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/3/ - 3DCG


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487388 No.487388 [Reply] [Original]

WIP THREAD

Cinematic edition.

Previous Thread: >>485224

>> No.487390
File: 603 KB, 803x1260, thordinus render.jpg [View same] [iqdb] [saucenao] [google]
487390

>>487388
working on this sculpt from a concept painting. going to retopo and texture it next.

>> No.487391
File: 506 KB, 1200x786, thordinus material.jpg [View same] [iqdb] [saucenao] [google]
487391

>>487390
concept

>> No.487392

>>487390
orkky

>> No.487395

>>487392
?

>> No.487396
File: 250 KB, 1024x1024, sdfsdf.png [View same] [iqdb] [saucenao] [google]
487396

Just about to delete this, I cant do the walls and its just annoying me

>> No.487397

>>487390

Whats your workline/pipe line? I asked the question in one of threads

Do you go Maya to Zbrush then to maya?

>> No.487398

>>487397
I didnt see your question sorry.

For this particular weapon since I had the concept I created a base mesh for the main blade in maya using the concept art as reference. then sculpted over it in maya. The weapon was designed using an iterative silhouette process in PS.

Usually I don't like working from a base mesh, I just sculpt from scratch using dynamesh and the clay buildup tool then use other brushes to refine and topogun to retopo for game engine. But Maya is great for getting a clean hard-surface base to sculpt onto.

>> No.487399

>>487398

See I'm still a student//Learning, I've been doing everything ever inside of maya, I really want and need to learn proper professional way of working.

I need to learn Zbrush badly as well but I have no artistic talent, I feel like the only reason I get away with maya is because I don't need to have a steady hand or good eye to hand shit, maya straightens everything for me

>> No.487400

>>487399
Its fine to just use poly modelling there's nothing wrong with that. Just stick to hard surface (like robots, vehicles and weapons) or stylised character/monster stuff. There is no getting around having the texture your models though so its definitely worth learning to draw and paint. It is a skill that can be learnt, no one is inherently creative or skilled at drawing.

I was drawing and painting exclusively for a few years before starting zbrush and it definitely helped me out a lot, I don't think you can really be good at zbrush without being at least intermediate level in drawing.

What are you most interested in being able to make? specialise early on and you will go far.

>> No.487401
File: 897 KB, 1920x1080, WellModelShow.png [View same] [iqdb] [saucenao] [google]
487401

>>487400

Yeah I really need to learn texturing, its really holding my shit back but Im too critical of everything I do thats my biggest problem.
<- Pic related somthing i did earlie today
That would look 20x better if I just fucking textured it but I dont know anything about art

I don't know what I want to make, I've always been passinate about games I always felt like I want to do everything possible to contribute to a passion but I can just draw stick men so I don't thinks gonna happen

>> No.487403

>>487401
you're on the right track man, it looks liek you have a good sense for stylisation and you are already incorporating asymmetry into the design which is great.

If you want to create nice handpainted textures you just need to know how to paint, the most important thing for hand painted texture imo will be colour theory and value, so do lots of value studies and read up on Colour Theory. I would recommend the book 'Color: a workshop for artists and designers'.

Make a habit of saving images that you like or that inspire you that you can always refer back to, I would particularly recommend for now that you collect a few images of other people's hand painted models (pinterest is great for this) and try to emulate the style and what they did to achieve an effect that you like. I will probably be around in the WIP threads so hopefully I will be around and can give you some critique when I see you post.

>> No.487406
File: 306 KB, 960x540, coltdragooncartoon.png [View same] [iqdb] [saucenao] [google]
487406

how do i go about texturing if i know dick about digital painting? so far iv been using photoshop

>> No.487408

>>487403

Well now ill be scared to post now lol, and I do seem to have gotten into a habbit of League stile modleing//low poly stuff, I might spend the rest of the night now just lurking at those scemes, I remember reading in a artical about how to achive that kind of style so I might do that tonight

https://www.artstation.com/artist/houndirno
dunno if you want to evaulte my other shit, shamless viewboosting i know

>> No.487409
File: 1.13 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
487409

>>487408

continue>
You would say thats the kinda of style right?

>> No.487410

>>487396
awww you have a good shape going. Just block it out as best you can and then refine it.

>> No.487426

>>487406
Well, maybe find some good photos of wood grain or stone walls, etc... but eventually you're going to need to learn at least a little about painting

Or I guess you could just always buy textures

>> No.487434
File: 137 KB, 536x432, gudbad - Copy.jpg [View same] [iqdb] [saucenao] [google]
487434

Does anybody here use alshaders for arnold?

I'm trying to recreate the classic dielectric/dielectric interaction using arnold's recomended method of making the juice bigger than the inner portion of the glass, but unlike with the default shader there seems to be a problem with the coloration when using this method. Anybody know if it;s not possible due to physicaly based light conservation method by layers it uses?
pic related left is intended color but incorrect render and right is incorrect color but correct render/

>> No.487435

>>487409
more of this pls? reverse image came up blank.

>> No.487452
File: 720 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
487452

>>487435

It's a magazine called Zertex HD, you can buy it for like 50p

>> No.487453
File: 687 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
487453

>>487452
Vertex*

>> No.487456

>>487453
sweet, thanks anon.

>> No.487468

>>487452

Problem I just found it is that I can't get that fade out stroke effect because I dont have a tablet, fuck.... I guess I just have to wait till my Student financhese get paid in so i can get a drawing tablet

>> No.487481
File: 1.35 MB, 1920x1080, Render 05.png [View same] [iqdb] [saucenao] [google]
487481

>WIP
I haven't done squat over the last week, nothing I've wanted to try and create and I've not gotten around to learning to do textures in cycles.

>> No.487484

>>487395
Ork like
Having or exhibiting the qualities of orks or Ork kind

>> No.487485

>>487481

how did you model the coil?

>> No.487498
File: 1.58 MB, 2880x1620, AnothaRenda7.jpg [View same] [iqdb] [saucenao] [google]
487498

Here's a still from a simple character animation that I'm working on. I gotta animated sand, grass, tree, and purple glow thing that gives off a bit of light. The animated tree armature makes my computer stupidly slow so the tree ain't as realistic as i want it to be. Going for a kinda cartoony look obviously. Modeling and rigging done, texturing and lighting are almost done, next I'll be setting up shots, DOF, proper FOV, and stuff like that, and finally postpro with a bit of color correction or other stuff and it'll be awesome

>> No.487500
File: 307 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
487500

>>487401
>Samefag here

So I looked at some tuts and like I said I don't have a tablet, but I made a simple wooden bench model and just practiced some drawing, and its shit but I can see it that it coming along and im actully smiling because I never thught i could achive anything in textures, you'll have to squint your eyes but still, im pretty chuffed

>> No.487501
File: 233 KB, 564x548, Untitled.png [View same] [iqdb] [saucenao] [google]
487501

>>487500

Sorry that looks shit now

>> No.487502

>>487501

I don't know if you've noticed, but it seems to have fallen over.

>> No.487503
File: 633 KB, 2160x1080, barrels&amp;wheelbarrow.jpg [View same] [iqdb] [saucenao] [google]
487503

Modeling a house is a bit out of my league right now, so i'm going through and doing enviromental assets instead.

>> No.487505

>>487503

Why is it out of your league? What part of a house would be a problem?

>> No.487514

>>487501
needs more details. work in layers. Start with your smallest and finest detail and work up to the largest and most deliberate.

>> No.487515
File: 341 KB, 684x685, Untitled.png [View same] [iqdb] [saucenao] [google]
487515

>>487514

I restarted because the UV's where messed up, I can see its still very clunky in areas

>> No.487518
File: 2.86 MB, 1336x758, 1438090732124.webm [View same] [iqdb] [saucenao] [google]
487518

>>487485
he posted it last time and thank god i saved it

>> No.487520

>>487505

My current knowledge in 3D is in my opinion not sufficient to create the projects i have in my mind.
The "complexity" i want in my house model is a bit out of my league, but i will try to make one and see how it goes.

>> No.487528

>>487520
house is just a box, doors are just square holes, hall ways are just walls.

>> No.487529
File: 415 KB, 1624x834, Viking skjold webm.webm [View same] [iqdb] [saucenao] [google]
487529

just finished this badboy. What do you guys think?

>> No.487530

>>487529
its beyond shit tier

>> No.487531

>>487530
thank you for your constructive critique, il make sure to improve on the lack of quality in the areas you pointed out.

>> No.487532

>>487529
more AO

>> No.487533

>>487531
Stop whining, kiddo. You currently have straight shit

>> No.487536

>>487531
this >>487533 is why you just dont respond to lazy critiques. All they're trying to do is set you up for some meta argument about not getting mad when someone insults you.

>> No.487537

>>487536
he (you?) should be lucky that i replied at all

>> No.487539

>>487537
oh yeah you totally graced him with the honor of your intentional attempt to to provoke him disguised as a critique. No one's impressed by you.

>> No.487540
File: 40 KB, 480x346, Ed Edd n Eddy&#039;s big picture show picture 2.jpg [View same] [iqdb] [saucenao] [google]
487540

>>487539

>> No.487555
File: 1.98 MB, 1920x1080, OfficeB1.png [View same] [iqdb] [saucenao] [google]
487555

messing around with luxrender, quite enjoying it.
probably won't use cycles again.

>> No.487559

>>487518
well thtat is something maya can't do...

the screw modifier.

I would have probably modeled it as a donut then split one edge and start moving vertexes progresively up until i got the shape. much harder that way.

>> No.487562

>>487559

Max can easily do it with editable splines, a feature I'm dying to get in Maya so I can make the switch without missing anything.

>> No.487563

>>487562

now that you mention it i might have used a spline and pulled the cvs then extrude.

I wanted to try out max or modo because while maya with the new modeling toolkit is a very competent box modeler, it lacks all those weird modifiers that those 2 have.

>> No.487565

>>487562
>editable splines
Do uneditable splines exist? Or is this just some retarded max lingo?

>> No.487566

>>487565

Sure, standard spline shapes.

Same as primitive shapes aren't editable until you make them editable polys.

>> No.487573

>>487533
>kiddo
When you have an executive job in Burbank, aviator sunglasses, a girl thirty years younger than you sucking your cock like her career depended on it and your hair's the wrong color for your age, you can use that word unironically, you pretentious faglord

>> No.487576

>>487573
whoah now, no need to be satlenhousen.
just put your chin up young lad, some day youll get there!

>> No.487594
File: 146 KB, 1024x1024, WoodBench.png [View same] [iqdb] [saucenao] [google]
487594

Urgh I hate taking breaks from 3d, one day and I've completely lost my groove

>> No.487601
File: 322 KB, 1160x702, -.png [View same] [iqdb] [saucenao] [google]
487601

>> No.487602
File: 753 KB, 2160x1080, House.jpg [View same] [iqdb] [saucenao] [google]
487602

I will give an attempt at making a house, this is as far as i've come at the moment

>> No.487603

>>487601
cute
show us its butt

>> No.487604

>>487602
it looks very much like a house. See? The key to 3D is breaking things down to their component shapes and then building them up. A house is no different from a barrel with doodads on it.

>> No.487607

>>487604

I think my issue was that every time i tried making a house there was no thought behind anything i did and i tried to speedmodel it. Instead, now, i made some blueprints in photoshop to prove the concept first and everything went SO much smoother

>> No.487611

>>487607
yesssss gewd gewd. You're learning that references and image planes are the back bone of modelling.

Seriously, if you can get a handle on making a 3d shape conform to a set of 2d designs you'll be unstoppable.

>> No.487613
File: 1.21 MB, 688x578, 2015-08-07_10-38-34.webm [View same] [iqdb] [saucenao] [google]
487613

i felt like sharing this.

>> No.487626

>>487613

Autism the game

>> No.487632
File: 764 KB, 1500x876, Robo 2.png [View same] [iqdb] [saucenao] [google]
487632

I'm done with this thing, it was hell when rendering it. Turned out OK but far off from what I originally planned. Time to find something else to model.

>> No.487639
File: 179 KB, 698x621, aasdasdas.png [View same] [iqdb] [saucenao] [google]
487639

Just making small models today, just not feeling it

messed up with this

>> No.487651

>>487632
Those colours are gorgeous.

>> No.487690 [DELETED] 

>>487651
Thanks, when I'm colour a model I think. How would Nintendo colour it ? It seem to work I guess.

>> No.487691

>>487651
Thanks, when I'm coloring a model I think;
How would Nintendo color it ?

It seem to work I guess.

>> No.487693
File: 135 KB, 525x352, boobs.png [View same] [iqdb] [saucenao] [google]
487693

okay no bullshit
do these boobs look passable?

>> No.487694

>>487632
I like it but I think the background is too glaringly blue against the model

>> No.487697

>>487694
Ok got it. I'll keep that in mind, I was thinking the blue/white gradient would complement the model, not work against it. It was pure white before. I'm always open to criticism, it helps a lot.

>> No.487699

>>487693
kill yourself

>> No.487713

>>487693
The shape looks nice but it looks like it has front facing nipples. Fix that and I think you're all good.

>> No.487714
File: 1.64 MB, 1434x863, ChairWip2.png [View same] [iqdb] [saucenao] [google]
487714

Bar stool sculpt

>> No.487716

>>487529
Not bad get some lighting in your scene and make sure that you have normal maps even if they're minimal

>> No.487717

>>487714
Don't be a resolution Nazi on the leg texture. The material where its ripped doesn't look as good as rest. Otherwise decent

>> No.487718
File: 110 KB, 799x648, RFG.png [View same] [iqdb] [saucenao] [google]
487718

Working on a rods from god system

>> No.487720

>>487717
im not sure how to wood when it comes to Zbrush?

>> No.487722

>>487697
i mean maybe if it's not as strong of a blue, it's overpowering the model. try it out

>> No.487723

>>487718

I am retarded as shit, how do you approach creating hexagons?

>> No.487724
File: 590 KB, 1120x840, What-are-your-thoughts.jpg [View same] [iqdb] [saucenao] [google]
487724

>>487722
I tried it out, ignore the different fiber mesh, I didn't save the layout for the crystals looking one, got to work on saving things like that.
Do you think the light blue looks better here ?

>> No.487726

>>487693
for small boobs hey do

>> No.487727

>>487626
uhm...how?

>> No.487729
File: 342 KB, 1920x1050, IMG_03082015_130741.png [View same] [iqdb] [saucenao] [google]
487729

>> No.487732

>>487723
Just make a cylinder and set the sides to 6. No smoothing

>> No.487737

>>487729
professional-tier work on /3/? GET OUT.

But let me see the wireframe first pls.

>> No.487739
File: 538 KB, 1928x1058, Wip_02.png [View same] [iqdb] [saucenao] [google]
487739

>>487737
There you go

>> No.487741

>>487729
>>487737
samefaging on /3/
now thats not right.

>> No.487742

>>487741
Kek, didn't even samefag but whatever. Believe what you wanna believe.

>> No.487745

>>487741
You're retarded. and/or jealous that this anon can actually make decent shit while you're stuck modelling guns in Blender.

>>487739
Is he going into anything?

>> No.487746

>>487742
>>487745
like anyone would be jealous of that low tier work.
hardly professional at all.

>> No.487748

>>487746
>>487745
>>487742
>>487741
>>487739
>>487737
>>487729

lady ples

>> No.487749

>>487729
It's moderately well executed but is neither original nor very appealing. Honest opinion

>> No.487752
File: 66 KB, 343x192, Screen Shot 2015-08-08 at 2.27.06 AM.jpg [View same] [iqdb] [saucenao] [google]
487752

>>487748
it was me the whole time, the poster, the admirer and the hater.

>> No.487754

>>487752
Not sure if trolling or retarded at photoshop.

>> No.487759

>>487754
what are you talking about?

>> No.487767
File: 312 KB, 2104x1292, scales.jpg [View same] [iqdb] [saucenao] [google]
487767

babby's first hard surface sculpt in zbrush

>> No.487768
File: 742 KB, 1439x809, firstwip.png [View same] [iqdb] [saucenao] [google]
487768

Started a Modeling / Animation Course on Wednesday, this is my first personal project, about half-way done, it may be a bit before it's textured as I don't know anything bar some basics of modeling which I have learnt since wednesday, any criticism or advice for a noob is appreciated.

>> No.487769

>>487768
Looks great.

>> No.487779
File: 235 KB, 1024x1024, Leaxe.png [View same] [iqdb] [saucenao] [google]
487779

>> No.487795
File: 640 KB, 1439x813, firstwipNIGHT.png [View same] [iqdb] [saucenao] [google]
487795

>>487768
I am not sure how to go about foliage and natural filler items.

>> No.487796
File: 38 KB, 540x540, book2.png [View same] [iqdb] [saucenao] [google]
487796

I should have learned more about book bindings before going with this design. It's turning out to be a bitch to animate.

>> No.487806
File: 80 KB, 561x856, morningstar.jpg [View same] [iqdb] [saucenao] [google]
487806

This is my current WIP. I'm not a 3d designer, I'm in school for 2d, i just do this sorta stuff in my free time, so go easy. Or don't whatever. This is a morningstar I made, I was trying to give it a modern luxury feel but I failed at that. I think I'm gonna scrap this and try again with a rifle or something in the same style

>> No.487813
File: 48 KB, 618x391, Capture.png [View same] [iqdb] [saucenao] [google]
487813

>>487754
>photoshop

>> No.487814

>>487806
looks like an Ordinator's mace.

>> No.487834

>>487745
No he isn't going into anything, it was just practice. Will probably put him in my portfolio though.

>>487746
Thanks for being a keyboard warrior on the internet, you are really making the world a better place.

>>487749
That's alright, would you mind telling my what you would improve upon (Talking about technical aspect because its a bit to late for the design)

>> No.487840
File: 183 KB, 1024x1024, sdasd.png [View same] [iqdb] [saucenao] [google]
487840

>> No.487841

>>487834
anytime.

>> No.487847

>>487498
I wish the eyes were a different color or something and that the grass on the head didnt resemble real hair that much, but other than that really nice work, this is a really cool character

>> No.487868

>>487406
looks like something that would be in the next dishonored dlc

>> No.487869

>>487796
More code less 3d plz

>> No.487870

>>487847
Thx mayne I was kinda going for that daily dose color scheme green and purple

>> No.487893

>>487869
What code

>> No.487905
File: 1.56 MB, 1920x1080, ATST0194.png [View same] [iqdb] [saucenao] [google]
487905

Not technically WIP anymore, but I can start working on cooler stuff

https://www.youtube.com/watch?v=611LIQLoD1Y&feature=youtu.be

>> No.487917

>>487834
sure. although I suggest you work on your 2d and design skills more.

torso feels long
head seems a tad small
some of your shapes are very perfect and straight, you need to keep more of the flow of the model in mind
lapels on the coat look like foam
texturing on face looks strange, like he has more blood showing in places that don't make sense. also if that's a beard it doesn't feel attached to the face
symbol on forehead is very thin and you kind of wish it was more noticeable or defined. looks like it was drawn on his face with a 1px brush, too perfect
the way some of your textures go to near pure white is jarring

>>487905
model is cool but the animation feels floaty and off balance at points

>>487768
the way you are stylizing and bending shapes must make sense and push the model. right now it feels like random parts are bent for no reason

>> No.487930
File: 1.01 MB, 1920x1080, Sps.png [View same] [iqdb] [saucenao] [google]
487930

w.i.p. Futuristic smg

>> No.487931

>>487930
stock is WAY too big, would obstruct hand, consult /k/

also its hardly futuristic imo

>> No.487932

>>487752
It takes a special kind of stupid to fuck up in paint.

>> No.487933

>>487931
/k/ have a habit of hating anything that isn't real.

>> No.487934

>>487933
no, it has a habit of hating airshit and guns that look like it.
if you jump into QTDDTOT post your screenshot and ask for advice, you gonna get some advice, eventually.

>> No.487935

>>487931
yea the guy Im working with just told me that.
as for the stock its supposed to come out so no it wouldn't obstruct.

>> No.487937

>>487935
it will obstruct hand when its collapsed, which defeats purpose of it.

>> No.487939

>>487937
thats like your opinion man.

>> No.487940

>>487939
then place rigged arms in your scene, place them on your weapon, and then try different poses

>> No.487946
File: 1.28 MB, 1920x1080, Sps1.png [View same] [iqdb] [saucenao] [google]
487946

>>487940
alright. it works but it wasn't that the stock was too big it was that the space between the grip and stock were too small.
modified it a bit, the problem was it was to short and the grip was an older style.
also needed more tac rails.

>> No.487954
File: 251 KB, 1280x720, notacar.jpg [View same] [iqdb] [saucenao] [google]
487954

>> No.487959

>>487932
>paint
using pleb trash.

>> No.487963
File: 221 KB, 1200x2100, you want it WHEN.jpg [View same] [iqdb] [saucenao] [google]
487963

Drill's diffuse and specular need work, I'm aware

>> No.487964
File: 36 KB, 390x388, 1431831315222.jpg [View same] [iqdb] [saucenao] [google]
487964

>>487963

>> No.487965

>>487963
-99 / 10

>> No.487968

>>487964
>>487965
>>/r9k/

>> No.487971
File: 649 KB, 960x540, 1438860461893.png [View same] [iqdb] [saucenao] [google]
487971

i've posted this one on the previous thread with this info:
tried to tweak it, aniway that tutorial uses blinn with shaders... i'm using mental ray.
aniway, i tried to rise the reflections rays and refractions ones from 3 to 20, ray trace depth to 20... and this is the result, still have to tweak something, suggestions where i'm doing wrong?

>> No.487972

>>487971
it's for the diamond, it seems to glassy

>> No.487984

>>487963
you are twisting the arm at the elbow, and while that keeps your shoulder from collapsing it seems to be twisting tom verts on the triceps and it looks really gross.

>> No.487985

>>487971
you didnt watch the youtube I posted brah. his solution i pretty novel.

https://www.youtube.com/watch?v=3lYbtZ-O1p

>> No.487998

>>487985
yeah, but this one uses blinn material, i'm using mia material.

>> No.488031

>>487718
On to textures

>> No.488032
File: 242 KB, 800x600, RFG 1.png [View same] [iqdb] [saucenao] [google]
488032

>>488031

>> No.488036

>>487998
and it doesnt look as good as his.
also you could still did the reflection shell technique with an mia material

>> No.488047

>>487699
meh to busy sleeping with your mum
>>487713
i'll work on it
>>487726
thats what i was aiming for
>>487613
glad to see you've made progress on this dude you should gender swap link (just my opinion)

>> No.488065

>>488032
Me gusto

>> No.488076

>>488036
ahhh ok, i'm going to try it.
and yeah, mine doesn't look good.
basically you say that i can use this kind of tutorial also for mia material?

>> No.488109
File: 59 KB, 354x724, Lowpolysword.png [View same] [iqdb] [saucenao] [google]
488109

Low poly sword, combining a few styles together whilst retaining simplicity.

>> No.488112
File: 56 KB, 354x714, Lowpolysword.png [View same] [iqdb] [saucenao] [google]
488112

>>488109
which hilt looks better?

>> No.488113

>>488109
Swords are supposed to have sharp thin edges man.

>> No.488122
File: 200 KB, 1002x1192, 2093b10144.jpg [View same] [iqdb] [saucenao] [google]
488122

Anyone familiar with rendering hair in keyshot?
I need to create a good material for it. I can't download one from the cloud as my copy is not legit.
Also first time using fibermesh

>> No.488126

>>488122
Material for eyes is also needed..

>> No.488129
File: 619 KB, 960x540, diamante.png [View same] [iqdb] [saucenao] [google]
488129

i've followed your tutorial about blinn diamond, and yeah it comes out pretty good, but aniway for a mia_material one i used this tutorial from the same author... i redid the diamond and the result was this at the end

>> No.488130

>>488129
ops forgot tutorial: https://www.youtube.com/watch?v=-O6zVNmD4uQ

>> No.488141

>>488113

They are? its a low poly cartoon sword, the darker edge on the right tapers in with the other side to a thin sharp edge.

>> No.488143

>>488076
I don't see why not. Turn off primary visibility but keep visible in reflections on and it'll bounce the reflections back and forth as many time as you set it to.

>> No.488149

>>488112
The former

>> No.488155

>>488129
Looks awesome

>> No.488159
File: 844 KB, 1920x767, 40skitchen.jpg [View same] [iqdb] [saucenao] [google]
488159

Modern interiors are boring, so I'm currently trying to recreate this incredibly tacky kitchen from a 1940s ad.

>> No.488172

>>488155
thanks, but it takes time to render, like 5-6 minutes

>> No.488180

>>488172
you'll have to find some way to fake it i suppose.

>> No.488186

>>488159
nice, needs more nazis imo.

>> No.488187

>>488159
rendered in?

>> No.488190

>>488187
VRay 3.20

>> No.488443

>>487933
what are you talking about ? We love retarded non real bullshit

>> No.488445
File: 23 KB, 361x389, perfect specimen of zombie ass.png [View same] [iqdb] [saucenao] [google]
488445

coming to ur shitty steam greenlight near u

>> No.488452

>>487930
That's not very futuristic. Futuristic would be like a portable railgun that uses BBs for ammo (kind of like in mass effect), or a pistol that fires micro rockets designed to work in space (like in Warhammer 40k) which ironically the US government actually developed a gun like that to work in space or underwater

It just looks like a weird tek9, and a big bulky one at that, it would be futuristic if it was made of ultra light highly durable material (like nanocarbon)

>> No.488453

>>487963
Did you use some DAZ model for a base? She's got that rubber sexdoll DAZ face look

>> No.488457

>>488109
>>488112

This guy >>488113 is right, all you need to do is split the faces that form the outside edge/rim of the sword (unless the sword is made of wood) and move the new edges out to create some sharpness

If it's too sharp looking, bevel it and bake it, or look at WoW swords and see the tricks they do

>> No.488462

Working on my crappy Camaro. Getting all my topology in order

>> No.488463
File: 86 KB, 633x455, vroom.png [View same] [iqdb] [saucenao] [google]
488463

>>488462

>> No.488465

>>488463

Would have been nice to have some wires to go with that horrible color

>> No.488468
File: 39 KB, 908x371, vroom.png [View same] [iqdb] [saucenao] [google]
488468

>>488465
Here are some wires in your favorite color

>> No.488470

>>488468

I just threw up in my mouth a little. Terminate some loops, jesus christ.

>> No.488476

>>488470
Its never really that simple is it?

>> No.488493

>>488476

Terminating loops? Sure as fuck it's simple. The less control shapes you have the less lumpy it looks. If a loop isn't adding to the shape, get rid of it. No exceptions.

>> No.488498

>>488453
>She's got that rubber sexdoll DAZ face look

So does your sister, are you going anywhere with this

>> No.488500

>>488498
It was a criticism.

>> No.488511

>>488493
Well yeah what I'm saying is that it seems that a lot of that happens later because if I just delete loops with smoothing on it will just make the car into a blob

>> No.488524

>>488511

Well yeah, don't delete the ones that control the surface.

>> No.488542
File: 470 KB, 1920x1080, spsc.png [View same] [iqdb] [saucenao] [google]
488542

>>488452
Alright let me rephrase
semi-futuristic like 2044 or so
also that was the previous one did't you see the later one down the thread?
Also I hate, with a passion, stupidly unreal futuristic weapons.

>> No.488548
File: 432 KB, 1918x1076, Screen Shot 2015-08-09 at 2.53.54 PM.png [View same] [iqdb] [saucenao] [google]
488548

Rendered in Renderman

>> No.488550

>>488548
that's some sick Phong dude

>> No.488553

>>488550
Thanks, you too
It's actually just lambert

>> No.488554

>>488542

What's semi-futuristic about it? It looks very contemporary.

>> No.488555

>>488542
you forgot the trigger

also that isn't very semi-futuristic

>> No.488556

>>488542
Yeah its futuristic if the future is 1985.
Also why would you put a scope on that? Those things aren't very accurate

>> No.488559
File: 692 KB, 2035x1776, H&amp;K_MP7.jpg [View same] [iqdb] [saucenao] [google]
488559

>>488542
>MP7's are semi-futuristic

I don't think you've chosen the right wording.

>> No.488561
File: 1.06 MB, 649x890, Sword.png [View same] [iqdb] [saucenao] [google]
488561

Making swords. Getting used to Substance Painter and Designer/ working between these and Maya to avoid Zbrush. Might take it in and do a propper displacement in Z afterwards but I'm getting pretty happy with how it is looking so far.

>> No.488566

>>488561
i like it

>> No.488567

>>488122
Looks like the counselor at my college. I should show this to him and see the surprise on his face.

>> No.488569

>>488561
Yeah not bad. Just remember what the level of grime suggests about your models

>> No.488595

>>488554
it shoots future bullets.
Who's to say what guns will look like in the future, its all imagination and speculation.
for example the Aug, compare the A1 and the A3.
40+ plus years and not much has changed with the design. even more so the 1911, the Ar, and ect.
>>488555
I didn't forget the trigger, you fucking idiot.
>>488556
being this retarded
[the aim point is a place holder anyway]
>>488559
you wouldn't say mp7s have a hint of that futuristic style to them?

you guys all have hot opinions but sadly mostly useless.

>> No.488597
File: 1.81 MB, 3148x1771, asa1-1.png [View same] [iqdb] [saucenao] [google]
488597

any who semi-futuristic, futuristic, who really gives a fuck, pistol.

>> No.488598
File: 457 KB, 2019x2601, untitled2.jpg [View same] [iqdb] [saucenao] [google]
488598

This is my first time making anything organic.

It's a WIP obviously, still mainly seeing how nice I can get the skin shaders to be.

>> No.488602

>>488597

Why do you hate triggers? You forgot it on this too.

>>488595
>you wouldn't say mp7s have a hint of that futuristic style to them?

No I wouldn't, because they're fucking contemporary designs.

>> No.488603

>>488597
What is that red thing on the front? Because it sure as fuck isn't an iron sight.

Also why does it have an integrated red dot AND traditional iron sight on the back, but no ironsight on the front. What the fuck is going on here? And no, that thing on the front is far too big to be the front ironsight and that red thing does nothing.

>> No.488604

>>488602
because they trigger me.
as for the mp7
>Who's to say what guns will look like in the future, its all imagination and speculation.
>for example the Aug, compare the A1 and the A3.
>40+ plus years and not much has changed with the design. even more so the 1911, the Ar, and ect.
>>488603
Its a fiber optic
>not knowing how guns work
>not knowing about co-witness sights

I truly am better off dealing with /k/

>> No.488605
File: 2.08 MB, 1600x1500, audi-r8.png [View same] [iqdb] [saucenao] [google]
488605

second car ever

>> No.488606

>>488604

No seriously, why haven't you finished them with triggers?

>> No.488609

>>488606
legit answer.
there is no reason, its the last thing I think about when making guns, so if its not there in w.i.p. renders its not that I forgot it its that I haven't gotten to it yet. takes me 5 whole days to make one single trigger so Im sure you understand.

>> No.488611

>>488609

5 days to make a trigger.

Oh I see, you're bad and you're putting it off. You should have just said that.

>> No.488613

>>488611
>missing the joke
Come on now, anon.

>> No.488620

>>488605
really good stuff. minor crits ~

missing some details that will push the realism, side mirror lights, more accurate brake discs, inner rubber linings where hood meets glass and side windows meet chassis. The R8 being slightly off center on the license plate is distracting to me lol. Tires look a little soft and the render overall makes it feel toyish, its not metallic enough. It looks like the rear headlights are a image?

Overall dope, also really suggest changing it in some way like crazy mods which arent even hard to model for your skill level but will make it stand out.ie like what this guy does - https://www.artstation.com/artist/khyzylsaleem

>> No.488621

>>487559
Create a helix lol.

>> No.488622
File: 306 KB, 1024x1024, lklk.png [View same] [iqdb] [saucenao] [google]
488622

>>487396

>> No.488623
File: 346 KB, 1024x1024, sdsd.png [View same] [iqdb] [saucenao] [google]
488623

>>488622

>> No.488628

>>488620
thanks

yea i made it just to practice hard surface modelling, i usually do architecture. and the R8 is actually in the center of the plate, its just the perspective. both the rear and front headlights are photoshopped on, because i have no clue how to make realistic lights lol. i tried but all the results sucked and i couldnt find a tutorial either.

>> No.488629

>>488623
not too bad, now all you need to do is texture and render.

>> No.488631

>>488629

Can't texture :c Need to learn more about hand painted shiz and I dont have a graphics tablet

>> No.488634
File: 352 KB, 1920x1080, gettingsomewhere.jpg [View same] [iqdb] [saucenao] [google]
488634

>>488622

You inspired me. Finally making that house I've always wanted to that I have been procrastinating on for a month now. Problem is I'm completely retarded and new to this. Should I build the house with separate walls or just extrude from the foundation and work from there? Only problem I see is making the interior, I'm thinking about using a shell, so it would fuck up the entire foundation. Separate walls/boxes it is. Thanks for the talk.

>> No.488637

>>488634
another guy here.
what is your target engine? Unity? UE4? Cry?
for my workflow with UE4 I usually separate building into categories

>interior walls
>exterior walls
>stairs
>floors
>ceilings
>floors
>big decorations (couches, tables etc.)

each wall on each floor is its own model, this is easier to organize and fuck around in editor.

walls are good to make with just editable poly and snapping to grid, you can just extrude the edge in shape you want. you can also use AEC in max to make walls.

>> No.488642

>>488637

I haven't touched UE4 since 4.7, currently waiting on 4.9 full release and getting into it again. They've really sold me on the feature list for this release. For the time being, I'll use that method of everything being separate. I dabbled into modular modelling (pretty sure it's the same thing, generally) a few months ago but that's when I depended on booleans which totally fucked me up. So I did more research, learned some techniques and now I'm way more confident and willing to try it again.

For now I'm just making stuff for people in Second Life. Which is why I figured making everything from one box would be sufficient, but this is my first time with a full on interactive house. It's good practice, as I see it.

>> No.488643

>>488642
well good luck to you mate, and remember to never boolean

>> No.488664
File: 951 KB, 1920x1080, House.png [View same] [iqdb] [saucenao] [google]
488664

>>488634

If you saw the tropology you would be sick, I gave up on trying to make it for a game and just went with "fuck it its a showcase model"

>> No.488674

>>488604
>>not knowing about co-witness sights
A child could understand it
http://www.m4carbine.net/showthread.php?17049-Explanation-of-Co-Witness
Actual gun users, not so much

>> No.488676

>>488674
not my problem.

>> No.488679

>>488676
did I trigger you

>> No.488681

>>488679
>trigger
no, I don't trigger actually.
I really don't even see the point you are making.
so literally, not my problem.

>> No.488682

>>488681
>no, I don't trigger actually.
oh, your model shows it

>> No.488683
File: 3.06 MB, 448x291, U7Ghu2s.gif [View same] [iqdb] [saucenao] [google]
488683

>>488682
Are you by chance the same guy that kept saying stupid shit to jab me from the last thread?
I was the futuristic rifle guy.

>> No.488684

>>488683
you're new to 4chan I take it
welcome to the killing floor

>> No.488687
File: 3.42 MB, 250x203, rfEjwTF.gif [View same] [iqdb] [saucenao] [google]
488687

>>488684
>calling others newfags
>being this new
well you passed the first initiation but have fallen right into the pit of being a worthless piece of shit.
congratulations.

>> No.488735

these are the models i'm making for a game:
http://imgur.com/BS5tRYD
http://imgur.com/71Dk6QP
http://imgur.com/guV5w6S
http://imgur.com/fr5XTGr

for me they look good, but if you can... can you tell me where i have to improve them?

>> No.488736
File: 115 KB, 1024x768, 2011-audi-r8-2-door-coupe-auto-quattro-4-2l-headlight_100342980_l.jpg [View same] [iqdb] [saucenao] [google]
488736

>>488628
ah ok. Ha I thought the front one might be too but anyways ive modeled an r8 b4, you can definitely do it just give it another shot and simplify the shapes. Is it harder to render it right or just model it?

Its nearly all slightly modified primitives, get those lower LED lights which are literally long boxes and the cylinder main headlight and the rest will be way easier. For rendering itll be all about adding those little ridges and small dots so the reflections work nice

>> No.488753

>>488735
Crab thing model:
1.Use smoothing on the tail
2.Work on the shape of the tail A LOT. In the pixilated version I see smooth curves but on the 3d there are a bunch of weird bumps and lumps.
3. Claws should be more round
4. Arms should be segmented looking like the tail.
5. Don't just make the legs little tubes feel free to add some detail
6.Match the shape of the eyes and position of the mouth better.
7. Give it a better, maybe painted texture later

Helmet Model:
1. Again don't leave parts unsmoothed
2. The rim of the hole is jagged and weird
3. Keep working on texture. Notice how the helmet is supposed to be made of metal plates
4. Better materials for everything. Experiment with PBR

>> No.488755
File: 531 KB, 1360x768, topo.png [View same] [iqdb] [saucenao] [google]
488755

I'm having a bit of trouble with this retopo job. Is it possible to kind of taper away these edges coming up through the handle so I can keep the blade nice and clean? I've been told that I should still avoid tris and n-gons even though this will be totally hard surface.
In other words, is it possible to terminate the edge without it going all the way to the end of the blade or is that the only option?
General retopo advice is also much appreciated as this is my first full retopo.

>> No.488757

>>488755
Terminate them. Tris are better than worthless loops.

Also the bottom ones can easily be terminated without creating triangles

>> No.488758

>>488757
In addition: Triangles sometimes. Ngons never.

>> No.488759

>>488755
Your polygon density is somewhat uneven. Kill a bunch of the horizontal ones on your handle or add more on the blade.

>> No.488760

>>488759
>>488757
Thanks I will continue/adjust using tris.

>> No.488761
File: 179 KB, 1139x654, Vroom 2.png [View same] [iqdb] [saucenao] [google]
488761

>>488463
Update on the car, looking better

>> No.488764

>>488761
>stolen concept

>> No.488765
File: 545 KB, 973x340, fds.png [View same] [iqdb] [saucenao] [google]
488765

>>488761
inb4 dodge cease and desist letter

>> No.488781

>>488765
>dodge

>> No.488784

>>488598
SSS is comfy AF, let's see the face from a more natural position

>> No.488785

>>488604
>I truly am better off dealing with /k/
then fuck off back to them, gunmodelers are a diamond dozen here but most wouldn't be retarded enough to leave out a key piece and ask for our opinion

>> No.488790

>>488785
Whoah bud too much salt will kill you.
and whats with all this malarky about the trigger?
are you so jelly that you guys are falling for my obvious bait?

>> No.488802

>>487388
I don't really visit this board, I usually draw and paint on paper and computer, but you guys truly are an inspiration. I love how you really bring things to life.

>> No.488804

>>488802
What kind of stuff do you draw?

>> No.488810

>>488604
/k/ would wonder where the fucking triggers are.

>> No.488812
File: 52 KB, 640x640, tmpYz9Bi0.jpg [View same] [iqdb] [saucenao] [google]
488812

>>488810

>> No.488813

>>488802

Fuck off you mad cunt.

>> No.488836
File: 275 KB, 1920x1080, helmetthing.jpg [View same] [iqdb] [saucenao] [google]
488836

Lacks detail and really didn't take me all that long, was just messing around and it turned into this.

>> No.488837

>>488836

Is it meant to be a helmet or a train?

>> No.488844

>>488755
your main focus should be the blade topology
assuming you dont want intersecting or floating gerometry ( dunno why ) and no tris ( again i dont know why)

you can just keep adding topology like this and keep it all quad, just make sure you always add 2 new edge loops not one, and it will always sort itself out, the number must be even on a closed mesh

>> No.488845
File: 46 KB, 1285x674, made in maya.jpg [View same] [iqdb] [saucenao] [google]
488845

>>488844
>>488755
ok i have no fucking clue where the previous image went, hers another one

>> No.488856

>>488753
ok i'll try to tweak them, aniway both models are not smoothed, the rim of the hole in the helmet one is because i've made the hole with boolean system.

>> No.488857

>>488856

That's not the kind of smoothing he's talking about.

>> No.488862
File: 404 KB, 1091x757, awing with y wing.png [View same] [iqdb] [saucenao] [google]
488862

still cant into texturing
but i just finished the A-wing to go along with the Y-wing

>> No.488864

>>488857
what kind of smoothing? you mean the classical "smooth" in maya, or something like smoothing it manually?

>> No.488869

>>488595
Lol butthurt anon with his shitty modelling and design proportions. Not even one of the original guys who commented on your gun, just noticing you're fuming as fuck. Stay mad fruitcake. :^)

>> No.488871

>>488837
Whatever you want it too be, baby.

>> No.488873

>>488753
aniway, i've added some details to the models with a little bump, but i have a question, i've tried to smooth the helmet one... and the tris bursts from 4000 to 7500, is it too much for an enemy model??

>> No.488874

>>488873

Not subdivision. Surface smoothing.

https://www.youtube.com/watch?v=a1hOFIGatgc

>> No.488876

>>488874
ahhh ok, understood... thanks for the tutorial

>> No.488877

>>488874

thanks

>> No.488878

>>488877
i also did a character for my game, it's like 9500 tris because i used smooth, not soften edge because only now i've managed to learn this function... but since it's an FPS, is it too much or it's reasonable poligon count?

>> No.488881

>>488623
I'm glad you stuck with it. It's turning out nice

>> No.488885

>>488878

Depends.

What's your target hardware?
Do you see the mesh often?
Do you need 1,000 instances of it at the same time?
What engine?
How complex is the rest of the geometry?

Also removing loops from a mesh is super quick and easy to do and won't even fuck with your UV's if you do it right.

>> No.488888

>>488885
1) Notebook
2) Nope, just arms because FPS, counting also the shadows
3) Only one instance
4) Unity
5) well, i can show you but i need a render, for now i'm on workstation.

6)removing loops, you mean "reduce" command or remove loops manually?

>> No.488890

>>488856
Don't use Boolean

>> No.488892

>>488890
so what can i use... "project curve on mesh" doesn't work properly... the only thing i can do is making hole with "interactive split tool"

>> No.488894
File: 237 KB, 1100x1380, dubsman.jpg [View same] [iqdb] [saucenao] [google]
488894

>>488888
nice get

>you mean "reduce" command or remove loops manually?
Not him, but manually.

>> No.488895

>>488892
Just cut the hole out you don't need fancy tools

>> No.488896
File: 270 KB, 1708x892, caleb_model.png [View same] [iqdb] [saucenao] [google]
488896

>>488885
aniway, here's the model of the character... for the face i've made it intentionally stylized because it a temporary model, also wanted to made it like that

>> No.488898

>>488812
OH MY GOD
All this e drama could have been ended with a 6 polygon wedge behind the trigger guard. Not adding a part you were going to add anyways beca me a weird power play with 14 year old strangers on the internet. That is how you've been spending your time.

>> No.488900

>>488888
9500 tris.. counting the shadows?

Wat?

Also: That's fine. Don't worry about it.

>> No.488903

>>488900
i mean in unity... the shadows of the model are rendered because light, but the model not because FPS view

>> No.488904

>>488597
>red dot is just a small plane of glass with no supports
Yeah thats gonna break the first time you draw it.

>> No.488910
File: 336 KB, 722x444, Screen Shot 2015-08-13 at 11.20.25 AM.png [View same] [iqdb] [saucenao] [google]
488910

>>488869
top kek!
thinking I've been hooked, lined, and sinker.
>>488888
Checked.
>>488898
can't help it. :) brings great joy to my heart that I can feed the the african children with all this salt and jelly.
>>488904
>2010+5
>thinking anyone would use fragile glass
>2010+34
>thinking sometime in the future they didn't make super glass or some shit
>thinking everyone is retarded, just like him, when they draw pistols.

the point of the design is to have an clear, open, sight picture, and since its the future who knows what super materials have been made so I figured lets just write it off as that.
Also the word you are looking for is thin, as most red dots are small. but clearly it is thick.

>> No.488914

>>488910
>its the future who knows what super materials have been made so I figured lets just write it off as that.

C'mon man that's not how you design things. If everyone thought like that everyone would just make spheres and call them future balls that do everything.

Also don't post on this board if you can't take criticism. I know mommy and daddy always say everything you do is special but if you just call everyone retarded for not agreeing with you, you won't advance.
Also all this time complaining could have been spent modeling a trigger

>> No.488917
File: 305 KB, 901x544, Screen Shot 2015-08-13 at 11.47.49 AM.png [View same] [iqdb] [saucenao] [google]
488917

>>488914
lol
thinking I give a sheeet
but great Idea, I think Ill do that
I call it the sphere cannon.

>> No.488919

>>488917
alright you're just a loser

>> No.488923

>>488919
;*

>> No.488925

>>487388
also, i need some help with a rendering, my image looks all grainy, how can i raise the quality?
ps= i'm using mental ray materials

>> No.488930

>>488903
> the shadows of the model are rendered because light, but the model not because FPS view

I have literally no idea what you're trying to say here.

>> No.488931

>>488910

At least have it be able to be flipped down, that shit is impossible to holster.

>> No.488935

>>488925
Pull down the quality drop down and select a higher quality setting

>> No.488938

>>488931
no, there are specialized holsters.
ones that have cuts on the top that allow the red dot to be seated.
some are even molded to around the red dot.

>> No.488942

>>488910
You've got the look of high density plastic down perfect here, but the crackling on the side of the laser sight seems unnecessary and would likely blur being able to see the dot through the edge.

It's a very satisfying model of a plastic gun.

>> No.488945
File: 160 KB, 1080x1080, HouseContinued.jpg [View same] [iqdb] [saucenao] [google]
488945

Update on the house. Textures are WIP for now, used the tutorial from the vertex-magazine for the walls. I'm not so sure about the roof shingles, will probably change it.

>> No.488948

>>488930
ok, sorry... i put it down in a wrong way, what i mean is that unity renders the shadows of the whole model because light has shadows activated, while the FPS camera does render only the arms of the model because the rest is behind camera.. am i right?

>> No.488949

>>488942
Don't waste your time helping this guy he'll just say you're retarded

>> No.488952

>>488942
crackling?
but yes, yes it does look satisfying.
>>488949
oooo so sallllltEEE
>>488945
walls look good, but the roof looks off especially the connection between he two faces.
might be better to just model roof shingles.

>> No.488958
File: 26 KB, 73x168, used flashbulb.png [View same] [iqdb] [saucenao] [google]
488958

>>488952
>crackling?
I have no idea why this isn't a smooth surface or a recognizably ground edge.

>> No.488960

>>488958
bruh
not enough samples

>> No.488961
File: 34 KB, 315x341, Screen Shot 2015-08-13 at 2.22.07 PM.png [View same] [iqdb] [saucenao] [google]
488961

>>488960
look at the clay, man theres no crackling.

>> No.488965

>>488961

It is very obviously a material issue.

>> No.488966
File: 145 KB, 462x702, tes.png [View same] [iqdb] [saucenao] [google]
488966

I tried to make snoop dogg today

>> No.488967

>>488965
>being this clueless about 3d
what are you doing on this board.
you are a retard, guess the other anon was right.

>> No.488968

>>488966
looks a lot like a low poly model from ps1... if you are planning to make a "low-poly style game" it looks suitable

>> No.488970

>>488952
I'm not salty because all I have to do to cheer myself up is remind myself I'm not you

>> No.488972

>>488970
that would have made a nice comeback if your life wasn't shit and mine wasn't fantastic.
but its ok, I don't judge, if you want to live in fantasy thats ok man.

>> No.488974

>>488972
>if your life wasn't shit and mine wasn't fantastic.
SAY THAT AGAIN

>> No.488977

>>488972
yeah ok you're the one who constantly needs attention from strangers because nobody loves you at home. You're so much better

>> No.488979

>>488974
alright
>that would have made a nice comeback if your life wasn't shit and mine wasn't fantastic.
>>488977
lol
sorry bud, but I have a loving family and friends.
unlike you, who most likely lives in his mothers basement only to come out to eat and piss.

>> No.488995

>>488979
go back to /b/ already

>> No.488996
File: 45 KB, 500x531, 1425209284674.jpg [View same] [iqdb] [saucenao] [google]
488996

>>488995
no thanks, I get enough stupidity from you guys, no need for more.

>> No.488997

>>488996
yet you still can't model a trigger

>> No.488999
File: 729 KB, 267x200, 2014-09-28 15.54.27.gif [View same] [iqdb] [saucenao] [google]
488999

>>488996
Its like you supremely enjoy making yourself look like an idiot.

>> No.489000

>>488999
>no trigger nigger

>> No.489001
File: 282 KB, 1920x1200, 1430758786068.jpg [View same] [iqdb] [saucenao] [google]
489001

>>489000

>> No.489005
File: 678 KB, 1803x1656, Screen Shot 2015-08-13 at 9.42.09482 PM.jpg [View same] [iqdb] [saucenao] [google]
489005

Been on vacation for a month. Working on finishing this up, should be done in the next day or so as I am working around the day job.

>> No.489007

>>489005
Looks better from what I remember. That paint probably needs normals

>> No.489008
File: 1.61 MB, 300x168, 2014-10-31 22.43.15.gif [View same] [iqdb] [saucenao] [google]
489008

>>489000
4CHAN is an 18+ image site.

>> No.489013
File: 357 KB, 1953x1539, Screen Shot 2015-08-13 at 9.56.44787 PM.jpg [View same] [iqdb] [saucenao] [google]
489013

>>488892

See pic.

>> No.489016

>>489007Thanks. I agree, eventually everything will get normals in the end. Trying to optimize the quality of the color maps first so that the normal maps don’t trick me into thinking they look better than they are.

>> No.489017
File: 429 KB, 1539x869, Contemporary1.jpg [View same] [iqdb] [saucenao] [google]
489017

Hey I made a house.

>> No.489025

>>488972
>>488979
>>488996
You must be so cool in real life. If I knew any friends (or anyone in general) who acted like this online, I would cease contact with them.

>> No.489028

>>489008
Trips defeats complaints

>> No.489031
File: 499 KB, 480x228, 2014-11-12 23.44.52.gif [View same] [iqdb] [saucenao] [google]
489031

>>489025
HAHAHAHHAHAHAHHAHAHAHAHAHHAHAHAHAHAHAHAHHAAHHAHAHAHAHAHAHAHAHHAHAHAHAHAHHAAHHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHHAHAHAHAHAHAHHAHAHAHHAHAHA
Ah, good one anon, like you have the ability to make friends.
>>489028
also I already had trips with a set of dubs >>488999

>> No.489035

>>489031
That's irrelevant

>> No.489037

>>489035
no, by your logic >>489000 is defeated by >>488999
>Trips defeats complaints
You ten year olds sure do like making bullshit up don't you?

>> No.489038

>>489037
but you're still
>no trigger nigger

>> No.489050
File: 30 KB, 620x414, ff-4-a.jpg [View same] [iqdb] [saucenao] [google]
489050

>>488979
>wasn't shit and mine wasn't fantastic

THAT'S IT
WE'LL CALL OURSELVES THE SHIT FOUR

>> No.489052

>>489038
if anyone should go back to /b/ its you.
>>489050
its shitting time

>> No.489057
File: 1.28 MB, 786x420, toomuch.gif [View same] [iqdb] [saucenao] [google]
489057

first time trying to really go through the process of modeling something to upload to Second Life, couldn't find reference's matching the idea I had in my head but these are in the same vein of what I want

https://www.youtube.com/watch?v=GlOoIMd9524

http://www.creativeuncut.com/gallery-07/art/wa5-chuck-preston3.jpg
http://ravenrepublic.net/blog/wp-content/uploads/2010/09/10127709a11.jpg
http://pre01.deviantart.net/0a80/th/pre/f/2014/232/b/e/__50724___45908__by_yangyoonyoung-d7w15uv.jpg

I wanted to go for a kind of cyberpunky thing with a bunch of wires/cables as if it's something that's been pulled off a mech but is it too much?
Also I should I add the orange bit to balance it looking so narrow?

>> No.489078
File: 91 KB, 640x640, 1407222596421.jpg [View same] [iqdb] [saucenao] [google]
489078

>>488597
>no trigger
>no mag release
>no controls for the red dot
>red dots don't work like that either
>no mag
>no bolts

#TRIGGERED/10

>> No.489080
File: 2.87 MB, 419x225, 2014-11-02 10.47.30.gif [View same] [iqdb] [saucenao] [google]
489080

>>489078
lol no mag release?
damn you must be reeeeetarded.
red dots do work like that.
as for bolts, there are none because its screws.
Sheeet son you sure do know your buuuulshit.

>> No.489081
File: 903 KB, 300x200, 2014-09-28 16.02.00.gif [View same] [iqdb] [saucenao] [google]
489081

>>489080
whoops wrong gif

>> No.489084
File: 18 KB, 447x198, caution damage control.jpg [View same] [iqdb] [saucenao] [google]
489084

>>489080

>> No.489089

>>489084
there is no damage.
its just eradication of an anons stupidity.

>> No.489101

tweaked a little the cyber-crab model and the eletric-sentry one.. yep that kind of helmet is a flying sentry.

aniway, i'm making them for a remake of this game: https://www.youtube.com/watch?v=inzeVWdQfn8

http://imgur.com/d0oCRWx,N5LTrjC,2cOWnTh,ev9NXhQ,1vBzZYl

>> No.489115

>>488597
Using "futuristic design" as an excuse to poor/lazy work is not the way you should design anything.

-I don't see an exit for shells (not sure if there is hammer either). If it doesn't use traditional ammo then why does it need the slide mechanism to begin with?

-Do they have to manually reload empty gun from the slide in the future? (because of the grooves on the slide)

-the thumb safety (copied from colt 1911) is missing the pin (but I guess that is also futuristic)

-where is the red dots lightsource? (future?)

Triggers and unfunctional design aside your model also has lots of problems.

You have parts that should be seperate objects (in real life) welded together with smooth transitions. Then you have razor sharp edges (not same continous mesh) where there should be smooth transition. Like the trigger guard (should be same uniform mesh) and the sight where the black material changes to plexiglass or whatever (should be different objects). Lots of other parts have same issues.

>> No.489133
File: 251 KB, 719x502, Screen Shot 2015-08-14 at 10.17.49 AM.png [View same] [iqdb] [saucenao] [google]
489133

>>489115
However that is not what I am doing. Feeding trolls, is what I am doing.

-look at image. Keep in mind I haven't finished modeling this part so it wont be hanging on a thread when its done.
- this gun is striker fired
- and yes it uses traditional ammo haha
-well if you know how guns work you would know that when you first put a magazine into the gun you have to physically rack a first round in, no amount of future can change physics.
- This is a w.i.p. model and the lower is completely off a 1911, so it will be in.
- same as the trigger, magazine, and grip safety.
-its within the small part in the rear of it, it projects on to the glass like other red dots do. no magical "future" there, however Ill will probably end up making the base of it bigger.

-which parts? most of this mesh is disconnected.
-as for the trigger guard, it is unfinished and not fused with the lower mesh yet.
-thats a problem with using sub div mesh, Ill just have to make that edge sharper. Also having them as two separate objects would be a waste. this is for a vidya game.
-like what parts? I don't see any others than that one.
People often forgetty that this is a work in progress, not a finished model, but hands down you are the first person to give me anything useful and I tip my hat to you.

>> No.489143

>>489133
Okay so there is this deagle type slide where the front is actually part of the frame and only the back part slides back when firing. That wasn't clear from the earlier images. That doesn't make much sense though, because now the whole front of the gun is pointless.

You wouldn't need any of the stuff in the front like barrel bushing and the recoil spring would not be placed there either. Nor would the front need to be shaped like a 1911 where the front slides inside the frame. Now the part that holds the front looks extremely flimsy.

>well if you know how guns work you would know that when you first put a magazine into the gun you have to physically rack a first round in, no amount of future can change physics.

The slide could easilly be elecrically operated thus removing the need to manually reload the first round. With that short slide combined with that flimsy red dot I imagine reloading that thing would not be very handy.

>> No.489145

>>489143
now wait for him go full damage control mode on you

>> No.489154

>>489133
i dont get it, how that laser thingie works ?

>> No.489155

>>489145
salty, mm mmm m
>>489143
no, because it houses the spring, and the rest of the slide when modeled.
>Keep in mind I haven't finished modeling this part so it wont be hanging on a thread when its done.
Most of the internals are going to like the desert eagles when I'm finished so as of now yes it does look like its in the air.
then where would it be placed? behind the slide? in the magazine?

Lol, but why? do you know how stupid and a waste that would be?
at this point there is no point to the point you are trying to make. the slide being short doesn't matter (most people who actually use guns pull from only that little part on the rear anyway so there is no point to that point) , the red dot looks "flimsy" but if battery powered slides can do things than that red dot can be as strong as steel.

I have a feeling you are not the previous anon, because that gun knowledge just dropped into borderline stupidity.

>> No.489156
File: 500 KB, 804x591, Screen Shot 2015-08-14 at 11.53.49 AM.png [View same] [iqdb] [saucenao] [google]
489156

>>489154
A light is projected on the plane like other red dots.

>> No.489157

>>489156
but how does that help you aim?
with only one point of reference you still have no clue where you are aiming

>> No.489159

>>489157
alright broski, read up on how red dots work.
pro tip, they don't work like iron sights.
Its not like I made the concept of a red dot out of my ass.

>> No.489162
File: 3.57 MB, 3148x1771, asaside.png [View same] [iqdb] [saucenao] [google]
489162

>>489143
also as for the length of the slide, it is a lot longer than you think.

>> No.489164
File: 30 KB, 405x395, 1376470238300.jpg [View same] [iqdb] [saucenao] [google]
489164

>>489162
>those grainy renders

>> No.489166

>>489164
like I care to render out more than 2 samples

>> No.489178

>>489157
it's a hologram so the location of the dot on the glass is different depending on the angle of your point of view. It is designed as such that if the red dot appears to be over your target from wherever you're looking the bullet will hit it.

>> No.489195

>>489155
Automated slide would actually make the weapon more agile, easier and faster to use and actually futuristic. That to me, is design that would make sense, not glowing sights or a red dot that looks like a dentist instrument. Of course it's a matter of taste and style, but what I've seen so far, you don't really have the merits to call proper suggestions pointless or stupid.

Also the comments about the slide is still valid. With that kind of slide the recoil spring in the front is pointless. What in earth would a spring do good in a solid object, unconnected from the actual sliding part? Also the shape is just irrational. If the front is part of the non-moving frame, then why is it made to look like it would move? That's just odd.

But hey, keep on fixating on your design and don't listen to critique and suggestions. I am veary of talking to a wall, so do as you like, but don't ask opinions from others if you are going to be a bitch about it.

>> No.489203
File: 95 KB, 321x269, Screen Shot 2015-08-14 at 5.55.46 PM.png [View same] [iqdb] [saucenao] [google]
489203

>>489156
>>489156
>A light is projected on the plane like other red dots.

From what, there's no emitter

>> No.489204

>>489203
its projected from his ass, thats where he got this ridiculous design

>> No.489221

>/3DGunz/

>> No.489225
File: 224 KB, 1220x853, Screen Shot 2015-08-14 at 10.17.49 AM.jpg [View same] [iqdb] [saucenao] [google]
489225

>>489195
do you know anything about guns?
glowing sights are real you tard, and what?
I haven't, there were some points that I thought were valid but it was in a massive pile of shit posting and salt.

but thats wrong and only opinion. look at the desert eagle in parts it has its spring in front as well. I could go into detail about how I would make the internals work but there is no point.

I do listen to what people say. But what most people say is worthless. You can say that you are telling me is helpful but its not. also Hahaha , bitch about it? look kiddo, Im not bitching, I am explaining why I did what I did and why it was the best way to do it, that is not bitching bud.
>>489203
Oh noes.
who cares, how often does one think where the light comes from.
>>489204
salty salty salty.
>>489221
its not my fault they decided to give me all this attention :^))))

>> No.489253

>>489225
>how often does one think where the light comes from

oh, you're a hobbyist

>> No.489259

>>489253
that doesn't make sense retard.

>> No.489271

>>489225
>do you know anything about guns?
Well you obviously don't.

In deagle the dual recoil spring connects to the front part of the SLIDE, making it return back after firing. The front part is just stationary barrel, it doesn't move in firing cycle and there are no springs connecting to that. Also you can't possibly remove the recoil spring from the front like in colt 1911, making the barrel bushing and the recoil spring front piece obsolete.
That's why you shouldn't just combine different parts of different weapons without thinking their purpose. You end up creating nonsense.

>> No.489290

>>489271
>I could go into detail about how I would make the internals work but there is no point.
Its a lot more complicated than you think.

>> No.489291
File: 28 KB, 500x197, futuristic_weaponry_101.jpg [View same] [iqdb] [saucenao] [google]
489291

>>489290
Okay, so now it's complicated, not just futuristic.

I don't think you even know what you are doing and even if you did, I don't understand why would you then come up with so overcomplicated mechanism when the basics are copied from actually FUNCTIONING system, especially if it's for a game. How would you convey this complicated mechanism in game?

You propably just threw in pieces from different sources and now you are trying to cover up your fuck ups instead of doing the right thing and fixing the design.

>> No.489299
File: 676 KB, 400x300, 2014-10-19 10.14.50.gif [View same] [iqdb] [saucenao] [google]
489299

>>489291
wow man.
Do you have a life?
like seriously?
>2015+0
>being this salty
As for conveying it in the game, you don't, its a video game.
not some meeting with the military to sell the gun.
Listen to this advice kiddo,
No one gives a shit.
No one.

>> No.489366
File: 74 KB, 400x387, 1438950811797.jpg [View same] [iqdb] [saucenao] [google]
489366

please tell me more about guns anon-kun
https://youtu.be/BMkAzGtLfVg

>>489291
>>489271
>>489225
>>489195
>>489178
>>489159
>>489157
>>489155
>>489154
>>489143
>>489133
>>489115
>>489080

>> No.489371

>>489259
When you can make a gun that doesn't look like it should be sold in the toys aisle you have license to be snarky, kiddo

>> No.489401

>>489371
lol alright little one, you know being this salty is bad for you.
>>489366
hmm, well the best thing you can do to learn about guns is to go out and own one.