it because I disagree?
The truth is friend its you who needs to mature.

also skimmed through the article, far more insightful than you, and found nothing on a flat color object needing specularity-gloss, in fact the flat colors the article exampled had the gloss, reflectivity, and, roughness low like I do in the tree

>> No.478147

>>478137
Lightings better , but whats the dream about again?

>> No.478156

>>478146
You don't seem to get what the pbr article is saying. The roughness (aka gloss) varies but the amount of specular light it receives is the same, that's what they were pointing out with the mud vs water puddle example. You seem to be mistaking gloss and clearcoat or don't understand the terminology
Part of what I have been trying to communicate is that your darker materials don't seem to be receiving the same amount of specular overall which is breaking the realism. Look at your materials honestly and tell me that those are as good as you see in AAA games. Then think about what is causing the gap in quality and address it.

>> No.478178
File: 349 KB, 1041x565, linkfaceComparisons.png [View same] [iqdb] [saucenao] [google]
478178

>>478089
OK can you be more specific? Here's what I used as references. The left is my original drawing and the right is the model from hyrule warriors. I originally modelled the face like the left but then changed it to be more like the right.

>> No.478179
File: 280 KB, 444x246, giphy.gif [View same] [iqdb] [saucenao] [google]
478179

>>477451
an ostrich

>> No.478199

>>477774
vip when uleh

>> No.478205

>>478147
I was meeting some friends downtown because they all were able to run up this hill that was basically a 90degree angle and i couldnt make it for some reason so iwas like fuck it ill take the skytrain and meet u guys there, so i get on the skytrain and get off at the station downtown and walk out the door and i look over and hovering above the street is a jet just sitting there and then all of a sudden it flies full force into the building ahead of it and blows up like 9/11

later i wanna make a full length animation of it flying into the building and blowing up long project but theres a plugin that makes it easy

>> No.478223

>>478178
It might be the ends of the eyes ( towards the ears) have too much depth to them.

>> No.478229
File: 2.93 MB, 1574x886, Range day1 copy.png [View same] [iqdb] [saucenao] [google]
478229

>>478156
you mean the Fresnel never changes. Its not specular light. why do keep saying specular when in pbr specular isn't called that or used. I understand what this article is saying both theory and practice.

Pbr matts don't receive specularity
I feel like you are just saying this at this point.
>your not triple A , kid
honestly, who says that.

and the problem you said I was having was not the problem at all.

all I did was get rid of the maps and brighten the colors.

also lets see your work and practice, Im curios on what you do. hell if its good Ill shut my trap.

>> No.478236
File: 172 KB, 807x515, Capture.png [View same] [iqdb] [saucenao] [google]
478236

>>478223
Hmm I've moved the outside of the eye forward a bunch, it's just about at the same z depth as the inside of the eyes. It doesn't really look different.

>> No.478238

>>478236
I wouldn't say there is much difference, but it is definitely noticeable.

>> No.478259

Ah shit. Zbrush is not working. I unis talked and reinstalled. Installed the latest version.

When I open it i hear the error noise and then nothing happens. It seems like there's an invisible Zbrush window that blocks control of windows behind it but it never appears and let's me use the program.

So work not inprogress.

>> No.478261

>>478229
>Pbr matts don't receive specularity
Yes they do. Jesus man you need to learn how to appreciate good advice, you are lucky someone decided to actually give you well thought out and written advice without insulting you personally or using memes, you realise how rare that is here? You won't get far in this industry if you take polite and well meaning crit like that as personal criticism, grow up.

>> No.478268

>>478261
But it wasn't good advice. the only good thing that anon said was look at an article that was 200x more informal than anything the anon said.
And pbrs don't receive specularity, its the light spread that is creating the gloss, that shine, and what not. secularity isn't something that is received its a second layer of a shader that simulates the spread of light or lack of spread ( on a non pbr shader).
sure he didn't meme me to boredom but hey heretic that doesnt mean I cant disagree with the anon.
>grow up
yea
learn that people can disagree
learn that people have varying opinions
learn that I didn't take it personally because I disagree
learn that it doesn't matter how its presented its still the same shit.

But thats 4 chan
4 u

>> No.478272

>>478268
Here's a tip: just never defend yourself to criticism. Even if it's unfair or insulting. In this position of artist presenting work to be critiqued there's just not situation where you can argue with a criticism and look good. You don't have to take their advice but if you breath a word back you dont look good. Ever.

>> No.478273
File: 352 KB, 643x823, Capture.png [View same] [iqdb] [saucenao] [google]
478273

So what are some fancy zBrush ways of making a slick texture? I'd like to do it all in zbrush if I can.

Also this mesh shape isnt indicative of how it really looks. Zbrush smooths out corners when it divides so I used a morph target to preserve the shape and it kinda went too far in the other direction. Won't matter for the end though so it's fine.

>> No.478274
File: 383 KB, 574x832, Capture.png [View same] [iqdb] [saucenao] [google]
478274

>>478273
normally i just kind of vomit some colors onto the mesh in zbrush and use the results as a guide in photoshop but i'm wondering if i cant get better results working entirely in zbrush

>> No.478394

>>478273
>>478274
If you have some micro detail in your mesh like wrinkles or pores you can use auto masking by cavity detection to get more detail. You can also use alphas and textures, and remember to lower the rgb intensity of the brush so you can blend colors for better results.

>> No.478402

>>478394
>auto masking by cavity detection
oh oh oh yes that. how do you do that?

>> No.478405
File: 603 KB, 773x841, Capture.png [View same] [iqdb] [saucenao] [google]
478405

>>478402
figured it out.
Went a little over board and now link looks like a titan lol

>> No.478429

>>478272
sadly I agree
but honestly, It gives me something to do when Im bored XD