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/3/ - 3DCG


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File: 1.44 MB, 1297x752, WIP Night Edition.png [View same] [iqdb] [saucenao] [google]
478397 No.478397 [Reply] [Original]

WIP Thread: Night Editon

Post what you're working on!

>> No.478411
File: 312 KB, 517x683, Capture.png [View same] [iqdb] [saucenao] [google]
478411

texturing.
needs noise me thinks.

>> No.478428
File: 293 KB, 1024x768, youngRutoTextured.jpg [View same] [iqdb] [saucenao] [google]
478428

how does this look?

>> No.478430

>>478428
The texture looks alright I guess, unfinished too though. You should be more worried about material definition, like is the skin supposed to be amphibian or human, some bumps wouldn't hurt either.

>> No.478433

>>478428
the anatomy is terrible:
-she has no shoulders
-real knees aren't round. they are much flatter
-a neck doesn't simply look like a cylinder with a broader base, it's composed by underlying shapes and it's different if viewed sideways than it looks by the front
-the belly isn't seamlessy connected to the crotch like that in a single curvy line, even in fat people
-fat % is so unevenly distributed that ir creates an uncanny valley effect
-basic proportions are wrong: no matter how tall (or not tall) you are, your hand will comfortably reach the middle of your tight when standing
-the ankles show no understanding of underlying structure
-no sign of details on the back
-non-existant deltoids
-random hips placing

what to do:

you DO have a certain aesthetic sense, and I do get what you were trying to achieve, but without proper understanding of muscle and bone structure, you're going to be hindered in your artistic expression.

Do yourself a favor and try tu understand how the various body parts are actually supposed to be shaped.

If you later decide to change them for aesthetic reasons, it's your choice. But it's got to be a stylistic choice to have any value. Everybody can tell that currently just don't know any better.

>> No.478435

>>478430
You know I'm not sure which to do honestly. probably kinda slimy like a frog or a newt. There is a normal map but I didnt like how it looked. Thats just color with the default phong shader. Although I'm gonna pop this into unity so im going to have some severe limitations on what my material can be.

>> No.478438
File: 209 KB, 568x379, 0307.starryfrog.skin.IMG_3091.568[1].jpg [View same] [iqdb] [saucenao] [google]
478438

>>478435
Throw that thing in Zbrush, subdivide it a couple of times and use alphas (the ones that come with zbrush, nothing fancy) to sculpt some bumps into it. Then you can Use Zbrush itself to bake the normal map from the highest subdivision level to the lowest, it's really fast and easy.
Get more references like pic related, I just typed frog skin in google, and try to do something like that.
When you have a more detailed skin almost whatever crappy texture you throw on top of it will look somewhat good.
And don't worry about Unity, the standard shader that comes with Unity 5 should have everything you need to achieve something realistic.

>> No.478439

>>478438
hmm. ok ii did make my normals in zbrush but they looked bad. I'll just try again and think more frog and less human pours.

>> No.478440

>>478439
Oh I forgot a thing, change the stroke mode to spray, i helps to get a bit of randomness that makes it more natural. And don't forget to lower the z intensity of the brush because the kind of skin you're going for is not that bumpy.
And if you want to make pores use the alpha 23 I think, it's a bunch of little dots. For the little bumps on the skin there's some others there that are pretty good.

>> No.478441
File: 655 KB, 864x613, Capture.png [View same] [iqdb] [saucenao] [google]
478441

>>478440
maybe you can help me with a related problem.

I'm familiar with sculpting in zbrush and exporting normals but they always come out way deeper than they look in zbrush and soemtimes i get the sense that the R and G values are flipped. I usually fight with them for so long that when they finally do look right i dont remember what I did really. Also the V coordinates are backwards of maya's.

Am I missing some crucial step or necessary settings change that makes exporting normals to maya easier?

>> No.478442

>>478441
The only thing I know is that you're supposed to flip the normal (or any texture you make in zbush, for the matter) on the vertical axis because for whatever reason zbrush likes to make it upside down.
For the intensity issue, I think you could try a higher resolution for the normal map and/or try to lower the intensity in whatever renderer you're using. I don't remember if unity lets you do that though.

>> No.478443
File: 73 KB, 1008x1080, simon-alenius-frogman-ps[1].jpg [View same] [iqdb] [saucenao] [google]
478443

>>478441
This could be helpful for you too (I googled "frog man zbrush")
Skin works differently in different parts of the body, the normal you made looks too uniform, try to have more variety, and don't just rely on alphas, after you have a pattern down, switch to dam standard or just standard and edit your bump a little bit with them.

>> No.478444
File: 273 KB, 235x625, Capture.png [View same] [iqdb] [saucenao] [google]
478444

>>478442
See how in your frag skin the slime tends to wash out shadow shapes but make reflection really sharp? That's the look I want. So these normals are great and making the scattered highlights, but the shadows they cast make her look dry. How can I counter that? Keeping in mind I can't exactly just use a bunch of ambient lights in scene with other non slimey characters.

>> No.478446

>>478444
did you try a subsurface scattering shader?

>> No.478447

>>478446
Unity doesnt support SSS.

>> No.478463
File: 358 KB, 1280x406, fountain2.png [View same] [iqdb] [saucenao] [google]
478463

taken a break from characters to work on environment. It's suppoed to be Zora's Fountain the place were you see Jabujabu. Which I'm not super excited to model. I might just not have him.

>> No.478468

Is anyone else gonna post WIPs?

>> No.478479
File: 599 KB, 1920x1080, pic5.jpg [View same] [iqdb] [saucenao] [google]
478479

Night edition ehh. perfect for this thread!
recreation of a dream i had been taking vyvanse/adderall and working on it the past 2 days straight basically

Feedback Welcome + its placeholder lighting +post processing

>> No.478482
File: 221 KB, 864x698, Screen Shot 2015-05-31 at 7.49.16 PM.png [View same] [iqdb] [saucenao] [google]
478482

>>478468
no

stuff for a game I'm modeling for

>> No.478494

>>478479
Needs rim lights yo

>> No.478495

>>478479
With how strong that moonlight is the shadows should be lighter. The foreground shadow just looks like a black hole in the ground/wall.

>> No.478500

>>478428
>>478441
nope nope nope
dude, work on the anatomy ffs

>> No.478501

>>478479
i lik it

>> No.478502

>>478444
adding an ambient colour to her skin shader a similar colour to the texure might help to fake that SSS look. That bump is way too strong on the face / chest / stomach. It should be more smooth in those areas. But it looks too strong all over.
It's not going to matter much the body/face looks so ugly though.

>> No.478521

>>478397
really liking the night version of that WIP image

>> No.478523
File: 31 KB, 231x1051, Flip.png [View same] [iqdb] [saucenao] [google]
478523

>>478442
Don't do this

Normal maps are designed to be used one way, the way they were baked, flipping them on Y flips the Green channel making them display incorrectly

and Rotating does the same thing to both the Red and Green Channel

G = Y vector
R = X vector of a surface normal

These shouldn't be touched, But If this does happen, you can change the settings in engine to invert the channels or go in a manually invert the G or R channel to fix this but that's a waste of time.
Instead use this if the maps don't match up (though that doesn't seem to be the problem in his image):

>> No.478524
File: 767 KB, 1600x1066, bed2.jpg [View same] [iqdb] [saucenao] [google]
478524

Added some furniture to my lamp from the previous thread. I probably went a little overboard with all the cloth.

No idea where to go from here, since I can't into interior design.

>> No.478532

>>478524
That's cool and all, but your shits levitating man

>> No.478538

>>478532

It isn't actually, there are little rubber feet under each leg, you just can't see them from that angle.

>> No.478539
File: 730 KB, 800x1500, asd.jpg [View same] [iqdb] [saucenao] [google]
478539

>>478524
make it into a room. add walls, windows, a carpet, a nightstand on the other side of the bed and a texture to the floor and you have a nice scene. also bring up the floor so the things arent levitating. plug the lamp into something or turn it off, it can't be lit without being plugged into anything.

>>478023
continued. some very low res and low setting renders.

>> No.478540

>>478539

As I said, nothing is floating, the camera angle just makes it seem that way. Simply adding walls, a carpet and a bunch of other stuff isn't an issue, I just have trouble picking out stuff that fits the scene and making it look good compositionally.

And yeah, the light is on even though it isn't plugged in, but I didn't really see the point in going for realism at a stage where I don't even have walls.

>> No.478558

>>478523
i didn't say flip the green channel, what I meant is that the image is created upside down in zbrush, if you try to apply it to the model it will not look right. This can be corrected by simply mirroring the image vertically.

>> No.478573
File: 286 KB, 512x1421, James_normals_flipped.jpg [View same] [iqdb] [saucenao] [google]
478573

>>478558
I know, that's not what I'm saying either.
Flip does not = Invert.

I made an image to explain what I'm talking about, the bottom right image is the result of your technique, the normals aren't displayed properly.

Like I said previously, you can fix this by INVERTING the green channel. It's just so much simpler to flip the UV instead and avoid this problem all together.

>> No.478574

>>478573
Couple of spelling mistakes and some bad phrasing, but hopefully you get what I'm saying.

>> No.478575

>>478573
>>478574
So put simply, what do you do, step by step, when creating and exporting a normal map in zbrush meant to be used somewhere else?

>> No.478576
File: 131 KB, 622x572, gdfgdrgdf.png [View same] [iqdb] [saucenao] [google]
478576

>> No.478577
File: 7 KB, 213x265, Flip2.png [View same] [iqdb] [saucenao] [google]
478577

>>478575
I would recommend baking outside of Zbrush with Xnormal just to avoid this bug.

BUT If you do take the Zbrush route:

Go through the normal steps of generating your maps and exporting them and your model.
Check out your model with the textures in an external program - If the exported model has incorrect UVs all you have to do is go back into Zbrush and hit this button in the UV map tab (FlipV) and re-export the model only.

This will make your maps display incorrectly inside Zbrush but they should display correctly in any external program. I don't know why Zbrush does this sometimes but it does.

>> No.478580

>>478573
Yeah, I got it now, when you simply mirror the texture the green channel is going to get flipped.

>>478575
Create the normal map, mirror it vertically, then invert the green channel. Or you just mirror the UVs of your model AFTER you make the normal map.

>> No.478581

>>478577
ok so if I bring an unwrapped mesh into zbrush, unwrap it with uv master, sculpt on that mesh, export those normals, THEN flip the UVs, and then export the mesh with the flipped V it will line up with the textures AND have the correct G channel?

>> No.478582

>>478581
In theory, yes. But I would skip the uv master part and edit the UVs outside of zbrush. Personal preference, though.

>> No.478586

>>478576
Stupid sexy flanders

>> No.478590

the dock at Zora's Fountain. I plan on covering up where it's messed up.

>> No.478591
File: 301 KB, 1024x768, fountain3.jpg [View same] [iqdb] [saucenao] [google]
478591

>>478590
a picture would be nice

>> No.478604

>>478494
rim lights?
>>478495
and yea lighting is still placeholder for the most part, still gotta tweak the shadows because theyre too hard edged and a few other things.

been workin on it for like 3 weeks now should be either done or really close this weekend

>> No.478607
File: 124 KB, 640x480, jabujabu.jpg [View same] [iqdb] [saucenao] [google]
478607

lord jabujabu will look something like this.

>> No.478610
File: 257 KB, 2560x1008, Screen-Shot-2015-06-01-at-10.26.57024-PM.jpg [View same] [iqdb] [saucenao] [google]
478610

>>478604
Yeah. Basically, a strong directional light, usually facing into the camera but angled slightly down, to create a rim-like effect. It separates the objects from each other, particularly in dark scenes with low contrast. If you child the light to the perspective view camera, it will even adjust itself when you move the camera around. The one hint doing this i can tell you is- make sure that you set it up when you first create the scene, and leave the camera and light at 0,0,0 before you child the light to the camera, or it will not give you the correct effect.

All this being said, a lot of guys use shaders with facing ratio to fake this nowadays too.

>> No.478612

>>478610
oooohh yes sorta like a fresnel effect right? yes that'd be perfect. :0 thanks! ill try and do something like that, the jet needs to have that but i was thinking how id be able to do that

>> No.478616

>>478612
You can use light linking in Maya (not sure of the Max/Blender equivalent) to make it only affect specific objects.

>> No.478620

>>478612
The facing ratio node can be used for fresnel effects, lots of times its used to alter reflectivity depending on the surface angle to the camera (for stuff like glass or water), or it can be clamped and used to change to color of a poly based on that angle (see most cell shaders) or unclamped with a white or red color change to fake rim lighting or very simple subsurface scattering. I go with the light method because it works regardless of the hardware, even the shittiest GPU can handle a vertex lit directional light very easily. Not everything (hardware or engine) can do real time pixel shaders, and even if I can, I'd rather burn them on an effect I can't fake with lower tech ways of doing it like this. Of course this is all because I primarily deal with real time assets- if your stuff is all gonna be prerendered, go nuts, your only limit is how much time you have for rendering.

>> No.478640
File: 298 KB, 1280x720, tent_open_Perspective_render.jpg [View same] [iqdb] [saucenao] [google]
478640

made a napoleonic tent. 10/10 would camp on it.

>> No.478771

>>478444
Looks like an orange peel

>> No.478790

First project with Blender. I'm having so much more fun with it than Maya.

>> No.478792
File: 554 KB, 1919x1080, Spam Rounds.jpg [View same] [iqdb] [saucenao] [google]
478792

>>478790
Image just didn't feel like uploading I guess.

>> No.478794
File: 796 KB, 985x724, Capture.png [View same] [iqdb] [saucenao] [google]
478794

whatre are some things i can do to ensure the textures and normals i make in zbrush look just as good outside of zbrush?

>> No.478795
File: 381 KB, 1024x768, fountain4.jpg [View same] [iqdb] [saucenao] [google]
478795

>>478794
this this is a 4096x4096 texture/normal combo in maya.

>> No.478799

>>478792
nice render.

>> No.478847
File: 294 KB, 1080x960, Ring swurds.png [View same] [iqdb] [saucenao] [google]
478847

heavily in the process of learning 3dcg, using blender. my texturing is el crap. any advice on how to get the leather band look on the hilt and a more metal look on the blades?

>> No.478850
File: 456 KB, 941x752, soma.png [View same] [iqdb] [saucenao] [google]
478850

Soma Cruz from Castlevania. Just something I'm fucking around with between projects.

>> No.478852

>>478847
Leather is shiny but it has a texture to it. So you'll need an appropriate normal or bump map and a glossy material.

Metal on the other hand is reflective not glossy. A material that's basically a mirror will work. Then you use a map to control where and how reflective the surface is to make it appear as worn or scuffed as you want.

>> No.478883
File: 399 KB, 1913x1015, question.jpg [View same] [iqdb] [saucenao] [google]
478883

anyone knows why is it only rendering the sky? The image shows at lower resolutions

>> No.478888

>>478883
Camera facing wring way
meshes have visibility turned off
render layer hidden
missing material

>> No.478891
File: 521 KB, 1117x2340, enlighten.jpg [View same] [iqdb] [saucenao] [google]
478891

Unity's finally good! you guys should jump ship and try it out. That lighting is rendered on the fly with the new enlighten engine.

>> No.478905

>>478891
those wires, but I agree unity has come a long way

>> No.478947
File: 286 KB, 630x676, Capture.png [View same] [iqdb] [saucenao] [google]
478947

I'm thinking the scrathes are too big. I did these by hand because I didnt see a noise plug in that would to angular scratches like this.what's a good way to get that distinctive leather texture?

>> No.478952

>>478947
Don't do this it looks like crap
Your best bet is to go online and find some skin/leather alphas and use them on a standard brush with the DragRec stroke instead.

Either that or find a tile-able Leather texture, unwrap your model and apply the texture in the noise plugin using UV instead of 3D (in the noise maker), the default noise settings without UV and custom alphas rarely work well.

>> No.478953

>>478947
There are leather alphas that come with z brush, go in the lightbox and alphas.

>> No.478956
File: 75 KB, 618x444, wip.png [View same] [iqdb] [saucenao] [google]
478956

I'm figuring out how to give the handle a diamond grip pattern

>> No.478957

>>478952
i will do this by way of this
>>478953

>> No.478958
File: 184 KB, 422x806, wip2.png [View same] [iqdb] [saucenao] [google]
478958

>> No.478959
File: 273 KB, 690x748, wip3.png [View same] [iqdb] [saucenao] [google]
478959

>> No.478960
File: 110 KB, 400x400, fry.jpg [View same] [iqdb] [saucenao] [google]
478960

>>478958
>>478959

>> No.478961

>>478958
Seeing this made me realize a longed neck girl with a bald cap and her tits exposed would look like a human penis.

>> No.478965
File: 212 KB, 713x865, Screen Shot 2015-06-04 at 10.35.15825 PM.jpg [View same] [iqdb] [saucenao] [google]
478965

A 3D version of a logo for an upstart record label.

>> No.478966
File: 397 KB, 2560x1008, Screen Shot 2015-06-04 at 10.44.12557 PM.jpg [View same] [iqdb] [saucenao] [google]
478966

>>47896
With a slight bend modifier to test the deformation before I extrude it for depth and edge beveling.

>> No.478967
File: 696 KB, 1920x1080, pic2.jpg [View same] [iqdb] [saucenao] [google]
478967

someone suggested adding a rim shader and mmph i like it :0, been tweeking lighting adding some textures and stuff just making the scene come alive now basically, feedback is welcome

lighting effects added in post

>> No.478979

>>478967
the lighting lacks a focal point, where do you want the viewre to look?

some of your textures look too obviously procedural

>> No.478980

>>478979
thinking something like this? just testing things out in photoshop, thoughts?

>> No.478981

>>478980
you forgot the image

>> No.479001
File: 2.24 MB, 1920x1080, Jet_Scene_Post.png [View same] [iqdb] [saucenao] [google]
479001

>>478967
I tried to make your image a bit more interesting.

>> No.479003
File: 40 KB, 800x600, WTH Max.jpg [View same] [iqdb] [saucenao] [google]
479003

So my model looks like this whenever my normal map slot is enabled. even when the normal map slot is empty. It looks fine in Mudbox though. the rotation of the various UV islands seems to affect it, but this has never been an issue before, so...

>> No.479006
File: 718 KB, 2000x763, test9ps.jpg [View same] [iqdb] [saucenao] [google]
479006

>>478539
finished

>> No.479007
File: 457 KB, 1440x700, test8ps.jpg [View same] [iqdb] [saucenao] [google]
479007

>>479006

>> No.479009

>>479007
floor boards, sofa, coffee table, all too glossy/reflective, and they all look like they have the same level of reflection at acute surface angles which makes them all look like the same material. the sofa needs more roughness and less reflectivity to help look softer. The table could use sharper reflections since it's a more polished surface. floorboards looks good, just that the reflection is too strong; maybe make the colour darker.
The gamma on the sky outside is way too high also, especially since the windows would likely have some level of tinting.
You may want to add some masks to the reflection/glossiness/roughness channels on various materials to give a look or wear and tear which helps remove the sterile cg / perfection look.

>> No.479011

>>479009
all the wooden stuff IS the same material. i would've made them different, but good wood textures are hard to find and i wanted all the things to look the same color. and yeah, i agree that the sofa is a bit too glossy.

since i thought of it as a new apartment, i was aiming to make it look perfect without any wear.

>> No.479013
File: 246 KB, 960x540, Pool.png [View same] [iqdb] [saucenao] [google]
479013

How the fuck do I pool table.
The cue turned out alright though, but the rest is unfixable shit.

>> No.479014

>>478966
>>478965
How many things use an angry gas mask as their logo now?

>> No.479015

>>479013
Needs texture is all. Felt and wood.

>> No.479017
File: 346 KB, 1920x1040, pool.png [View same] [iqdb] [saucenao] [google]
479017

>>479015
I have no idea how to even begin unwrapping this nightmare though

>> No.479018

>>479014
IDK but since they are paying me, I don’t really care.

>> No.479019
File: 725 KB, 974x739, P9veOOw.png [View same] [iqdb] [saucenao] [google]
479019

>>479017
>nightmare

>> No.479023

>>479017
Nothing about that is difficult to unwrap. You just need practice.

>> No.479028

>>479017
LOL wow you thin THAT'S a night mare to unwrap?

>> No.479029

>>478463
You HAVE to have Jabu!

>> No.479030

>>479029
he's a work in progress
>>478607

>> No.479031
File: 32 KB, 706x756, Lagertha_Wip_Front.jpg [View same] [iqdb] [saucenao] [google]
479031

working on a bust of Lagertha from Vikings

>> No.479072
File: 704 KB, 1920x1080, pic3.jpg [View same] [iqdb] [saucenao] [google]
479072

>>479001
>>478981
>>478980
whoops, and yea i had the same idea

>> No.479073

>>479001
also, how did you do that? im assuming saturation, curves and contrast? im comparing the two and i like how the colors and stuff look in yours

>> No.479074
File: 1.39 MB, 1080x1920, 449a07ef-fb7b-4883-96fc-f42c6176e.png [View same] [iqdb] [saucenao] [google]
479074

>> No.479086

>>479073
I tweeked levels, color balance, added some slight CA and overlayed a radial gradient on top to make the jet kinda pop out a bit. I'm assuming the jet is the point of interest of the scene of course.
If anyone is also interested, look for photoshop retouching tutorials, some stuff people use with real pictures can also help your renders.

>> No.479100
File: 228 KB, 1792x957, stoff.jpg [View same] [iqdb] [saucenao] [google]
479100

>>478905
I'm want to make my room into an oculus vr simulation. I'm trying not to cheat by cleaning up around here.

>> No.479104

>>478428
>>478433
>>478500
"anatomy" disagree. For a cartoon character this is pretty slick. imo it doesn't have enough paint or poly ATD. looks like it has been sprayed but the idea is nice

>> No.479119
File: 20 KB, 435x649, axe.jpg [View same] [iqdb] [saucenao] [google]
479119

why the colors in the mesh are different

>> No.479124

>>479119
different materials.
>>479086
>"slight CA" (obnoxious, obvious, illogical CA)
You forgot lens flares and bloom.
top tier cod montage.

>> No.479127
File: 961 KB, 1800x850, WIP3.jpg [View same] [iqdb] [saucenao] [google]
479127

I just need to touch it up a bit and then pose it.

But I don't wanna.

>> No.479132

>>479119
Flipped normals. Dark blue means you're looking at the backside

>> No.479134
File: 162 KB, 1286x708, abrams_plain0000.jpg [View same] [iqdb] [saucenao] [google]
479134

>> No.479135
File: 69 KB, 858x443, abramstopo.jpg [View same] [iqdb] [saucenao] [google]
479135

>>479134

>> No.479137

>>479104
>For a cartoon character
STOP
DROP
and
ROLL

nothing worse you can do is to praise mediocrity, there is no such thing as good enough, the anatomy is bad, the forms are ugly and unpleasant too look at, and that again, comes from poor anatomy

>> No.479145
File: 11 KB, 350x584, axe2.jpg [View same] [iqdb] [saucenao] [google]
479145

first thing in blender

>> No.479148
File: 79 KB, 800x600, DA gutbreaker_0035.jpg [View same] [iqdb] [saucenao] [google]
479148

i've been working on it for almost 3 years now...with several month stops.
twin predator carb'd hemi powered Ford T sedan, on custom jeep frame, quad link (crawler neutral geometry)
it's based on Nozol's gutbreaker (deviantArt) with his autorisation. and yeah, i plant to do everything on it, from fuel and brake lines to the ghetto electrics and paintjob.

>> No.479149

>>479148
It looks like baby's first jeep, not 3 years of work.

>> No.479150
File: 1017 KB, 500x250, 1418804262369.gif [View same] [iqdb] [saucenao] [google]
479150

>>479149
200K polys, with cloners, geometry work and a solid background, not mention it's the third gen body, second gen chassis and fifth gen wheels...
i've learnt a lot around this car. it's probably a 150-200 hours build atm.

anon is a bad troll.

>> No.479153

>>479150
>can't handle criticism
>declares troll

>> No.479154
File: 109 KB, 900x506, kart_0018.jpg [View same] [iqdb] [saucenao] [google]
479154

>can handle valid criticism
>has other WIP's

>> No.479155
File: 88 KB, 900x506, kart_0019.jpg [View same] [iqdb] [saucenao] [google]
479155

supercharged C30ne buggy, RWD.

>> No.479156

>>479154
>>479155
This is literally a one day zproject.

>took you 3 years

>> No.479157
File: 99 KB, 900x506, jaguartv10.jpg [View same] [iqdb] [saucenao] [google]
479157

Jaguar V12, 4x6 buggy, 4 Wheel steer.
also seen as http://www.deviantart.com/art/Dah-Jaguar-325434571
(initial, RWD design)

>> No.479158

>>479157
You're bad at 2D and 3D

>> No.479159

>>479156
fell 4 bait. whatever.
i've seen some pros working, unless you use ready-made bits, you cant do that in a day.
100% scratch built.

>> No.479160
File: 222 KB, 1240x786, 1426354739687.jpg [View same] [iqdb] [saucenao] [google]
479160

>>479159
>implying this is bait

>> No.479161

>>479150
>implying polycount is any indication of quality or time investment
>geometry work
What the fuck is that supposed to even mean?
>a solid background
is that a joke?
>implying it should inherently be high quality because you made multiple iterations of the chassis/body/wheels
>working on it for 3 years
>150-200 hours
>not putting it down and starting something worthwhile

>> No.479162

>Guessing you're another Sketchup Warehouse model stealer who's roaming around, picking random attacks at random strangers because his account has been shut down by the warehouse police, or some equivalent steal related ban.
i literally chuckled at your ugly ass response.
hey pal. i want to see what you stole.

>> No.479163

>>479162
>babys first greentext

>> No.479164
File: 115 KB, 900x506, kart_00181.jpg [View same] [iqdb] [saucenao] [google]
479164

>>479161
geometry does not come to mind when you build an All Terrain vehicle? linkage and suspention are RL designs.
background comes from Nozol's and this WIP is supposed to be a 50 years later reincarnation, like max's car. (meaning the whole thing was used, and giving the chances it could still run a Hemi on more than six cylinders and a fake twin carb for showing off)

The C30ne is a interresting block for a 2968cc side port 12 valve, and it runs forever. CIH engines were good stuff, basically the european sbc. mate had a 19S with a turbo in his small kadett city, packing 250ish at 2.5bar, pocket rocket in a sleeper 1100cc trim.

>> No.479167

>>479163
>acid shitter'sixth
low polycount has value with videogames and RT applications. this is just not built for that. it could, but as full detail car, it has no reason to be in a game, unless it's details are normals and textures.
3 years isn't that much.

>> No.479168

>>479145
nice.

>> No.479170

>>478967
RC plane should have RC effects. and devon/street lights shines way too much. distracts from your plane. its interresting. keep going.

>> No.479171

>>479160
boo hoo. garbage.

>> No.479199

>>479170
its not an rc plane, its an f-35 what kind of effects are you thinking of?

>> No.479200

>>479170
also the street light flares were added in post which can be tweaked later, i've been trying to figure out how to make the devon sign not as bright but its being dumb

>> No.479204

I think a lot of people overlook that fact that you shouldn't be focusing on getting every single little detail right. You end up learning way more if you complete a project, rather than just focusing on getting one particular part of a model right until you lose interest and just set it aside to never be touched again. I see a lot of posts on this thread commenting on areas that an end user wouldn't give two shits about if they saw it in a final product. Worry about finishing projects more than satisfying nitpicky critiques. I did 3d a long time, and the times I've spent away from this board, are the times I've made the most progress.

>> No.479205

>>479204
There's a lot of people on /3/ who make nothing and feel shitty when they see other people trying. So the shit on people to feel better.

>> No.479265
File: 302 KB, 563x665, Capture.png [View same] [iqdb] [saucenao] [google]
479265

>>478952
>>478953
Ok I used the leather alpha but maybe i used it wrong? How's this?

>> No.479281
File: 393 KB, 1167x845, gl6DyGN.png [View same] [iqdb] [saucenao] [google]
479281

An experimental rocket facility in Antarctica. Plan to hand-paint textures for everything.

>> No.479284
File: 143 KB, 960x600, DeerGirlRun2.webm [View same] [iqdb] [saucenao] [google]
479284

Anyone know why the eyes would disappear when i press play? They're on the same display layer as the body mesh, so that isn't it.
Need some advice to make this animation more interesting.

>> No.479293

>>479284
the ear movements look like you're trying to show off, make them subtler

the loop looks like it's continuously changing speed like shitty bullet time animations, make it consistent before you ask how to make it interesting

there is no reason to have permaflexed biceps, even stylistically

the legs look good both in form and mechanically

>> No.479294

>>479293
Thanks. I was wondering about the speed. It's supposed to be a long stride, like there is some airtime between steps, but if it doesn't read that way then i'm going to change it. I didn't even notice the biceps. The controls aren't zeroed out for some reason.

>> No.479295
File: 681 KB, 1583x2968, house2.jpg [View same] [iqdb] [saucenao] [google]
479295

I'm almost moved in. Kinda hungry. Gotta think about building a kitchen next.
>>479127
If you really made that, I'm super impress. Got any more?

>> No.479296

>>479294
overall i think it looks like you put work into it, sorry for the harsh crit, look forward to seeing more

>> No.479297

>>479295
I know this is nitpicking but I've never seen that kind of ductwork exposed. I'm sitting in a living room where it's encased in a soffit to protect the ductwork.

I've only ever seen it hung exposed in places that aren't living quarters.

>> No.479304

>>479295
>orange
fucking disguising

>> No.479311 [DELETED] 
File: 342 KB, 1800x1600, voxell_bodycondoms.jpg [View same] [iqdb] [saucenao] [google]
479311

doing rubberstuff

>> No.479313

>>479311
I like it, but are you sure you're on the right chan?

>> No.479314

>>>/vg/105701924

>> No.479315

>>479284
Hey, animator here

Looks like a solid start; I think with a few changes it'll be good.

1. My initial reaction is that her legs curl up extremely tightly at the top of the cycle, which creates a weak line of action. What I mean is that when the leg is extended back, you get a clean line through the spine and the leg, but at the top of the cycle you get an unappealing V kink line of action. if that doesn't make sense I can draw it. My solution would be to bend her cog backwards more during the top of the run, this would give you more bounce too.

2. Not enough overlap for the amount of time she hangs in the air. This is why you got the "bullet time" comment. It's because all her limbs seem to freeze at once at the peak of the run. I would maintain more looseness in the head and the arms.

3. Polish. If you haven't been animating too long it can be hard to see but pretty much all aspects of the run could benefit from polish. Examples:
The ear comes up too late (this is why you got the distracting comment).
More successive overlap in arms and wrists.
Sloppy spacing on legs as they go towards the ground.

Good job

>> No.479317

>>479315
About point #1: If that doesn't look good then you should have the legs bent at farther back position to keep a cleaner line of action.

>> No.479318

>>479315
The problem with the legs and how they bend at the ankle(i.e the reverse knee) is that that joint always bends first when the legs are compressed. So it is impossible (with how i've rigged it, and as far as i know, physically) for that part of the leg to stay straight until the knee begins to come forward.
In saying that i think i found a workaround where if i rotate the foot it forces that ankle/reverse joint to stay straightened until the knee bends and the leg moves forward. but that forces me to also offset the toe/hoof joint so that it isn't at an extreme rotation due to the foot/ankle being rotated as described above.

> My solution would be to bend her cog backwards more during the top of the run, this would give you more bounce too.
I don't know what her "cog" is.
I don't consider this polished either, i just knew there were some fairly big issues and wanted some advice before i bothered to add much secondary motion.

I've already made some edits to the timing and fixed the ears so i'll take this feedback onboard before i reupload. thanks.

Btw, if you animate in Maya, or even if not, Do you use animation layers for secondary motion/overlap?
Right now i'm trying to keep all my keyframes at certain intervals so that my graph doesn't become a clusterfuck.

>> No.479321

>people here get triggered even by a cartoony as fuck anthro character, with no sexual intent behind it whatsoever
I don't understand, what make furry a furry in the janitors eyes?

>> No.479322

>>479321
Probably some stupid cunt who deleted/banned your posts/you the last time you posted more sexual poses of your characters.
It's not like anybody fucking lurks /3/ and will be offended by nudity/porn, i've never heard any user on /3/ complain that they dislike when nudity/porn is posted here. There are no advertisers to bitch about inappropriate content.
There is no reason for this board to be blue.

>> No.479323
File: 146 KB, 1440x900, DeerGirlRun2.webm [View same] [iqdb] [saucenao] [google]
479323

Gave the upper body and head more movement. Made the ears more subtle.Less hang time. Legs extend further and pull back in more cleanly.

Still have no fucking clue what causes the eyes (and teeth) to disappear when i play the animation.

>> No.479325

>>479323
this is horrible. Learn anatomy, animal movement. Read the sticky.

>> No.479326

>>479325
>learn anatomy
>read sticky
generic response 101. I just got loads of useful advice from two people. Why even bother?

>> No.479327

>>479326
I can ask you the same. You didn't read the sticky, and you didn't learn anatomy.

>> No.479328

>>479327
Does this look like a board for professionals to show off their work? What do you think i'm doing here?
Why do you think my initial post specifically asked for advice?
Furthermore, you still haven't said anything beyond "learn anatomy". Why would i even consider that to be advice when you haven't said what is wrong with the anatomy?

>> No.479330 [DELETED] 
File: 81 KB, 1024x686, 14328347353930.jpg [View same] [iqdb] [saucenao] [google]
479330

>tfw this will never be you
why even live

>> No.479331
File: 30 KB, 500x359, 1426946523006.jpg [View same] [iqdb] [saucenao] [google]
479331

>>479328
>still won't even consider reading the sticky or studying anatomy
>makes sweeping claims that professionals dont show off their work here, even though they clearly do, including a fallout 4 artists, Mil
>backpedalling this hard

>> No.479332
File: 43 KB, 600x450, Legion-Rain-Brown-Leather-Boot-1[1].jpg [View same] [iqdb] [saucenao] [google]
479332

>>479265
Don't just use the alpha randomly, get lots of pictures of leather stuff and have them in your sight at all times. Try to replicate what you see.
Also, I wouldn't start detailing now if I were you, if you push yourself a little harder you can make that boot look better.

>> No.479333

>>479331
>STILL not specifying what you think is wrong with the anatomy
>assuming i have never read the sticky
>implying people can't pose as professionals
>implying any professional would slander their name by posting in a shithole like /3/.
take your autism and shit tier trolling back to /b/.

>> No.479334

>>479333
>>STILL not specifying what you think is wrong with the anatomy
Every single thing.

>>assuming i have never read the sticky
There's a diff between reading and understanding.

>>implying people can't pose as professionals
Not sure what this' supposed to mean.

>>implying any professional would slander their name by posting in a shithole like /3/.
The only way you slander your name is by posting shit. A fallout 4 artist, Hans Millenia palm regularly posts here.

>> No.479336
File: 1.43 MB, 4160x3120, IMG_20150607_090225.jpg [View same] [iqdb] [saucenao] [google]
479336

>>479297
I live in one of those hipster apartments for artists. I always assumed they put those there as an artsy installation or something.

>> No.479337

>>479323
Your post looks fine. The person replying to you was one of the people I was talking about earlier. Just keep working and expand your project.

>> No.479339

>>479337
>The person replying to you was one of the people I was talking about earlier.
And who's that, exactly, mister "this absolute dogshit looks fine?"

>> No.479340

>>479339
Why are you fighting so desperately hard to put somebody down instead of offering advice? All you've got is "all the anatomy is bad". Do you not realise this only makes you look like a moron? By participating in the thread/replying there is some expectation that you will will be capable of offering something more than what you currently have.

>> No.479341

>>479340
>Do you not realise this only makes you look like a moron?
>implying

>By participating in the thread/replying there is some expectation that you will will be capable of offering something more than what you currently have.
It looks like fucking ass. It's babbys first animation tier.

>your crit
>it's fine
>everything is fine
>it will all be fine

>> No.479342

>>479339
I'm talking about the people who go on 3 to shit on other people's work because they have nothing good to show for themselves. They never refined their skills, probably because they're wasting all their time shitposting.

>> No.479343

>>479342
Not everyone can release new work all the time, idiot. It's like if you release fallout NV, you dont release screenshots of fallout 4 alpha on the interwebs because some anons like you think they waste their time posting things that they don't agree with. Idiot.

>> No.479344

>>479336
whats up with the mic? took cheap to buy a headset with a mic jack?

>> No.479349

>>479323
nice ass anon

>> No.479355

>>479318
I see what you're saying, there are various ways to address the note I said; whatever works. Just try to think of the poses in terms of how they would look as drawings.

Cog means center of gravity, it refers to the hip control.

I don't use animation layers, except for if I have a finished cycle and then I want to add slight variation to it, like every other step the character looks, that kind of thing.

You shouldn't worry about the graph being a clusterfuck if it gets the motion across, the result is what matters.

>> No.479357

>>479323
Overall feels better, I'm sure you see the jerky/unpolished bits (mainly spacing) and can fix that up

I think you can add more overlap to the head, have it rotate forward and backwards a bit (not too much or she'll look tired). With the amount she goes up and down in the cycle it's odd that there isn't any drag on it, especially because you have some backwards translation.

The arms don't feel quite right on the back swing, like they should bend harder or swing back more. It could do with more overlap and tighter ease in but I think it's mainly the pose of the arm that makes it look stiff.

Personally I think you should have the leg extend a bit sooner so we feel more of the stretch before the squash of each landing.

>> No.479360
File: 920 KB, 1920x1080, Flying Bot WIP 1080p.jpg [View same] [iqdb] [saucenao] [google]
479360

A couple hours in Blender, still learning the basics but wanting to explore lighting/materials as much as possible. Only doing low poly shit.

>> No.479372

>>479360
cool, the aberration seems a bit strong
I think the terrain could be simplified further
I don't think the front purple strip on the ship needs those facets since it looks smooth

>> No.479374

>>479325
>Read the sticky

LOL, I don't think you know who you're talking to.

>> No.479375

>>479360
buggy OP here, i like you stuff dude.
i would probably reduce contrast on the background further, and like >>479372 said, modify the purple strip, to either simplify, or smooth the shape.

>> No.479376

>>479374
Yeah dude
it's an anonymous message bored.
No one knows who anyone is talking to.
Which means no one is impressed by reputations.

>> No.479377

>>479374
set on ignore. people who say shit and post nothing do not need your time.

>> No.479378

>>479377
Again, I posted my work, like 4 months ago. No need to post again so soon, in the middle of a dev cycle.

>> No.479380

>>479376
I recognize who he is by his art style. He's been posting for a while, long enough to have already seen and read the sticky.

>> No.479381

>>479377
filtering out posts made by Anonymous is probably a good strategy. Also all name and tripfags.

>> No.479382
File: 43 KB, 556x561, 1432557684005.jpg [View same] [iqdb] [saucenao] [google]
479382

>>479380
>I recognize who he is by his art style. He's been posting for a while, long enough to have already seen and read the sticky.
Reading != comprehension.

>> No.479383

>>479382
I know who he is even if he's posting anonymously. Other people should be able to recognize him too if they browse these threads frequently, enough to know that he's probably read the sticky by now. That's all I'm saying.

>> No.479384

>>479383
Nobody cares who he is, this is an anonymous board.

>> No.479387

>>479384
I don't care who he is either, but I'm not going to tell him to go read the sticky when I know he's been here long enough to read it already.

>> No.479438

>>479372
>>479375
Thanks for the feedback. Had trouble with the material of his visor, and will definitely tweak the background color so he pops better.

>> No.479439

>>479295
ANTI ALIAS. FUCK.

>> No.479447

>>479439
screenshots from the editor bro. Why waste the resources on post processing there?

>> No.479462
File: 251 KB, 1250x824, AlienChef.jpg [View same] [iqdb] [saucenao] [google]
479462

>>479295
I think this is the last thing I posted a couple years ago.

>> No.479465
File: 70 KB, 1040x540, captura.jpg [View same] [iqdb] [saucenao] [google]
479465

sooo.. i got inspiterd.... and... well... made a lot of camp items.

>> No.479486
File: 255 KB, 1440x900, DeerGirlRun.webm [View same] [iqdb] [saucenao] [google]
479486

I still don't know wtf to do with the arms on the backswing.

>> No.479492

>>479486
this kills me

>> No.479493

>>479492
oh look who's back. Sorry i don't have time to respond to your autism tonight.

>> No.479494

>>479493
>ad hominem

>> No.479497

>>479494
How can it be ad hominem when you haven't present any argument to distract from?

>> No.479498

>>479497
see >>479382

Now shoo.

>> No.479502

>>479498
>being this incapable of presenting an argument

>> No.479503

>>479502
>reading comprehension at a retarded level
scram.

>> No.479505

>>479503
>continually diverting from the fact that your initial comment was a complete shitpost and you have no way to explain your opinion, as evidenced by your lack of doing so.

>> No.479508

>>479505
>shitpost meme

>> No.479510
File: 1.81 MB, 1258x2380, Young_Princess_Ruto_Artwork.png [View same] [iqdb] [saucenao] [google]
479510

>>478428
>>478441

I think the anatomy of the body is okay(it stimulates my d1ck) but you should work on that face. The gap between the eyes is too broad, the eyes should be wider, pupils of the eyes should be on top of the eye socked, they are far too way down now, make the outer face borader around the eyes and cheeks,, give the chin more definition, make it more pointy.

>> No.479512

>>479510
Thank you for the feed back.

>> No.479528

>>478850
What all is this made with? I'm looking into modeling faces/heads.

>> No.479532
File: 21 KB, 359x290, prodimages-FishParrotfishBeak.jpg [View same] [iqdb] [saucenao] [google]
479532

What sort of teeth should princess Ruto have? My sister got bit by a fish once and i want teeth like that fish but im not a fish expert so I dont know what kind it was. I like the sort of fused beak like teeth. Something interesting so she's unique but nothing creepy.

Also: don't do a google image search for "fish teeth"

>> No.479553

>>479486
There needs to be more swing in the elbow and less in the hands and shoulders. The spine should also move less.

>> No.479559

>>479447
..........lol AA isnt post..

>> No.479560

>>479559
..well.. sorta. notreally

>> No.479567

>>479559
Depends on the method. MSAA isn't post, FXAA/TXAA is.

>> No.479593

>>479462
Pretty good stuff. Are these for a particular project, or is this your style?

>> No.479595
File: 3.21 MB, 3000x2401, untitled.86b.jpg [View same] [iqdb] [saucenao] [google]
479595

this.. reworking the topology and textures after this first render. thinking on building the entire body. should I?

>> No.479596

>>479595
no you should delete it and start over from scratch. It's good to learn to be detached.

>> No.479597

>>479595
looks like its some zmodeller shit

>> No.479598

>>479596
really? i spent some long hours on this project, would it be harmful to continue working on other parts of the body and learn some more? should i start a full project and work at once at it before taking more steps into detailing individual parts from your experience? i just wanted to know what it would look like at this point so I throwed it into a rendering software through the night..

>> No.479599

>>479597
damn guys, you are harsh
what should I look at?

>> No.479603

>>479595
Looks flat like paper.

>> No.479607

>>479595
Good thing he has that half inch of camo around his neck, otherwise he'd be pretty easy to see with the 1000 lights built into his helmet.

>> No.479610
File: 428 KB, 1440x800, diivan3.jpg [View same] [iqdb] [saucenao] [google]
479610

>> No.479613

>>479610
Nice. This actually looks like it could be a photo.

>> No.479615

>>479595
It's really hard to read the form, I honestly don't know what I'm looking at... clarify your design next time and think about hierarchy of detail (it feels the same everywhere)

>>479610
cool

>> No.479616

>>479610
software?

>> No.479617

>>479613
>>479615
Thanks.

>>479616
Cinema 4D + Vray

>> No.479642
File: 379 KB, 467x600, New hair.png [View same] [iqdb] [saucenao] [google]
479642

I think I've finally got hair I'm happy with. It's just the regular hair particle tool but with most of the hair being children and very few parent strands.

>> No.479645

>>479642
If you painted a hair texture on her head then those bald spots would be harder to see.

>> No.479646
File: 619 KB, 960x540, phone5.png [View same] [iqdb] [saucenao] [google]
479646

first render

>> No.479653

>>479646
No shadows?

>> No.479657

>>479642
w-what are you planning to do with this model?

>> No.479658

>>479019
Thumbnail looks like a maluminum falcon

>> No.479668

>>479007
What... what program are you using

>> No.479672

>>479642
The hair is pretty good, actually.

>> No.479676

>>479668
C4D + Vray and Photoshop

I'm >>479610 btw

>> No.479677

>>479676
Holy shit, it's almost $4,000..

>>479642
Is it rigged and everything? Damn, that's good work man

>> No.479678

>>479360
Did you do the DOF in post and, if yes, how?

>> No.479681

>>479677

>Holy shit, it's almost $4,000..

everything is free on the internet

>> No.479682

>>479595
honestly its hard to look at, my eyes cant even man.

>> No.479684

>>479595
I like it, however, as >>479682 said, it's giving my eyes a hard time. While every surface in there is well-defined and has interesting materials, there are no bigger shapes where I could "rest" my eyes.
Try removing some of the smaller spaces (all the "v"-shaped thingies with hard edges) and make the visor matte dark grey.
That's just my two cents, though.

>> No.479685

>>479677
>4000$

Pretty much every professional 3D software is somewhere in that price range, they're incredibly complex programs that had decades of development go into them. I'm assuming you haven't been doing this for long if that price is surprising too you.

>> No.479689
File: 132 KB, 700x396, bed6.jpg [View same] [iqdb] [saucenao] [google]
479689

>>478524

Added a bunch of other crap. And walls. Randomly trying out different HDRIs and lighting setups. Still no idea where I'm going with this.

>> No.479690

>>479689
just a bunch of boxes and a cloth sim and hitting render to trigger some one else's rendering research. Do something that takes skill.

>> No.479693

>>479690
Thanks for the suggestions.

I was thinking about adding a bunch of cylinders and spheres, just to shake things up. And instead of clicking the render button, I'll assign it to a shortcut and hit that instead.

>> No.479694

>>479693
same difference. Time to do something that takes skill.

>> No.479700

>>479690
>>479694
someone needs a diaper change :^)

>> No.479706
File: 818 KB, 960x540, results.png [View same] [iqdb] [saucenao] [google]
479706

Newbie here...

Been experimenting with different types of texture maps.

I know the model is shit, I'm working on texturing because right now, that is my biggest weakness.

Any tips on how to improve?

>> No.479708

>>479706
i feel like either the diffuse or the normal map is a tad low on resolution.

And I can't see it, but if that "clean me" is on all 6 sides than that's not a good image to use for your texture. Too obvious of a detail to be tiled.

>> No.479709

>>479708
>i feel like either the diffuse or the normal map is a tad low on resolution.

Up the reso on textures, as much as possible. Noted, thanks.

>And I can't see it, but if that "clean me" is on all 6 sides than that's not a good image to use for your texture.

Nah man, just on the top. Which is why the top is significantly lighter in colour. Supposed to show some thin layer of dust.
I'll probably look into doing that better too.

Thanks for the advice.

>> No.479716

>>479709
well not "as much as possible" but if the pixel density on a texture is such that on the screen it has to render the same pixel multiple times there's a slight blurriness given to the surface. If you zoomed out you wouldn't be able to see, but because we're so close it's noticeable.
Thats why you have to think about what the mesh is for. If this was going to be in the background it'd be fine, but if this were the stage for some close up ant drama it'd have to be huge.

>> No.479718
File: 459 KB, 3198x1018, 3dwip.png [View same] [iqdb] [saucenao] [google]
479718

recent works

>> No.479724

>>479706
besides the low res, it feels flat and like there's a lot of extra lighting information baked into the texture, which makes it look more fake

>> No.479726

>>479678
Nope

>> No.479734

>>479360
How'd you create the background?

>> No.479743

>>479734
In what software ? In 3ds Max I would make a plane, subdivide it into triangles, add noise to it or raise/lower vertices manually, disable smoothing groups and that's about it.

>> No.479749
File: 652 KB, 800x600, Bend over.png [View same] [iqdb] [saucenao] [google]
479749

>>479645
Yeah I guess there's not much else I can do about those spots. I'll do that.
>>479657
Probably what you were expecting. Animated porn. Idk why western 3d porn is so rarely animated.
>>479672
Thanks man. I'm glad it's not just me who thinks so.
>>479677
Yeah she's mostly rigged. It's just her bikini top and shorts that need a fair bit more work. Thanks, too.

>> No.479792

>>479749
You gotta fix that fabric passing through the skin it's killing my boner

>> No.479797

>>479749
Looks like you tried really hard to make a sexy character, but had trouble at the design stage. Start again.

>> No.479803
File: 193 KB, 664x664, blah.jpg [View same] [iqdb] [saucenao] [google]
479803

>> No.479823

>>479792
I know I know it's terrible. I'm working on it.
>>479797
Care to say anything useful?

>> No.479825

>>479823
I told you to start again. You're polishing a turd that you've apparently rigged.

>> No.479826

>>479825
you're a turd

>> No.479827
File: 27 KB, 600x450, 1321886706177876170press_button.svg.hi.png [View same] [iqdb] [saucenao] [google]
479827

>>479826

>> No.479828

>>479826
I agree with this anon. Also post nudes. Timestamped nudes.

>> No.479830

>>479825
>my useless comments are useful, I swear.
I'll take that as a no.

>> No.479831

>>479749
ass needs to be fatter

>> No.479832
File: 15 KB, 201x251, 1433817406680.jpg [View same] [iqdb] [saucenao] [google]
479832

>>479831
Lots of things need to be fatter. The design is so, so bad and /3/ just kicks and screams when they hear any negativity.

>> No.479834
File: 651 KB, 800x600, yougettheidea.png [View same] [iqdb] [saucenao] [google]
479834

>>479749
Lips are too full and too red, teeth too prominent, expression is too "Pixar". Just making her mouth with thinner, closed lips helps a ton.

>> No.479835

>>479834
if you want her to be a boring slut

>> No.479836
File: 40 KB, 425x345, 1432912404282.jpg [View same] [iqdb] [saucenao] [google]
479836

>>479834
Go to bed, anon.

>> No.479838

>>479835
Fine, it's not perfect, but the current bubbly faced look makes her model appear cheap and ugly.

>> No.479840

>>479749
I will masturbate to this

>> No.479844

>>479838
id say she looks like Miley cyrus

>> No.479848
File: 651 KB, 800x600, 754445.png [View same] [iqdb] [saucenao] [google]
479848

Maybe keep the lips, tone down the teeth?

>> No.479855

>>479848
What teeth?

>> No.479856

>>479848
>800x600

I can't even see the teeth!

>> No.479857

>>479848
>>479855
>>479856

the anon edited the teeth out you idiots

>> No.479867

>>479834
I think the anatomy is excellent. Fix the hair bald spots, the outfit, and use a good renderer without so much noise.

>> No.479929
File: 304 KB, 901x769, Jack.png [View same] [iqdb] [saucenao] [google]
479929

Super low poly (667 poly) guy. First time ever doing a human head, so it'll need a shittonne of fixes and improvements.

>> No.479933

>>479749
>post hot model

>>479797
>"start over"
>>479825
>"turd"
>>479831
>"make fatter"
>>479832
>"more fatter"
>>479834
>"too lively"
>>479838
>"cheap and ugly"
>>479844
>"miley cyrus"
>>479848
>"remove teeth"

Gotta love this place

>> No.479954

>>479929
It looks really weird if you go so low poly and then have a semi-realistic texture like that.

>>479749
I think the design is fine for your goals, maybe some parts of the head could be more appealing. I would disregard the design crit unless it's actually justified.
I wish her shading was better though, it's very flat and the skin doesn't feel like a different material from her clothing. Give it some more variation and differentiate the materials. The lighting is not doing you any favors either. It's so diffused that it's flattening out your model.

>>479803
Everyone says this but you should work on anatomy. Some stuff doesn't make sense, like the cheekbones being so thin and tube-like, the eyeballs not being round, the mouth looking like he's pushing it up in an expression but it's not deforming the face muscles in a way you would expect, the collarbone area and how the pecs seem to come out like flat boards, etc. The skin surface detail also looks very procedural.

>> No.479957
File: 104 KB, 1630x700, GYRO3.jpg [View same] [iqdb] [saucenao] [google]
479957

Little side project, very much a WIP still

>> No.479958

>>479933
hey I made this list twice, sweet!

>> No.479964

>>479743
>>479734
This. Literally just subdivided plane with proportional editing on, set to random, pulled up and to the side. Was surprised how easy it was.

>> No.480022

So /3/, What are some of the best (game industry) studio for Hard surface art?

Bonus points for dystopic settings, or sci-fi.

>> No.480028

>>480022

>>476880

Are you dumb or just too lazy to scroll down the page a bit further?

>> No.480034
File: 1.72 MB, 960x540, dot001.png [View same] [iqdb] [saucenao] [google]
480034

hashing some ideas out with no real direction in mind. so all input will be considered.

>> No.480054

>>479749
It's ok except for a few things.

First of all she's red which is stupid, make her blue. Second her tits are laughably large. Make them flat and square like pecs. Also widen her shoulders. Get rid of that stupid hair cut and replace it with a crew cut. Horns? Dumb. Give her antenna. Short shorts and a bra. Real original. Give her a tattered cop uniform. Venetian blinds are for newbs. Replace with Frosted glass and elephant stickers. Tail = no. Rocket pack = yes. That table is too pixar. Make it a stack of wicker baskets.

Were you even trying? You didnt fulfill any of my personal tastes at all. Which is. obviously, the whole point of anyone doing anything. To make me happy.

>> No.480080
File: 493 KB, 2336x827, Screen Shot 2015-06-12 at 7.49.32066 PM.jpg [View same] [iqdb] [saucenao] [google]
480080

Finally getting the vegetation worked on.

>> No.480086

>>480080
Hello 2004.

>> No.480087
File: 39 KB, 741x725, poop.jpg [View same] [iqdb] [saucenao] [google]
480087

>> No.480089

>>480087
necks really bad

>> No.480091

>>480086
I’m ok with that, it’s for mobile.

>> No.480092

>>480080
the bulidings look nice
I think the tree can be better. looks too pattern-like and flat

>>480087
neck should curve nicely towards the shoudler, it's unappealingly thick like a bodybuilder
her forehead seems awkwardly bulbous

>> No.480101
File: 45 KB, 814x755, Lagertha_Wip_2.jpg [View same] [iqdb] [saucenao] [google]
480101

Lagertha wip. First time trying to sculpt hair

>> No.480104
File: 3.36 MB, 1024x576, plata_3_raw.png [View same] [iqdb] [saucenao] [google]
480104

decided to model some useless shit that i found on flea market

>> No.480108

>>480092
I agree, still learning SpeedTree. Can't figure out how to export camera facing leaves to Maya without having to manually rebuild the constraints- I may just have to do that to avoid this.

>> No.480130

>>480104
Very new to 3D, but it's stuff like this that inspires me a lot for some reason. I love models of small things, machines/electronics especially. What software/renderer you using?

Would also love to see more angles or closeups. Keep up the good work.

>> No.480134
File: 3.37 MB, 1280x720, plata_2_raw.png [View same] [iqdb] [saucenao] [google]
480134

I use blender with cycles.

> Would also love to see more angles or closeups.
I think i'll do later.

>> No.480186

>>479281
Is that for some isometric game?

>> No.480189

>>479019
Are you building the giant nazi ufo from Iron Sky?

>> No.480196

>>479957
liking it so far

>> No.480200
File: 392 KB, 2324x1097, blergh.jpg [View same] [iqdb] [saucenao] [google]
480200

I think I need to learn to start with the basics.
I see this intake coming, and even though the rest of the thing isn't even blocked out yet I make a horrible mess trying to see how I could possibly make that work...

>> No.480203

>>480189
Yep. Just finished modelling today. One more week for unwrapping, rigging, animating, texturing and the moon landscape.

>> No.480212
File: 1.05 MB, 2642x3000, PantsForTheRabbitPonyrider01.jpg [View same] [iqdb] [saucenao] [google]
480212

Sculpting some pants for the rabbit lady

Mesh extract than dynamesh sculpt for now. Not sure if this is the best method though.

>> No.480214

>>480212
Nice, Ally. I thought this was a slocik sculpt look at the thumb. Good jub.

>> No.480215

>>480212

stop arousing me

>> No.480221

>>480212
Oh shit, Alioto is back with some new tricks!
It actually looks like you're finally going from low to high now as it's not a lumpy mess. So good job.

>> No.480224
File: 37 KB, 500x339, fucking gross.jpg [View same] [iqdb] [saucenao] [google]
480224

>>480212

That is so unsettling.

>> No.480288

>>480212
That's really good!

>> No.480291
File: 228 KB, 1024x768, rutoSmile2..jpg [View same] [iqdb] [saucenao] [google]
480291

I hate rigging. With I had collaborators.

untextured teeth. based on these kinda beak like fish teeth.

>> No.480292
File: 216 KB, 1024x768, rutoMad..jpg [View same] [iqdb] [saucenao] [google]
480292

>>480291

>> No.480301

>>480291
>>480292
see
>>480224

>> No.480304

>>479281
That looks like the rocket facility from a commandos game.

>> No.480307
File: 1.14 MB, 1920x1080, pic4.png [View same] [iqdb] [saucenao] [google]
480307

back with updates :0

>> No.480309
File: 110 KB, 1288x631, garl.jpg [View same] [iqdb] [saucenao] [google]
480309

Blender has normal editing modifiers now!

This character's for my unity game.

>> No.480311

>>480309
who gives a shit fallout 4

>> No.480313

Is there just one asshole running around that just doesn't like CG in general?

>> No.480317
File: 45 KB, 701x727, temp.jpg [View same] [iqdb] [saucenao] [google]
480317

sketch

>> No.480318

>>480317
sketchy

>> No.480323

>>480313
everything cg, even you

>> No.480324

game dev here

why is there is so much lewd on this board?

>> No.480325

>>480324
you can ask the same about real life

>> No.480332

>>480309
>Blender has normal editing modifiers now

what is it good for?

also, how did you paint the skin symmetrically in blender?

>> No.480347

>>480324
Cuz we're lewd dudes with rude tudes.

>> No.480348
File: 55 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
480348

>>480332
You can edit the way light reacts to normals. This picture of Michael from GTA 5 is an ok example. The hair planes run all along his head at different angles but stilll retain the same normal lighting that his bald head would. It makes creating believable trees and shrubbery much easier too.

Like if you have a batch of grass. The normals are going to be going in every direction. Lighting just isng going to look good with one sun light pointing down at the grass. With normal editing, you can force the grass to take in light from right above it and shade it to look less like a batch of planes and more like one physical patch of grass.

>> No.480349
File: 89 KB, 1195x838, fdasf.jpg [View same] [iqdb] [saucenao] [google]
480349

>>480348
I should have just made this as an example.
Cool part is that exporting to FBX retains the normal data and you can use it in other game engines!

>> No.480352

>>480332
Oh, I got carried away. I've only painted one side of the mesh and mirrored it over. The other side is still blank, but I'll just mirror the maps over in gimp or something and add some variation later.

>> No.481284

>>480309
If you're going to intentionally exaggerate proportions, don't undersize the irises on the eyes. Otherwise keep posting progress.

>> No.481543

>>478411

ayyy lmao

>> No.481544

>>478438
>Zbrush itself to bake the normal map from the highest subdivision level to the lowest, it's really fast and easy.

is there a tutorial for that? Should I just try to look up "baking" ?

>> No.481559
File: 301 KB, 1000x562, nnns.jpg [View same] [iqdb] [saucenao] [google]
481559

Critique would be appreciated.

>> No.481560

>>481544
Yeah there's not much to it beyond knowing where all the buttons are. Any video about normal exporting or normal baking in zbrush should answer your questions if you watch what they do.

>> No.481600
File: 311 KB, 1476x773, weirdpatches.png [View same] [iqdb] [saucenao] [google]
481600

hey /3/ when i delete the lowest subdivision level ( i want to use a slice brush to cut off the round "neck" to leave a flat plane) it leaves these freaky patches in zbrush r7

any fix for this?

>> No.481691
File: 2.30 MB, 3840x1920, marso.jpg [View same] [iqdb] [saucenao] [google]
481691

>>478397

Not WIP, but i took mars and cranked displacement to over 9000