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/3/ - 3DCG


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File: 34 KB, 306x350, article-1246130-00146DB900000258-335_306x350.jpg [View same] [iqdb] [saucenao] [google]
492638 No.492638 [Reply] [Original]

old one 3 hunna

Couldn't find the wip thread pic, sorry

>> No.492639
File: 1.41 MB, 960x960, untitled.png [View same] [iqdb] [saucenao] [google]
492639

mine

>> No.492640
File: 18 KB, 960x540, 20386511763_90dc119d70_b.jpg [View same] [iqdb] [saucenao] [google]
492640

>> No.492641

>>492638
>early pre-alpha stages of a game.
https://www.dropbox.com/s/gyc62qj26rtfrfg/scarymaze.zip?dl=0

.blend is in the .zip
enjoy.

>> No.492642
File: 376 KB, 777x1080, TPShip.jpg [View same] [iqdb] [saucenao] [google]
492642

Redid the wings because they were ugly

>> No.492650

>>492639
What are the piled up noodles supposed to look like once textured and what not? Coral or something?

>> No.492652

>>492642
Looks very 90s CGI, but in a good way, like the intro cinematic to Warcraft 1, or like the stuff in Myst. Is it all lofted splines or something?

Also, your masts are floating off the deck and casting tiny shadows

>> No.492653
File: 38 KB, 475x272, tetrapods.jpg [View same] [iqdb] [saucenao] [google]
492653

>>492650
tetrapods

>> No.492659
File: 67 KB, 1280x720, playblast42422.webmhd.webm [View same] [iqdb] [saucenao] [google]
492659

Workin on this earthbending inspired animation.

>> No.492661
File: 1.18 MB, 1920x1200, scrot217.png [View same] [iqdb] [saucenao] [google]
492661

added a beach.

>> No.492662

>>492641
its shit/10
lightings poor
textures are repetitive
audio is loud
the end is uh?
also you packed blender in, you only need to pack the file

>> No.492663
File: 1.43 MB, 1920x1080, North - Copy.png [View same] [iqdb] [saucenao] [google]
492663

Made this for Game of thrones WIP but didn't finish in time

>> No.492664
File: 122 KB, 1200x607, rmXCFwr.jpg [View same] [iqdb] [saucenao] [google]
492664

I'm learning Cycles and I'm wondering how to combine shaders? I want to make a paint material with scratches, and I want those scratches to show another metal shader with its own roughness, fresnel and reflectance values. I'm guessing I need to make the two separate shaders (metal and paint), then use a scratches texture to alpha out some of that paint, but I don't know which nodes to use for that. Pic somewhat related

>> No.492668

>>492662
is prototype.
wouldn't run without the 2.73 folder.

>> No.492669

>>492664
>how to combine shaders?
mix shader.
use a spec map in "non-color data" mode out from the color on the image texture node into the factor on the mix shader node.

>> No.492670

>>492668
it ran just fine without it i.e. I deleted everything but the file and ran it.
my only question is why not build this in unity or any other legitimate game engine?

>> No.492682

>>492670
maybe he wants to spear head the open source revolution.

>> No.492683

>>492670
>>492682
Why have a Nissan when there are Lamborghini, why lurk 4chan if there's Reddit, why use Firefox if Chrome exists?

>> No.492713

>>492652
This is the high poly so once im done gonna make low and also unwrap for textures.
Well basicly i just started of with a sphere and manually moved the vertices, and used symmetry, shell and turbosmooth modifiers

>> No.492714

>>492682
not with what hes got...
>>492683
>implying reddit is better than 4chan

>> No.492769

>>492683
chrome blows

>> No.492773
File: 1.47 MB, 960x960, boat.png [View same] [iqdb] [saucenao] [google]
492773

what more should I add/??

>> No.492776

>>492670
>why not build this in unity or any other legitimate game engine?
because the bge is pretty solid.
just not many people use it.

>> No.492777

>>492773
a fisherman on the boat.

>> No.492778
File: 430 KB, 1110x1284, 06092015.png [View same] [iqdb] [saucenao] [google]
492778

character and weapon model I'm working on for a side project

>> No.492784
File: 1.27 MB, 6000x4506, AnnaSBeach_031307_058xxxl.jpg [View same] [iqdb] [saucenao] [google]
492784

>>492773

>> No.492785

>>492773
I like it as it is, make clouds better quality and beach to stretch all the way and you have good little image on your hands.

>> No.492792
File: 32 KB, 622x610, villianhead.jpg [View same] [iqdb] [saucenao] [google]
492792

i don't even remember how i made this
few months in hard surface and my sculpting skills plummet

>> No.492793
File: 157 KB, 1110x1284, erry day.jpg [View same] [iqdb] [saucenao] [google]
492793

>>492778

>> No.492795

>>492793
>babys first text in photoshop

>> No.492797

>>492795
what more was he supposed to have done?

>> No.492807
File: 908 KB, 1168x975, laughing manikins.png [View same] [iqdb] [saucenao] [google]
492807

>>492795
> spelling it without the double b

>> No.492809
File: 1.62 MB, 1920x1080, Seq_Street_00012.jpg [View same] [iqdb] [saucenao] [google]
492809

Raw frame.

Working on a walk trough of a fucking building in NY for one of the worst clients I´ve ever had.

Hotspots will be filtered in post.

>> No.492812
File: 1.86 MB, 1920x1080, wire.jpg [View same] [iqdb] [saucenao] [google]
492812

>>492809

Here´s some wire. Exterior model only has 7m polys but whit interior shit and stuff its about 28m.

>> No.492816

>>492809
did you make the cars/ppl by yourself?

>> No.492820
File: 2.18 MB, 2880x2189, [18]_Render_Proyect_ArthurAvenue_TypeE_OptionB_Oblique_(35mm)_[UHD3K].jpg [View same] [iqdb] [saucenao] [google]
492820

>>492816

No dude. Those are library objects from dosh 3d and the people are from the populate plugin in 3ds max.

This is a 2 week project that includes animations, exterior and interior renders and 3d floorplans.

When working on a tight schedule most arch viz professionals use helps like that.

>> No.492821

>>492776
you got any proof to back that claim?

>> No.492822

>>492773

What is it for?

If it's not for any particular thing, I'd put it in a diorama box and put it on a shelf and animate it like it's a piece of the actual ocean on a shelf. But that's just me.

Oh, and topless mermaids. Can't go wrong with those.

>> No.492823

>>492821

bait

>> No.492826

>>492792
Looks like they werent too good to begin with
>what is anatomy

>> No.492827
File: 40 KB, 1003x628, pilotman.jpg [View same] [iqdb] [saucenao] [google]
492827

>>492826
ever heard of fantasy? or you are too busy finding the right material for your leather couch

>> No.492836

>>492826
>what is technice
>what is design
>what is style
>what is form
>what is composition

There's a whole spectrum of focus for an artist to think about and your incorrect usage of "anatomy" makes you look like a a foreigner using a phonetic understanding of art language. Except your learned one word and decided that was enough.

>> No.492838

>>492823
>bait
>obviously bait
I want results not words.

>> No.492848

>>492827
>that eye placement
Sweet jesus

>> No.492850

>>492836
>what is technice
Idk, you tell me. Wtf is technice?

>> No.492851

>>492848
>>492850
>being this obvious

>> No.492866

>>492821
https://www.youtube.com/results?search_query=blender+games

>> No.492867

>>492641
>new game i started yesterday
>a & d to move
>space to jump
>still in alpha
https://www.dropbox.com/s/s894o5638e1lun8/ortho.zip?dl=0

>> No.492868 [DELETED] 
File: 118 KB, 700x400, hbk.jpg [View same] [iqdb] [saucenao] [google]
492868

>>492773

>> No.492872

>>492868
you sick son of a bitch

>> No.492882

>>492868

Made my day. Lol

>> No.492888
File: 168 KB, 1920x1080, banana.png [View same] [iqdb] [saucenao] [google]
492888

>> No.492889

>>492866
gee after swarming through stellar games, I have become very sure that bge is shit!

>> No.492890

>>492888
ba na na

>> No.492891

>>492867
a lot better than that maze but you dont need to pack anything but the blend file.

>> No.492895

>>492891
when i try to run it from it's own folder afterwards it gives me missing .dll errors (even though i have those .dlls...).
so just in case it gives it to anybody else so i know it'll will function.

>>492889
>one-man pipeline
>one-project pipeline

future.

>> No.492896

>>492895
>update
https://www.dropbox.com/s/spsyslc8q0etbwm/ortho_dome.zip?dl=0

>> No.492900
File: 1.37 MB, 1920x1080, Test-Seq-Lobby 0263.jpg [View same] [iqdb] [saucenao] [google]
492900

>>492820

Preparing the the lobby sequence. 270 frames.

I´m calculating at least 11 minutes per frame.

This is a low qual test.

>> No.492901
File: 211 KB, 1322x855, wire.png [View same] [iqdb] [saucenao] [google]
492901

>>492900

some wire

>> No.492905
File: 1.93 MB, 1280x720, cats are hitlers best friends.webm [View same] [iqdb] [saucenao] [google]
492905

>>492901

video test (very compressed)

>> No.492907
File: 71 KB, 360x500, torso2.png [View same] [iqdb] [saucenao] [google]
492907

I plan to do just anatomy sculpts for the next 8 months.

Is there any books like Loomis for sculpting in zbrush or sculpting in general?

>> No.492908

>>492907
You can try, uldis zarins anatomy for sculptors. Its a pretty nice book.

>> No.492909

>>492905
this is literally worse than ue4 @ 11min/per

>> No.492910

>>492905
Looking great

>> No.492911

>>492895
hmm
well after messing with your project and I feel the only benefit towards using bge is not needing to import models, but the graphics options for bge is very limited compared to unity even.
>>492896
this is getting better but the lighting is awful.

>> No.492913

>>492907
almost every book about traditional sculpting applies to digital

>> No.492927

>>492909

I´m sorry.

>> No.492933

>>492905
> loop passes over logo
your ego can fuck right off, that wasn't cute or clever

>> No.492935

>>492905
is this a commercial?

>> No.492936

>>492933

That was my clients request "because I saw it in another walk trough".

>Butthurt about a video

Your jealousy can fuck itself.

>>492935

Duh

>> No.492937

>>492936
huh neat
what is the proper resolution for tv's?

>> No.492941
File: 768 KB, 1610x883, home.jpg [View same] [iqdb] [saucenao] [google]
492941

>>492937

This is going to a showroom in NY and I also think they are going to push it on social media.

The raw frames are rendered in 4k (3840 x2160) for noise clearance purposes and they are downsized to 1080p full HD (1920x1080) and 720p HD (1280x720).

I usually compile in two resolutions. Full 1080p for the showroom display and 720p HD for social media and portable devices.

Image sequence files are rendered at 24fps but the videos are compiled at 30fps (with duplicate frames) to prevent compression artifacts in media such as youtube.

>> No.492945

>>492936
>That was my clients request "because I saw it in another walk trough".
Apologies, I forget we'd do great work if it weren't for those chucklefucks

>> No.492946

>>492941
neat stuff

>> No.492952

>>492945
>>492946

cheers

>> No.492974
File: 1.51 MB, 640x480, Garrus_Dickbutt.webm [View same] [iqdb] [saucenao] [google]
492974

Learning how to use particle systems.
Here's Garrus swimming through a sea of dickbutt as a test

>> No.492991
File: 240 KB, 1928x1022, vf01.png [View same] [iqdb] [saucenao] [google]
492991

Lightsabers are always a fun modeling project.

>> No.492992

>>492991
*never
so boring

>> No.493004
File: 1.02 MB, 1920x1200, scrot220.png [View same] [iqdb] [saucenao] [google]
493004

made it circular

>> No.493005

>>493004
i suggest a light beam comin' from the lighthouse.
maybe a few seagulls in the air.

>> No.493033
File: 27 KB, 1068x601, 0_1.jpg [View same] [iqdb] [saucenao] [google]
493033

Bad render of my headset

>> No.493039

>>492911
>newest update
http://gamejolt.com/games/ortho-dome/90864

>> No.493040

>>493033
i have that headset. my rabbit bit into the cord the same day i took it out of its box.

>> No.493041
File: 135 KB, 640x760, 22.jpg [View same] [iqdb] [saucenao] [google]
493041

Does Cycles have something like a VrayBlend material? Or do I have to just keep using mix nodes for every 2 shaders I want to combine? Meaning 20 shaders = 10 mix shaders? It's starting to annoy me.

>> No.493044

>>493041

I don't believe so. Someone with python skills could probably make a plugin that could do that.

What I generally do, if I find myself mixing a lot of the same two types of nodes (i.e. diffuse and glossy), is create a group and play around with the input/output sockets as necessary. There's a lot of flexibility there.

I've never used Vray, but from looking at your picture, you may be able to create a node group to emulate at least some of that blend material. If you save it in a .blend file, you can append it to other projects and use it there.

>> No.493047

>>493041
just use luxrender, cycles material making is a pain. Also lux is a far better renderer

>> No.493048

>>493047
I'm just learning how to use the nodes I won't be making materials there. I'll be using substance for that and rendering using PBR textures + cycles. lux is shit too

>> No.493050

I saw someone a while ago post a blender shader that makes models look like 2D pixel art, does anyone have the link? The image he posted was of an anime loli with blue hair

>> No.493051
File: 1.18 MB, 1000x1000, comet 1.webm [View same] [iqdb] [saucenao] [google]
493051

playing around with the 67P comet OBJ file, which can be found here: mattias(DOT)malmer(DOT)nu/67pc-g-shapemodel/

nothing special just playing around with blender/cycles.

>> No.493052
File: 1.28 MB, 1000x1000, comet 2.webm [View same] [iqdb] [saucenao] [google]
493052

no idea if this is astronomically accurate

>> No.493068
File: 378 KB, 1920x1080, vf02.png [View same] [iqdb] [saucenao] [google]
493068

Dickin' around with some materials in mental ray now that I've got a decent base mesh to work with.

>> No.493070

>>493050
I remember that thread but I forgot to save anything that was with it.
>>493048
>lux is shit too
what a funny joke.
Its one of the better free renders.

>> No.493093

>>493050

Search for blender npr.

There's a group of npr enthusiasts that keep pushing for either a rework of BI or another render engine dedicated to npr work, based on a proposal named BEER. Unfortunately, the mailing list seems to have petered out and the paid dev that was working on it finished his contract, so I doubt it'll happen.

They keep a website up detailing how to use freestyle and various shaders to do what you're talking about. It's worth checking out.

>> No.493104

>>492659
>tfw no replies

>> No.493108
File: 299 KB, 955x824, andre2.gif [View same] [iqdb] [saucenao] [google]
493108

Found it

http://initialsgames.com/main/?p=1360

>> No.493110

>>493108

Oh, missed the 'pixel art' part of the question.

Nevermind >>493093 then.

>> No.493115

>>493104
needs more frames. You can't critique the animation of a powerpoint presentation.

>> No.493116

>>493115
You actually can. Maybe not as much as something with more than just keyframes, but you can comment on posing and maybe silhouette or the general feel of the animation itself. There's a reason why I hadn't continued forward after these keyframes, and that's because if I did and had ended up having a bunch of problems with it that needed to be changed that I could not see, I'd be working twice as hard on something I could have fixed earlier before adding more information to my blockout.

>> No.493119

>>492659

Ignore this faggot >>493115

Your keyframes and silhouettes are strong, but I'd suggest you work on distributing the weight in the waist area a bit better. You'll want to exaggerate the weight of the characters action as much as you can. The frames in the middle have the character twisting at the waist a little unnaturally, though that might just be the rig you're using.

I like the feedback of him pushing off the ground at the end, you have the stretching and curve looking really good. The timing needs a lot of polish when you get to the tweening stages. All in all, you're on the right track I think.

>> No.493120

>>493108
nice

>> No.493127
File: 225 KB, 1568x632, array.jpg [View same] [iqdb] [saucenao] [google]
493127

is this inefficient?
in those cases do people just use textures or they actual model the holes

>> No.493128

>>493127
if you're a game that will definitely be textured. maybe with parallax occlussion mapping, if you get that close. round off the edges and bake it onto a texture for the lowpoly

>> No.493145

>>493127

For what?

Pre-rendered? Doesn't fucking matter as long as it looks good and your scene loads and renders within a reasonable time.

Realtime? You're fucking insane, do it with a texture.

>> No.493149

>>493127

Those details would pretty much be baked into a normal map and even then for a small object like this they might just do it with a single diffuse where the light/shadows is baked into it (if it's for gaming/real time rendering that is).

>> No.493189
File: 105 KB, 1292x1160, what_the_fuck.jpg [View same] [iqdb] [saucenao] [google]
493189

Horizontal ass is an acquired taste.

>> No.493201
File: 161 KB, 1592x734, vf05_smoothed_40kpolygons.png [View same] [iqdb] [saucenao] [google]
493201

Is 40k polygons too high for a high-quality prop?

I made a 10k polygon low-poly mesh (this includes edge loops added to make "sharp" corners after OpenSubDiv smoothing). After smoothing, it goes to 40k and looks pretty decent.

Would this be a good model to unwrap and paint? My hard-surface modeling workflow is still being developed.

>> No.493204
File: 124 KB, 1592x734, vf05_presmoothed_10kpolygons.png [View same] [iqdb] [saucenao] [google]
493204

>>493201
Low-poly version, 10k polygons.

>> No.493205

>>493189
kek

>> No.493206
File: 1.01 MB, 172x162, stephen colbert laugh.gif [View same] [iqdb] [saucenao] [google]
493206

>>493204
> 10k polygons for a shitty lightsaber
> which makes 20k triangles

>> No.493207

>>493201
>>493204
If this is a game asset: that's way too fucking many polygons.
If this is a not a game asset: why do you even care?

>> No.493212

>>493051
> giant god damned obj
i thought this was what displacement maps were for

>> No.493219

>>493204

20k tri's for a lightsaber that will mostly be covered by hands?

If you can't figure out why that is wrong then you need to look at present day videogames more.

>> No.493231

>>493212

You need to get out of the house more.

That's not a prop for your renders. It's a model of an actual comet, for scientific and educational purposes.

But if you want to bake a displacement map from it, nobody's going to stop you.

>> No.493232
File: 20 KB, 1000x500, slsjkdf.jpg [View same] [iqdb] [saucenao] [google]
493232

what could i do to make it more /3/ like?
http://gamejolt.com/games/3-the-game/91022

>> No.493235

>>493232
>no master bath for the master bedroom
You disgust me.

>> No.493240

>>493232

Doesn't like Linux, apparently, so that's pretty in line with /3/.

Haven't played it. Did you add plenty of poser porn?

>> No.493260

>>493231
>You need to get out of the house more.

You need to stop projecting ;)

>> No.493262
File: 388 KB, 1707x2048, Current project.jpg [View same] [iqdb] [saucenao] [google]
493262

I haven't fiddled with the add-on yet for the wall but I'll probably mess with it this weekend, May even just skipped out and start another project around it pending on how it works for me.

>> No.493264
File: 1.10 MB, 1707x2048, contrastM80.jpg [View same] [iqdb] [saucenao] [google]
493264

>>493262
the soft lighting doesn't do this justice

>> No.493267

>>493264
How would I go about doing something like that in blender? Is it even possible or would it mostly be post work?

>> No.493268

>>493267
dunno, i don't use blender so i don't know what kind of light set up you're using. Just reduce the ambient and increase the brightness of your main source.
Btw why is literally every Blender render i see so grainy, especially in the shadows?

>> No.493271

>>493268
It's cycles, That image is only done 50 passes, I usually do 300 or so, the more passes the less grain you see, but also way more time to render.

I only rendered that one out to test how the tower would look since I'm still working on them)

>> No.493276
File: 398 KB, 1310x659, vf06_sp01.png [View same] [iqdb] [saucenao] [google]
493276

Need to figure out how to create emissive maps in Substance Painter so I can paint the blade appropriately.

>> No.493279
File: 999 KB, 2644x1318, vf07.png [View same] [iqdb] [saucenao] [google]
493279

Well, feeling like this little project is nearly done.

>> No.493280

>>493279
Way to cop out on the textures/material

>> No.493281

>>493280
Yeah, looking at it presently I'm actually gonna start the texturing process over again.

>> No.493286
File: 373 KB, 1255x627, skdjfg.png [View same] [iqdb] [saucenao] [google]
493286

>>493232
>>493235
early days still, noted
>>493240
i'll put out a linux build with the update, didn't know i should have added poster porn, will add

needs all the suggestions i can get

>> No.493355
File: 637 KB, 2048x657, shot02.jpg [View same] [iqdb] [saucenao] [google]
493355

update on this. I inflated the lips based on a previous suggestion but I think I did it too much for this pose, too. Getting ready to wrap this up because I want to move on to something else.

>> No.493356
File: 958 KB, 1656x1939, modelsheetv3.jpg [View same] [iqdb] [saucenao] [google]
493356

>>493355
I meant this pose. Need to blur the cubemaps later because unreal's high resolution screenshot tool breaks for me when I have gaussian DOF on.

>> No.493359
File: 157 KB, 640x411, turnaroundtorso.png [View same] [iqdb] [saucenao] [google]
493359

Okay, this is my second anatomy sculpt. Planning to do anatomy studies everyday for a year.

>> No.493360

>>493356

Did you use marvelous designer for the dress?

>> No.493364
File: 115 KB, 1355x784, 2015-09-10_19-40-38.jpg [View same] [iqdb] [saucenao] [google]
493364

>>493360
For the base model, yeah. most of the big realtime folds come from the apex cloth skinning, though

>> No.493365

question im new to this and I keep seeing these videos of people tracing over shit to make stuff like weapon models. is this normal or this a bad habit to form?

>> No.493371

>>493365
paint overs?
>>493355
>>493356
Good stuff mang.

>> No.493372

>>493371
yeah like this guy
https://www.youtube.com/watch?v=FY4XPCYduTE

>> No.493374

>>493286
mind posting that wall texture?

>> No.493376

>>493365
>>493372

it's normal and not frowned upon. However, depending on what you are modeling you might not have orthographic images, or some things can only be expressed in a non-orthographic view, so I suggest learning to model without it as well. I think if you draw often enough this isn't an issue though, so it's more of a foundations art thing.

>> No.493379
File: 492 KB, 500x375, 1425310265603.gif [View same] [iqdb] [saucenao] [google]
493379

>>493374
sure

>> No.493380
File: 289 KB, 1280x720, fatman_sitdown.webmhd.webm [View same] [iqdb] [saucenao] [google]
493380

>>493119
Thanks for the input m80. I was going to post an updated WIP but maya fucken crashed and i didn't save like an idiot and lost a lot of work.

So I am working on this small little weekly animation challenge from polycount. Still have a little bit of polishing to do before it's done but I'm liking where it's at now.

Going to continue working on that earthbending animation and try to fix some glaring issues with it.

>> No.493382

>>493372
Ah well thats not a paint over but it is how I model.
It gets accurate models but its only good until a certain point. After that point I use other references and just "free hand"

>> No.493385

>>493356
No, that is what lips look like. Get over your fetish for mouths that look like incisions.

>> No.493386
File: 327 KB, 960x540, scenewip.png [View same] [iqdb] [saucenao] [google]
493386

wip
how does one emulate sunlight, the one that comes from the window

also interested in particles

>> No.493387

>>493386
area light or directional light with a wall that has a hole. use GI for bounce lighting

>> No.493388
File: 956 KB, 960x540, 50's scene.png [View same] [iqdb] [saucenao] [google]
493388

>>493387
thx bruve

>> No.493401

>>492653
I couldnt remember the name for them, so I was calling them sea caltrops.

>> No.493408 [DELETED] 

>>493388
np bruh. I can see aliasing on the shadows to the left (maybe soften them a little) and the frame composition of this render sucks, though.

>> No.493409

>>493388
np bruh. I can see aliasing on the shadows to the left (maybe soften them a little) and the frame composition of this render sucks, though. You have too much negative space around your subject matter.

>> No.493410

>>493409
yeah its my first full scene, i mainly did standalone objects before it

>> No.493412
File: 19 KB, 546x496, sjdfn.png [View same] [iqdb] [saucenao] [google]
493412

>>493232

>> No.493459

>>493410
Watch this, it's worth it.
https://youtu.be/O8i7OKbWmRM

>> No.493463
File: 481 KB, 679x855, Fishmanrabbit.png [View same] [iqdb] [saucenao] [google]
493463

not sure how to do the body

>> No.493464

>>493463

Hooves in front, fin in the back?

>> No.493473

>>493463
give me the displacement map for the head nipple

>> No.493474
File: 93 KB, 1003x412, Capture.png [View same] [iqdb] [saucenao] [google]
493474

Okay guys, here we go...

This is my first model EVER.
Never tried to model anything else, never had classes in any 3D matter, and I am doing this from scratch.

How can I get better?
What am I doing right, and what am I doing wrong so far?


BTW, this is on Maya (in case is there better programs to start doing 3D [>inb4 sticky])

>> No.493480

>>493474

It's horrible, but that's to be expected.

3D isn't something most people can just pick up and make masterpieces with. You have to not only learn the technical side of using the software and understanding how 3D works, but you also have to train your eye to see what works and what doesn't.

Keep working at it. The more you do, the better you get.

>> No.493484

>>493473
I don't know how to make one, sorry

>> No.493487

>>493474
>inb4 sticky
then why are you asking?
READ THE DAMN STICKY

>> No.493488

>>493474
if you come from a drawing background, then 3D requires vastly more tutorials than drawing, and you learn a lot more tools and keep learning throughout at a much faster rate, in terms of technical and workflow knowledge. it looks like you can mirror model, but you need to remember that a drawing never fully expresses the form of something, even if you draw a full turnaround. for example, I'm sure that in front view your face looks close in silhouette to your orthographic, but in this view the cheeks lost a lot of volume and it doesn't look like the character at all. Keep that in mind and make adjustments, don't just follow the image. Also stylized is hard. And characters are hard. I recommend starting with something simpler like a tea set or some kind of mailbox or something. Get used to the workflow, then grind anatomy and character workflow videos.

I think that covers some things that the sticky doesn't. Otherwise, read the sticky and good luck.

>> No.493509

>>493484
dont bother with displacement for a long time dude. model before you bother texturing shit like that. best advice for heads is start out with reference that shows you front, and profile, just having that will help a ton.
and make sure to get rid of the super thin polys that are giving u that symmetry pinch line, spread that shit out.

o, and dont jsut rush into adding a ton of polys, make it look right before you keep adding in defenition, its WAY THE FUCK EASIER, if you keep the whole thing detail teh right amount and keep your proportions solid.

>> No.493526

>>493474
Hey, I'm a noob, too. :D One common thing you're gonna hear is to not start with soft organic things like ppl/animals. Start with hard surface modelling like a house or something. I hate hearing it as much as I hate saying it, but before you start modeling ppl, it takes an extensive knowledge in human anatomy. start studying that.

If you wanna neglect anatomy, go low-poly. Here's a sweet tutorial. Skip the first vid as it appears you're not using blender.

https://www.youtube.com/watch?v=-P2o4M-hRgA

Download models to view and study from: http://www.models-resource.com/
I like gamecube resident evil models because they still look good today.

Another thing on top of anatomy that I recommend researching is topology, that shit rocks and will save you a lot of trouble. I have some videos I'll try to package up for you that teach you topology.

>> No.493536
File: 60 KB, 564x720, 1437112809558.jpg [View same] [iqdb] [saucenao] [google]
493536

>>493374
>>493379
sorry it got renamed
but it came from seamless-pixels.blogspot alot of the games textures come from there

>> No.493539
File: 428 KB, 966x912, moderate_poly_securitron.png [View same] [iqdb] [saucenao] [google]
493539

week 5 of Learning Maya, so keen to learn how to texture.

>> No.493552

>>493539

Yes, we saw it in the other thread. /3/ is extremely slow moving.

>> No.493572

>>493359
I hope you improve friend, i truly do.

>> No.493577

>>493356
is she supposed to look like someone who has no idea how to use a sword? I think it would look a lot cooler if you gave her a proper stance.

>> No.493582
File: 79 KB, 855x422, Capture.png [View same] [iqdb] [saucenao] [google]
493582

>>493526
>>493488
>>493487
>>493480

Thank you guys a lot for the tips. I definitely will keep in mind all the advises taken.

As you all said, I was having a hard time starting with an organic model. The head wasn't the only thing I did (pic related).

I'll put this one aside and start modeling something easier, like objects or something.

Again, thank you guys! As of now I work with webdesign/UI-UX, and never had great skills drawing, but always wanted to create characters and such. 3D modeling has been an amazing experience so far, specially because I've been wanting to find something that I'll work with passion, and 3D may be it.

My regards guys!

>> No.493591
File: 1.38 MB, 800x600, torso4.png [View same] [iqdb] [saucenao] [google]
493591

Well, another sculpt of the back.

Do people sculpt the back in a t pose when they do realistic characters? As the t pose will alter the appearance of the back muscles.

>> No.493592

>>493591
use a pose

>> No.493593

>>493582

Use zbrush. That is an outdated workflow.

>> No.493595 [DELETED] 

I really don't like the sticky saying to keep away from zbrush.

What is the point of learning box modelling for organic shapes?

Even with say cartoony style people use zbrush for example watch this
https://www.youtube.com/watch?v=JL75R0K_j7g

Not only that but the below is also impossible with box modelling.

https://www.youtube.com/watch?v=DUBNCRytT_0

Yet the sticky trolls people into it when they should be doing zbrush. What the point of learning a useless skill?

>> No.493597

>>493595
I agree with this anon... This slow outdated workflow should be discouraged....

>> No.493623

>>493593
>>493597
because everyone has or likes using zbrush, righhttt.

>> No.493631

>>493623
Actually, yes. Every serious 3D character modeler uses ZBrush these days. You're using Maya, don't act like you own that shit either. ZBrush has a 45 day trial, and is easy to find a crack for. Pixologic doesn't give a shit if you're pirating it to learn it.

>> No.493648

>>493631
>implying
actually no, Zbrush is a great tool, but its stupid to say everyone uses it.

>> No.493712
File: 221 KB, 2556x1008, Screen Shot 2015-09-13 at 2.11.16898 PM.jpg [View same] [iqdb] [saucenao] [google]
493712

Working on the railroad crossing lights/pole/arm assembly to go with the bridge now.

>> No.493713

>>492638
XD

>> No.493763
File: 348 KB, 1611x893, Captuewewewere.png [View same] [iqdb] [saucenao] [google]
493763

I have a couple of questions, using Blender.

How can I make my view not cut off part of the model when I'm either too close or too far from it?

How can I modify the grid in perspective view?

>> No.493766

>>493763
blender.stackexchange.com/questions/4946/where-can-the-viewport-clipping-parameters-be-changed

blender.stackexchange.com/questions/13803/how-to-make-the-measuring-grid-larger

>> No.493787

>>493207
Does the polycount not matter in rendering?

>> No.493788

>>493787

Barely. Just don't be insane about it, as long as you can open the scene and render without it crashing (requiring millions of polys) then you're fine.

Think of the context of the piece, you're obviously going to have the model be a focal point because it's a fucking lightsaber so there probably won't be thousands of them and it will be most probably close to the camera.

If you're literally just rendering the lightsaber without a character or environment then you could shove millions of polys into it and it wouldn't greatly affect the rendering time.

>> No.493790 [DELETED] 

>>493788
I'm not the lightsaber guy, but thank you a lot very the input.

>> No.493805

>>492991
because they're easy.
>extrude, shrink, extrude, enlarge, extrude x 50

>> No.493807

>>493040
why does your dildo have teeth?

>> No.493901
File: 1.13 MB, 1909x1029, 001.png [View same] [iqdb] [saucenao] [google]
493901

Learning 3D in Blunder. I still need to add variations in gloss, bumps and rust.

Should I apply the subdivision modifiers before UV unwraping?

>> No.493908

>>493901

You can unwrap the un-subdevided mesh and it will project UVs on the subdiveded no problem, so no.

>> No.493913

>>493901
doing that would be a nightmare.

>> No.493917

>>493913
>>493908
So I just unwrap the low poly mesh, and it will apply any subdivision I put after? How does that even work?

>> No.493938
File: 368 KB, 1648x987, unw.png [View same] [iqdb] [saucenao] [google]
493938

Hope I'm doing it right, someone give me tips on how to unwrap, I feel like I'm separating too many islands. Also what are the most used tools for unwrapping? So far I've been using 'seams' and unwrap.

>> No.493941

>>493917

Blender keeps track of what vertices are what. When you subdivide, it has an algorithm that interpolates that.

As long as you're not changing the topology, it pretty much just works.

>>493807

What, yours doesn't?

Prude.

>> No.493944

>>493938

Hard surface modeling is like that. You tend to get a lot of islands with complex shapes.

As far as advice, well, are you planning on hand painting them in PS/Gimp, using procedural textures, or painting them in texture paint mode? How you size and lay out the islands will be different based on how you plan on making the textures.

By default, Blender doesn't give you much space between islands. Make sure there is a few pixels space between each one, otherwise you'll get bleedover.

If you're using procedurals, try to keep the scale as even as you can. This only applies to stuff that's the same material, though - if you have a material that doesn't need high resolution, make all of it the same scale, and give extra space for the materials that need it.

For hand painting, lay the islands out in a way that will be easy to paint. Don't put stuff upside down if you can help it. Forget what they taught you in preschool - color outside the lines - you'll get seams if you don't. It helps to minimize islands here, but sometimes you can't avoid it.

For texture paint mode, you can pretty much lay out the islands however you want, as long as there's a little space between them. Scale isn't as important. Make the stuff that needs higher detail larger.

There are other tricks you'll pick up as you learn.

As far as tools, I can't help you there. I just use Blender's tools.

>> No.493949

>>493938
You'll want to straighten out most of those curved pieces so that they can utilize the texture space more efficiently. Unfold is good to get a clean UV island to work with, and is always what you want to be using for organic objects especially.

>> No.493951

>>493938
use Ptex m8

>> No.493954

>>493938

Hi OP. Please download the 'UV Squares' and 'UVDistribute' add-ons for Blender. This will make it easy

Also 'Copy Paste UV' is a helpful add-on.

Creating seams and then unwrapping it is a good way to go. It just takes some experience to find the best way to do it to create the most efficient islands.

>> No.494016
File: 161 KB, 1871x755, ---Trench mongrel edition---.jpg [View same] [iqdb] [saucenao] [google]
494016

WIP Update on the tommygun.

I've decided to split it up into 2 different texture sets, one for a muddy trench, another one for an engraved honorary mob gun.

This is the trench edition, next up in the texturing process is a discoloration pass on the metal, after which ill do dust and dirt on the entire thing.

>> No.494019

>>494016
Looks like absolute shit

>> No.494024

>>494016
is the gun 100 years old?
techinically is not bad but you could up the brush size or increase the mapping

>> No.494030

>>494024
Its a viewport shot, textures are downscaled to 1K for effeciency.
Not exactly 100 years old, but its seen its fair share of wear and tear.

>>494019
Its still a WIP, but im interested in hearing your opinion on how to improve it.

>> No.494039

>>494016
You need to be more creative with your distressed texturing. It looks the same everywhere.

>> No.494046

>>494016

Wood looks okay but metal is pretty bad, it suffers the same problem as very many substance painter stuff, those generated worn edges are absolutely horrible. Seriously don't do this. Make your own wear and tear scratch map by hand and get some plausible and good composed scratch placement and never use that automatically generated outline shit again.

>> No.494049

>>494016
One thing to consider is that gun bluing doesn't flake like paint, the blackening of the metal is chemically bonded to the surface on a molecular level.
You will need to remove the actual surface metal to get rid of it, and since steel doesn't flake and is very tough you typically get this really smooth fade around any worn edges.

To get a real gun to look this roughly worn around the edges you would probably have to take a rasp tool to it and roughy grind away metal along the edges with deliberate intent.

scrubbing trough this video should provide some insight to what kind of material it is: https://www.youtube.com/watch?v=5ie5Hrd1HJM

>> No.494050

>>493954
UV Squares does nothing for some reason.

>> No.494059
File: 623 KB, 1601x965, 96f79tf7t.png [View same] [iqdb] [saucenao] [google]
494059

Alright I'm back, how do I fix this shit on the back of the model? Do I even need to worry about it if I'm going to be paint texturing it?

>> No.494066

>>494059
There is nothing wrong with the back, as long as you bleed over the islands when texturing, the real issues to look for, are stretching, again you have nothing to worry about here.

>> No.494077

>>494059
The only real problem is the waste of UV spae going on here. It's fine to unbend those circular sections in a straight strip, the gain in texel density is worth it not being the least distorted UV unwrap. Due to how we create and paint textures now, UV distortion only becomes a real problem in the extreme.

>> No.494081

>>494050

I'm using UV Squares together with blender 2.75 and it works without problem.

As always, it is good to first look at any notes that are provided with an add-on.

Please note the following:

- You have to select UVs or an UV island first.
- Only select one UV island at a time. Having multiple islands selected will only cuase the first selected to be changed.

>> No.494086

>>493004
>those colors
I thought you were using the old pre-2.5 Blender.

>> No.494089

>>493189
I laughed at this more than I should have.

>> No.494091

>>493279
The blade looks like it was made out of plastic, like one of those retractable lightsaber toys they used to sell.

>> No.494231
File: 1.09 MB, 1280x720, steak.png [View same] [iqdb] [saucenao] [google]
494231

>>492638
i got hungry so i made a steak.
2k tris.

>> No.494233

>>493201
>Would this be a good model to unwrap and paint? My hard-surface modeling workflow is still being developed

No. Even this >>493204 is still too high.

Workflow for game assets is:
-Make high poly
-Make low poly
-Bake bake bake bake

For the high-poly model have at it with tris, no limit as long as your computer can handle the rendering. You can also get away with shit topology to a degree but this can make reducing to low poly a hassle so try to avoid it.

Then make a low-poly version, either by modeling it again, or more often by removing edge loops from your high poly until it's as low as it can get while still retaining the silhouette.

In this case, unless the viewer is going to be right up against the handle, you could get away with doing a few basic as fuck cylinders for the low poly and call it good.

Then you unwrap the low-poly shitty model.

Bake normal map from the high poly onto the unwrapped low poly. You should also do an occlusion map because this helps with the illusion of depth. But normals map is most important.

Apply these maps to your low poly as textures.

This will give your cylinders the appearance of having all the detail of the high-poly, without actually having that detail. The high poly model never sees use except as a source to bake from.

Hope this helps and sorry if it's stuff you already know.

>> No.494235

>>494231
looks cute 8/10

>> No.494237

>>494231
Thanks for making me hungry too asshole.

>> No.494259

>>494233

He said nothing about games.

>> No.494271

>>494259
Then pop the one word that triggered you out of my reply. Still holds.

>> No.494277

>>494271

Not really, he doesn't need any of that advice.

>> No.494289

Any good and recent ZBrush tutorials?

>> No.494293
File: 266 KB, 1925x1080, Capture d'écran 2015-09-17 21.41.20.png [View same] [iqdb] [saucenao] [google]
494293

Working on the armour... My topology is really bad

>> No.494296

>>494293
well when it comes to geometry that doesnt deform all that's important is that it looks good. So if the topology informs the surface then there's nothing else to do

>> No.494300

>>494293
you can always retopo it later bro, good job so far

>> No.494302
File: 83 KB, 971x863, Screen Shot 2015-09-17 at 5.21.22328 PM.jpg [View same] [iqdb] [saucenao] [google]
494302

>>493712
Updated, very nearly done, just need the stopper arm lights and some flexible wiring conduit for the motor box.

>> No.494304
File: 83 KB, 686x857, Screen Shot 2015-09-17 at 2.03.34608 PM.jpg [View same] [iqdb] [saucenao] [google]
494304

>>494302
Closeup on the pole base.

>> No.494350
File: 45 KB, 838x863, Screen Shot 2015-09-17 at 8.59.25451 PM.jpg [View same] [iqdb] [saucenao] [google]
494350

>>494304
Finished, time for Headus UVLayout and PS.

>> No.494360
File: 63 KB, 960x540, kp44.png [View same] [iqdb] [saucenao] [google]
494360

working on this sub,took me a while tho

>> No.494371

>>492773
add some babes sunbathing on the beach
add a sexy sailor babe driving the boat
add an old lighthouse keeper babe
add a babe running with another babe alone the path to the lighthouse

>> No.494562

>>493115
lol you're not an animator are you

>> No.494563

>>493380
push the sense of squash and stretch
think more about changing angles and overlapping forms of the body... feels really twinned

>>492659
looks almost like he gets pushed something to fall down rather than he jumps back. you need an antic before the pose in the air. also you can improve the silhouettes and add some interest to the arm poses. like when he reaches out to start earthbending his hands are super twinned

>> No.494564

>>493276
looks like cum

brushed metal streaks don't feel like they're following the form and look like they're having way too much influence on the way the light hits the metal.

>> No.494566

>>493388
wallpaper stretching

>>493463
I would lower the scale of your bump in some areas. maybe more color variation or something in the face.

>>493901
nice

>> No.494671
File: 2.27 MB, 158x199, I+laughed+then+got+a+little+sad+_9810f4ab05ff6f91fd8ff05893765ca5.gif [View same] [iqdb] [saucenao] [google]
494671

>>493356
How are you texturing her skin? I can't find a proper skin texture tutorial anywhere

>> No.494681
File: 75 KB, 1083x863, Screen Shot 2015-09-20 at 10.36.37251 AM.jpg [View same] [iqdb] [saucenao] [google]
494681

>>494350
UV’s and occlusion bakes done, time to spend all my free time in PS.

>> No.494683
File: 125 KB, 363x364, untitled.png [View same] [iqdb] [saucenao] [google]
494683

>>494681
that's one cheeky railroad crossing pole/light m8.

>> No.494688

>>494683
CANNOT UNSEE

>> No.494690
File: 338 KB, 1925x1080, Capture d'écran 2015-09-20 17.52.03.png [View same] [iqdb] [saucenao] [google]
494690

>> No.494692

>>494690
Aside from that shading issue you have on the breastplate, this is coming along really well. Can you show me the wire on that part?

>> No.494693

>>494683
HUE HUE HUE HUE

>> No.494700

>>493359
That sucks. Not your sculpt but the fact that people have brain washed you into wasting a year. Don't do "anatomy studies" make entire projects. Use references from real life. Learn how to make a convincing human form without learning specific anatomical features. AFTER that learn a little anatomy to sharpen up your skills.

Artistic anatomy is a wet stone, Form is a grinding wheel, and your current skill level is a blunt rock. Which is going to get you sharp faster?

>> No.494702
File: 1.82 MB, 2196x1080, ayy.png [View same] [iqdb] [saucenao] [google]
494702

All you people and your amazing models.
Godspeed.
I just made this one for fun. I think i got the overall shape, but the topology could use work.

>> No.494726
File: 513 KB, 1920x800, blob_comp_01_0029.jpg [View same] [iqdb] [saucenao] [google]
494726

Just finished rendering this. Wadaya think?

>> No.494728

>>494726

Super cute, but hate the DOF/Chromatic abberation on the blob on the left. Looks super cheap. Are you doing it accurately?

>> No.494732

>>494728
no, its not in-camera.
I tried to hold back with this shit but I guess I still overdid it again.

>> No.494733

>>494732

It's just that one bit on the left edge, it works well on the rest of the image. I get really picky when I see good work that's almost there.

>> No.494736
File: 139 KB, 1856x832, WIP2.jpg [View same] [iqdb] [saucenao] [google]
494736

Here's another WIP of the Thompson, with changes mainly affecting the metal base and wood detailing.

Good feedback last time, cheers anons.

I've got a feeling that I overdid the wood, and that the scraped parts are currently too bright, whats your take on all this?
It might not be clear in this simple 1-point light viewport shot, but the roughness of the edged and sides of the body differ hugely.

>> No.494737

>>494736
did you bake any maps with this or simply rendered it in the suite

good looking

>> No.494738

>>494736
IMO the wood is too glossy, overall. You would have smooth sections where the gun is actually gripped by a person, the other parts would be fairly dull. I also feel that the bump/normals on this wood are too deep. even for something very aged it would not have that deep of cuts. You might also tweak the color of the specular hilight on the wood to be a bit closer to the wood color, the white seems off. Still, looking much better overall.

>> No.494739

>>494737
This is baked and textured in substance painter, its the best way to get all the needed maps (curvature, AO, world normal), thanks

>>494738
Thanks, about the wood normal though, do you think the general surface, the cuts, or the entire thing should be smoother?

>> No.494740
File: 89 KB, 903x857, Screen Shot 2015-09-20 at 7.43.18987 PM.jpg [View same] [iqdb] [saucenao] [google]
494740

>>494739
In general I think all the bumps and cut depth is too deep. I would try cutting the depth in half and check that first. Also, try to set up a second light from the side, so you can get a better view of the depth of the bump/normal maps, that will help a lot with tweaking. And easy setup is one main light from the front, a fill light from the side light that is 3/4 or 1/2 as bright, and a rim light that is facing into the camera and pointing down on the subject, it will be 2-4x as bright as the main light. You can child the rim light to the perspective camera, and that will make it keep the correct position regardless of how you move the camera around. This will give you oblique lighting that will show you easily how deep your bump/normals are. See pic.

>> No.494742
File: 60 KB, 1054x863, Screen Shot 2015-09-20 at 7.54.54605 PM.jpg [View same] [iqdb] [saucenao] [google]
494742

>>494739
>>494740
As you can see in pic attached, a 3 point setup like I suggested will give you great contrast and pop, even on the smallest of surface changes. Even on this fairly low poly surface with no normal/bump mapping, it makes all the forms stand out so that they are easily distinguishable from each other. I literally have a lighting setup file I import into every now project file I make so that I can clearly see the surface changes as I model, works a hell of a lot better than the default single light setup in nearly every 3D program out there.

>> No.494743

>>494739
what maps did u export specifically? i need to know

>> No.494748

>>494742
Hadn't done it out of laziness, but it might help to slap a decent setup in there, il do that soon.

>>494743
-AO
-Curvature
-Normal
-World Space Normal
-Cavity

Didnt bother doing an ID map seeing as how substance has pretty good selection tools.

>> No.494778
File: 40 KB, 640x480, oaydz6.jpg [View same] [iqdb] [saucenao] [google]
494778

>>494736

I can't imagine what would happen to a rifle to make the wood look like that.

You got an actual rifle to examine? That would help a lot. If not, any polished wood will do; a table leg or something. Real wood, mind you, not paper veneer $20 wal-mart furniture.

Those kinds of deep cuts into the wood - that doesn't happen. Anything that could cause grooves like that (dragged behind a speeding truck over gravel?) would destroy the weapon. What you will see is pieces missing - places where the wood has splintered out. Usually close to the metal or the edges, and _always_ along the grain. Scratches will be there, sure, but not nearly that deep.

Glossiness is normal. Rifles can have a number of finishes applied (I use BLO when I do repairs, but from the factory it'll be a glossy film finish), but they're generally glossy. You'll want a grime map for where use has clouded the finish, generally where it's been handled. But unless it's covered in dust, you'll still have some gloss on there.

>> No.494794

>>494778
>grime map
>gloss map

dumbass.

>> No.494814
File: 283 KB, 1919x1078, Untitled.jpg [View same] [iqdb] [saucenao] [google]
494814

This is a room in my college that I've made in unity for an archvis type deal with the college.

What can I do to improve this?

>> No.494815

>>494814
more polygons on the chairs
also why there is so much artificial and natural light? you wanna blind people? make one or the other
increase the sampling abit too, aside from that not bad at all

>> No.494816

>>494736
Stirls your shit sucks

>> No.494818 [DELETED] 
File: 1.00 MB, 2048x2048, face2_maps.jpg [View same] [iqdb] [saucenao] [google]
494818

>>494671
Skin feels pretty straightforward to me because I paint a lot and my skin isn't that detailed.

To get the base colors, I just do it manually with the standard brush in zbrush, messing with the focal shift to get different edge sharpness. Color spray is used to get subtle high frequency detail in the albedo map. Then I take it in substance painter and use the skin material to get the base roughness / spec values. I also add another really low opacity overlay or color layer above the albedo color (in substance, again). This layer has blueish, yellowish, and redish colors based on where stuff tends to have less blood flow, bone poking out, or lots of blood flow to get some more coloration in. Then I tile in a detail normal / skin pore roughness / spec /diffuse map, which is in the SkinRendering content examples in Unreal 4. Poke at the material graph for those materials and it's a good start for how to shade it.

Realistically, skin pores are a lot smaller than how I shaded it, but depending on how close your camera gets to the skin you might want to make it slightly bigger to have it read better. Don't make it too big obviously. Also realistically, there are several kinds of skin pores depending on how the skin deforms in that area or if it's pink flesh like lips or eyelids. If you can get that realistic it's something you want to keep in mind. Use photorefs.

If you don't want to do base colors manually you can bash in a photo for the colors and fix it or whatever.

It's also useful to look up how movie make up works to enhance some of the forms, like subtly darkening the side planes of the cheeks to get the forms to read even in darker lighting.

For skin, I might give the roughness map a manual treatment later for stuff like the lips, where a lot of the detail is defined in roughness as opposed to normal map.

>> No.494819
File: 1.00 MB, 2048x2048, face2_maps.jpg [View same] [iqdb] [saucenao] [google]
494819

>>494671
The most important maps for skin (besides the normal) is the roughness and the base color. (and subsurface map, but it can depend on how your shading works.)

To get the base colors, I just do it manually with the standard brush in zbrush, messing with the focal shift to get different edge sharpness. Color spray is used to get subtle high frequency detail in the albedo map. Then I take it in substance painter and use the skin material to get the base roughness / spec values. I also add another really low opacity overlay or color layer above the albedo color (in substance, again). This layer has blueish, yellowish, and redish colors based on where stuff tends to have less blood flow, bone poking out, or lots of blood flow to get some more coloration in. Then I tile in a detail normal / skin pore roughness / spec /diffuse map, which is in the SkinRendering content examples in Unreal 4. Poke at the material graph for those materials and it's a good start for how to shade it.

Realistically, skin pores are a lot smaller than how I shaded it, but depending on how close your camera gets to the skin you might want to make it slightly bigger to have it read better. Don't make it too big obviously. Also realistically, there are several kinds of skin pores depending on how the skin deforms in that area or if it's pink flesh like lips or eyelids. If you can get that realistic it's something you want to keep in mind. Use photorefs.

If you don't want to do base colors manually you can bash in a photo for the colors and fix it or whatever.

It's also useful to look up how movie make up works to enhance some of the forms, like subtly darkening the side planes of the cheeks to get the forms to read even in darker lighting.

For skin, I might give the roughness map a manual treatment later for stuff like the lips, where a lot of the detail is defined in roughness as opposed to normal map.

>> No.494820

>>494816
Thanks anon.

Going to assume 'stirls' is a typo for 'Still,'
Unless you were reffering to some kind of swirl-pattern.

>> No.494821
File: 173 KB, 1920x1080, 1.jpg [View same] [iqdb] [saucenao] [google]
494821

Reach sniper rifle

>> No.494822

>>494821
Cool it with the DOF, specially with that little edges on supposedly round parts.
cant see shit, post moar pics.

>> No.494824
File: 1.75 MB, 1920x1080, 2.png [View same] [iqdb] [saucenao] [google]
494824

>>494821
5948 poly's

>> No.494825

>>494822
It's actually a picture I photoshopped behind it with some blur. Just to make the render bit less boring

>> No.494826
File: 259 KB, 1920x1080, 3.jpg [View same] [iqdb] [saucenao] [google]
494826

>>494822
Also have this older high poly POV pic, which is pretty cool

>> No.494827

>>494822
>>494825
My bad, was reffering to FOV, not DOF.

Main problem seem to be your normals here, how do you bake?

>> No.494830
File: 1.24 MB, 4092x4092, sniper_norm.jpg [View same] [iqdb] [saucenao] [google]
494830

>>494827
Yeah the normals are pretty bad, never baked a mesh this big before. My baking process is like this:
-Create HP and LP, then unwrap LP
-Explode both the meshes with edit poly modifier
-Export the exploded and non-exploded versions to xnormal
-Bake AO and normals with appropiate versions
-Remove (a lot) of errors in photoshop with mainly smudge and clone stamp
-Add details with ndo2
I am really curious how others do their normals and how I can improve

Also, how the hell am I supposed to set up my normal groups on the low poly? This seems to have a lot of influence on the bake

>> No.494831
File: 22 KB, 873x490, 12002812_10203975400259211_2279693851590109931_n.jpg [View same] [iqdb] [saucenao] [google]
494831

>> No.494832
File: 385 KB, 1280x720, kanapa0000.jpg [View same] [iqdb] [saucenao] [google]
494832

working on this couch in 3dsM right now
i think i should sculpt some wrinkles next

>> No.494833
File: 62 KB, 808x450, kanapa_wires.jpg [View same] [iqdb] [saucenao] [google]
494833

>>494832

>> No.494834

>>494832
10/10 would sit

>> No.494836

>>494832
would sit

>> No.494839

>>494832
How did you texture it?

>> No.494841

>>494839
He didn't texture it, his lazy ass just used a crappy ambient occlusion map to color the edges gray. Thats why it's full of those gradient artifacts.
Not to mention he didn't model it either, he just took the model from a furniture OBJ archive.

>> No.494844
File: 72 KB, 860x860, image.jpg [View same] [iqdb] [saucenao] [google]
494844

Wherefore art thou, BGE virtual girl dev?

>> No.494862

>>494841
thats the baitiest think ive seen today.

>> No.494866
File: 2.14 MB, 1920x1080, mech head.png [View same] [iqdb] [saucenao] [google]
494866

he is still crosseyed.

>> No.494867
File: 183 KB, 1569x884, 12027323_10204998060459147_7009623482242565910_o.jpg [View same] [iqdb] [saucenao] [google]
494867

some light artifacting on the window, fuck

>> No.494872
File: 916 KB, 896x1012, ohgod.jpg [View same] [iqdb] [saucenao] [google]
494872

So I was working on some new water for bottom image when I had the strangest sense of deja vu. Something like 7 years and I'm still making blocky ruins with ferns and reflective water.

New OP pic cracked me up though.

>> No.494875

>>494832
Texture seams are shit on the floor, look behind the sofa.

>> No.494877

>>494862
samefagging only works when it's subtle

>> No.494881

>>494815
the light is just a single directional light for the sun + the unity global illumination. Maybe I'll lower the ambient intensity?

>> No.494884

>>494867
I haven't seen hey arnold in at least 10 years and I recognised that almost immediately

>> No.494886

>>494867

I'd be more concerned about the horrible gap in the carpet. Massively distracting from the rest of the image and really ruins the composition.

>> No.494889

>>494881
well i don't see any shadows so i don't know where the light is coming from
fix it

>> No.494897

>>494866
so select the eyes and point them forward.

>> No.494898

>>494839
Like he said
>>494841
Mostly AO nad vertex paint and o think it works for now
And model is entirely mine

>> No.494901

>>494877
>samefagging
are you a fucking retard?

>> No.494902

>>494867
good stuff but the water cooler looks off

>> No.494905

>>494832
Real fuckin' neato.

Wall steco is way too large though.

>> No.494966
File: 674 KB, 783x675, Capture.png [View same] [iqdb] [saucenao] [google]
494966

Ugh I hate painting skin weights on high polymeshes.

It's my fault though. I half assed the rig because I wanted to test game features and shit. Now what I want to do next requires a facial rig. The poly density on this version is so high that painting is really touchy. I could just use a low poly version but this one is already skinned up for some other rig improvements I made. If there's no trickety-trick then I'm gonna start over, but I've gotten so busy with a new job that any set back will add days and days.

>> No.494971

>>494872
wait, you made the original wip image?

>> No.494972

>>494832
like the design but it really needs compression folds near buttons and edges

>> No.494973
File: 918 KB, 2048x1148, charactersheet_v01_annotations_s.jpg [View same] [iqdb] [saucenao] [google]
494973

I'm starting this model soon. Got some more details to add to the concept, mostly to indicate the arms are remote controlled, then it's off to zbrush

>> No.494977

>>494966
stop making that fucking thing no one wants to see it

>> No.494978
File: 81 KB, 469x736, front.jpg [View same] [iqdb] [saucenao] [google]
494978

First real attempt at making a human like character. Going to be some sort of retro spaceman with a figure of an old school 'muscle man'
zapp brannigan was partially my inspiration

How is my man looking?

>> No.494985

>>494973
interesting concept but the gauntlets thingies need opposite thumbs since the fuck is the point of robo hands if you cant grab shit with them

>> No.494988
File: 386 KB, 1920x1080, skull_crossbones_wip.png [View same] [iqdb] [saucenao] [google]
494988

I'm super new to 3D, so please play nice? Here's one WIP. I want to add some smoke effect. Any critiques or ideas of things I should add/take away?

>> No.494989
File: 434 KB, 1920x1080, toasty_the_Dragon.png [View same] [iqdb] [saucenao] [google]
494989

>>494988
here is another model I've done.

>> No.494990

>>494985
yeh I heard that from a few few peeps, so I'm playing with some ideas in the next pass.

>> No.494998

>>494978

Unfinished.

Fine, I guess.

>> No.495004

>>494998
Whole point of wip thread.. Of course it's unfinished

>> No.495007
File: 905 KB, 856x651, hotdogPBR.png [View same] [iqdb] [saucenao] [google]
495007

MY FINEST ACHIEVEMENT

>> No.495010

>>495004

Discard the first half then.

Fine, I guess. Not much to critique.

>> No.495017

>>495007
you could have at least tried.

>> No.495031

>>492905
good pace, looks great man

>> No.495041

>>494977
Sorry. I'll make more popular models next. Like you are no doubt.

>> No.495042
File: 66 KB, 944x518, badass gnarly dude.jpg [View same] [iqdb] [saucenao] [google]
495042

>>492638
hopefully going to be a Judge Holden Bust but for now I was just having some real fun with the gnarly haggard skin deformation. looks more like a demon atm but I dont want to take it down that route.

>> No.495050

>>494683

It looks like you want to cross the railroad here, want some help?

>> No.495096

>>495050
Ha, nice

>> No.495099
File: 283 KB, 500x378, tumblr_lod34szhc11qcpfe7.png [View same] [iqdb] [saucenao] [google]
495099

>>494886
thats apart of the carpet, i wanted to get it all over the carpet, but it only showed up there

>> No.495163

>>494971
yessir

>> No.495169
File: 47 KB, 659x640, littlebird.jpg [View same] [iqdb] [saucenao] [google]
495169

made this little dude to practice retopo.
what is the number of polys i should aim for? (im at 200k now)

>> No.495183

>>495099
looks like there's a step in the carpet.

>> No.495193
File: 32 KB, 525x320, Screenshot from 2015-09-25 01-34-00.png [View same] [iqdb] [saucenao] [google]
495193

How does /3/ makes butts ?

>> No.495219

>>495163
ever finished it?

>> No.495272

>>495219
you can't finish something that is already perfect.

>> No.495283

>>492991
Best saberforge hilt

Too bad they're shit

>> No.495293

>>495193
Depends on the type of butt you're going for. I make huge butts, which come with their own topographical and envelop mental problems. Small butts are much easier.

>> No.495317

>>495183
where?

>> No.495361

>>495317
The dark horizontal line in the for ground looks like the shadow of a step to me.

>> No.496776
File: 132 KB, 772x932, image.jpg [View same] [iqdb] [saucenao] [google]
496776

What it looks like so far