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/3/ - 3DCG


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File: 2.91 MB, 1470x876, 1586543078545.png [View same] [iqdb] [saucenao] [google]
773366 No.773366 [Reply] [Original]

/wip/ General.
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread >>768919
List of free resources: https://pastebin.com/cZLVnNtB

>> No.773368
File: 3.61 MB, 1920x1080, 1590206826733.png [View same] [iqdb] [saucenao] [google]
773368

my first modelled, uv'd, and textured prop

>> No.773395

>>773368
Good one for your first try anon, post your wireframe and UVs and maybe we can give you better advice

>> No.773418
File: 87 KB, 942x873, 1579966983567.png [View same] [iqdb] [saucenao] [google]
773418

>>773395

>> No.773423
File: 3.55 MB, 980x1920, Computer Room.png [View same] [iqdb] [saucenao] [google]
773423

Childhood . . .

>> No.773425

>>773418
Yeah I think you need some more cuts, generally hard edges need to get cuts along them. So the top part of the knife, that sliver would be cut out. Also check your normals you might want to smooth mesh or tinker with how its smoothed.

>> No.773432
File: 1.10 MB, 1920x1080, untitled5.png [View same] [iqdb] [saucenao] [google]
773432

gaem

>> No.773437

>>773423
You lived in a monastery?
Boy those monks must have loved you as a kid.

>> No.773441

>>773423
Loving it dude. It’s got style and soul

>> No.773442

>>773432
Looking hella clean. Good job

>> No.773447
File: 676 KB, 1093x978, 1587166154296.png [View same] [iqdb] [saucenao] [google]
773447

I tried to texture a cylindrical object.

>> No.773450

>>773447
what a creative challenge.

>> No.773455

>>773450
We live in the post-creative age. With 3D so accessible now everyone get's a shot, even your mum.

>> No.773457

>>773447
Shine off it is too uniform. The cap would be different. It looks like the cap is glued on too.

>> No.773462
File: 1.13 MB, 1920x1080, P3.png [View same] [iqdb] [saucenao] [google]
773462

>>773442
Thanks, anon. Working on some low-grade promo material rn

>> No.773624
File: 3.38 MB, 1920x1080, progress_01.png [View same] [iqdb] [saucenao] [google]
773624

I'm still a beginner but wanted to do a halloween pic. This was rendered in blender with denoiser, I kinda like the painting look from low samples though. Still a wip, I plan on adding a castle to the top of the mountain and making the background myself with a big moon instead of the hdri.

>> No.773626
File: 817 KB, 874x475, potus.png [View same] [iqdb] [saucenao] [google]
773626

>>773624
whoa dude is this a giant donald trump laying in the countryside

>> No.773627

>>773423
looks rad. im guessing the landscape isnt rendered?

>> No.773632

>>773626
lol that hill is generated with noise so that's a complete coincidence

>> No.773636
File: 3.19 MB, 2013x1892, 1577272791765.png [View same] [iqdb] [saucenao] [google]
773636

My first sculpt., from DnD concept Took me over 6 hours in blender and had a rough time with its sculpting tools. At the end I downloaded the zbrush trial and used zremesher to get a low poly but didnt sculpt anything else. I did my uvs on the low in blender, and brought the meshes in to substance to bake mesh maps but it wouldnt bake. I had to use low poly as high and lost all my high detail.

>> No.773673
File: 330 KB, 854x1449, unnamed.png [View same] [iqdb] [saucenao] [google]
773673

here's a hounskull bascinet i'm working on. i still need to make the vervelles and an aventail

>> No.773745

>>773673
sad helmet

>> No.773754
File: 73 KB, 609x800, bassinet.jpg [View same] [iqdb] [saucenao] [google]
773754

>>773745
not always

>> No.773776

>>773636
That's pretty good for a first sculpt. It should have baked if you had a high poly and a low poly mesh. They have to occupy the same space, if that's the problem.

>> No.773787
File: 419 KB, 1600x881, nonceasset[wip].png [View same] [iqdb] [saucenao] [google]
773787

>> No.773813
File: 949 KB, 1688x947, 1570975884465.png [View same] [iqdb] [saucenao] [google]
773813

Learned how to use dyntopo for snake hook, learned how to use alpha textures for sculpting, learned how to create eyes and appended it in. Got my high to low bake to work in painter, and got good results with substance auto uv, saving a step.

>> No.773828

>>773754
<:^)

>> No.773864
File: 2.99 MB, 1920x1080, 1586634398295.png [View same] [iqdb] [saucenao] [google]
773864

Tried making another blob head, this time in my zbrush trial. Turns out it was much much faster to do than in blender.

>> No.773874

>>773864
Looks much better. How does it feel different from Blender?

>> No.773886

>>773423
Can i recreate ur image to train myself?

>> No.773899

>>773874
it was responsive when i divided up to 4 million and i found the brushes to be more intuitive, esp vector displacement ones

>> No.774029

Haven't modelled in about 5 years, how the fuck do I get back into it?

>> No.774038

>>774029
You can't. I'm sorry, but your adventure with 3d graphics has ended forever by now

>> No.774043
File: 2.56 MB, 1620x2880, rsah.jpg [View same] [iqdb] [saucenao] [google]
774043

Been feeling in the Halloween spirit, taking a lot of inspiration from Giger and Beksinski

>> No.774109

>>774038
what weird kind of fun do people who say stuff like that get from it? i mean it happens every now and then in compsci, i just dont get it

>> No.774112

>>774029
Make a donut.

>> No.774114
File: 231 KB, 1126x812, 01.jpg [View same] [iqdb] [saucenao] [google]
774114

Very early blockout stage. I'm doing this in my free time after work, so let's see if I get to actually finish it before Halloween with all the lack of motivation and procrastination I'm doing nowadays

>> No.774132

>>774114
hobbit, elf and orc mixed. nice

>> No.774172
File: 2.93 MB, 480x262, Animated GIF-downsized_large.gif [View same] [iqdb] [saucenao] [google]
774172

Working on my first scene

>> No.774177

>>774172
u need ssgi

>> No.774179

>>774177
Thanks dude, didn't know that was a thing. I turned it on now

>> No.774180

>>774179
post results

>> No.774198
File: 105 KB, 1024x1024, A26CB451-ED64-4CD0-B2BD-F555FF243E60.jpg [View same] [iqdb] [saucenao] [google]
774198

I’ve been working on a shader and all the maps for it for the past couple days. I work really messy so there are quite a few artifacts on this render. But overall I’m pretty happy with the results so far.

>> No.774199

>>773813
Looks weird but it has a pretty cool aesthetic

>> No.774210
File: 28 KB, 480x480, 1586925977090.jpg [View same] [iqdb] [saucenao] [google]
774210

>>774198
?

>> No.774227
File: 2.27 MB, 1920x1080, 1591901952001.png [View same] [iqdb] [saucenao] [google]
774227

I learned how to do 3d gradients in painter, but they are hard to control and require additional masking

>> No.774252

>>774172
I like the ps2 vibes

>> No.774256

>>774210
Okay I haven’t made the hair yet, so? This is the 2nd time you post right after I post my model. Do you actually make anything or are you here just to be salty when someone does something you’re incapable of?

>> No.774258
File: 137 KB, 587x575, adfadsafda.png [View same] [iqdb] [saucenao] [google]
774258

>>773366
soon

>> No.774260

>>774256
lolwut
I've never quoted you before, lmao. Your model simply reminded me of her, but I assume it's coincidence, no? Anyway, keep up the good work. (And take your meds.)

>> No.774261

>>774260
Hmm just happened in the other thread but whatever. Thanks anyways

>> No.774262

>>774210
based anon, good job man. dont listen to the anons that shit talk you for no reason, mind criticism tho.

>> No.774277

>>774172
>nonexistient lights flickering
:^)

>> No.774286

>>774277
WellI did say it was a WIP, I still have some models to make and most of the models need UVs and texturing.

>> No.774289
File: 111 KB, 641x839, EjwlO4HWAAA5zlq.png [View same] [iqdb] [saucenao] [google]
774289

blocking out the body

>> No.774291

>>774277
This has to be #1 critique for some reason. I've seen nonexistent light sources in games all the time, what's the big deal with it? Just look at Uncharted or new God of War, light sources are coming from nowhere, but it makes environments much more interesting, so what's the problem with it? I noticed a good example recently in RE7 as well, close to the end of the game when you get out of the ship. Huge invisible point light is illuminating the environment right in front of you, you can literally see it positioned close to the wall, but there's no lamp on it. Looked great and I didn't give a single fuck.

>> No.774303

>>774291
I'll model the lights today so anons are happy

>> No.774314
File: 1.88 MB, 1080x1080, 1589636044565.png [View same] [iqdb] [saucenao] [google]
774314

Had to get the gradients right and practice 2d texturing, so I created the gradients in 2d and applied them in 2d view in painter instead of using the 3d linear gradient node.

>> No.774315

>>774256
>getting overly defensive over assumed insult

DeviantArt is <<<<<<<<< that way

>> No.774324

>>774291
>what's the big deal with it?
Part of environment design is making sure the environment is believable. It's one thing to place point lights to make things look a certain way after things are believable (actual light sources influencing the light in the scene), but it's another to have lights in seemingly random places that don't make any sense. Place the accent point lights after GI and your physical lights. Not the other way around.

I'm giving the poster the benefit of the doubt that it's wip and it'll be added, but at the same time, the placements of the lights don't even make much sense for the type of bathroom it is. Of course it's to get a certain spooky atmosphere but who has a lamp dangling directly above their head when they take a shit in a public bathroom (not to mention who in their right mind would shit in a public bathroom in the first place). Or a light right in the middle of the wall at eye height.

>>774172
By all means OP keep going. You're nailing the spook factor, but a thing about spook is that you have to suspend that disbelief even more than something like a fantasy game. If it falls flat, it's not spooky, it's just comedic. So believably and making sure a scene is grounded enough that it lulls the viewer into thinking they're "there" is important.

>> No.774326
File: 878 KB, 1920x1578, katanaShowcase.jpg [View same] [iqdb] [saucenao] [google]
774326

Feel really good about this one. Rip me apart before I develop self confidence!

>> No.774329

>>774324
yeah guys the lights are floating there because I'm still deliberating on the design of it lmao. Of course there's going to be light fixtures, why would I not add them. Did not expect people to care so much about light fixtures when I said it was a WIP. They will be added and probably will be added down the middle of the hall, I just have them by the stalls at the moment to test things.

>> No.774336

>>774109
What weird kind of validation people who ask stuff like that get from it? Why would anyone ask if and how you can get back to whatever intellectual work after certain age or timespan? How did you start in the first place, you dumbo? What does the work consist of? Making 3D models? Then maybe just start doing them, ain't that genious? Do you seriously need to bother other people on the internet to extort this obvious answer? Or maybe you're hoping for some secret kung fu techniques like doing 50 pushups in the morning and eating rice for a whole year?

If you seriously can't wrap your head around the concept of getting back to doing what you've already mastered then you're probably too dumb, I'm sorry, you can't do it. Apply for food stamps.

>> No.774367
File: 25 KB, 800x600, hands.jpg [View same] [iqdb] [saucenao] [google]
774367

In need of some help over here.
I'm doing these prerendered animations for a game and got caught in some mess.
At first I liked how it loooked on Blender and decided to animate it, only to find out rigging and weight paint is an absolute horror and the deformation was horrible (not showing in this pic)
So I went and tried Maya. It was all working great until it came time to render and then it made no sense. All that mess with nodes and attributes, cell shading appearing black where should be a texture, a whole mess.
Now I'm thinking in trying 3ds Max.
What do you guys think? What is the best approach so I can get this job done?

>> No.774370

>>774367
The problem isn't the software, it's your lack of skill. Stick to whatever you're most familiar with and learn to use it properly.

>> No.774377
File: 85 KB, 778x565, blender_2qFWjiRAUs.jpg [View same] [iqdb] [saucenao] [google]
774377

>>774370
So where do I learn how to do this properly in Blender?

>> No.774383

>>774377
u can use shapekeys

>> No.774387

>>774377
you can use the transfer weights option

>> No.774402
File: 3.83 MB, 480x262, Animated GIF-downsized_large (1).gif [View same] [iqdb] [saucenao] [google]
774402

Some more progress, have the lights modeled just not implemented. Did some other stuff like materials and a bit more texturing today and some decal stuff

>> No.774426

>>774402
is this unreal?

>> No.774430

>>774426
Yeah it is

>> No.774433

>>774426
No, it's real.

>> No.774443

>>774326
Is it hand painted or meant for pbr.

>> No.774468

>>774426
Could you not tell instantly from the motion blur?

>> No.774492
File: 2.29 MB, 1920x1200, doom 3 bathroom.png [View same] [iqdb] [saucenao] [google]
774492

>>774172
Getting some serious Doom 3 vibes from this, especially with the sharp shadows.

>> No.774494
File: 117 KB, 545x804, lightsaber handle.png [View same] [iqdb] [saucenao] [google]
774494

Making a screw driver. Have been taking a random item out of my garage every day and modelling it to improve my HS. really happy with how it's going so far.

>> No.774507
File: 3.40 MB, 1920x1080, 1578024389744.png [View same] [iqdb] [saucenao] [google]
774507

Sculpted it in zbrush from a cube and used live booleans but the workflow was awful. Im going to try again, with hardops or something

>> No.774508
File: 2.90 MB, 1920x1080, anvil feedback.png [View same] [iqdb] [saucenao] [google]
774508

>>774507
It looks superb, minus the overkill DOF. My only suggestion would be on your next to attempt to make the surfaces on the face, step, and horn (red parts in pic related) smoother, and less damaged looking, like the sides of your anvil (green). It would be impossible to do any sort of precision work with such a rough surface, and even old anvils tend to be smooth on top. But overall, it's really good. The metal material is especially impressive looking. The form of the base and foot of the anvil are also spot on. Very convincing.

>> No.774510
File: 1.37 MB, 366x556, 1601341987758.gif [View same] [iqdb] [saucenao] [google]
774510

>> No.774512

>>774510
I genuinely despise sculpting. Maybe I should try this.

>> No.774547

>>774510
damn I haven't thought of modelling this way

>> No.774586

>>774510
I remember 3d tutorials like this from the 2000s, couldn't understand them for the life of me

>> No.774595
File: 97 KB, 514x474, DFCF2350-CC2D-4B95-B9E4-EF0C675F87D9.png [View same] [iqdb] [saucenao] [google]
774595

Progress with the arms

>> No.774720
File: 2.89 MB, 2610x1066, anielpresent.png [View same] [iqdb] [saucenao] [google]
774720

Finished the retopo and posing
will move onto baking and texturing after fixing some of the wonky anatomy

>> No.774721
File: 325 KB, 872x712, MECHWIP1.png [View same] [iqdb] [saucenao] [google]
774721

testing an idea for a mech. really happy with it so afr. First 30 or 40 minutes of work.

>> No.774765

>>774443

It is handpainted, but I painted a basic pbr map and it works quite well. Needed to get nice specular on the blade during animations.

>> No.774784

>>774595
coom

>> No.774887
File: 228 KB, 512x512, wax-man.png [View same] [iqdb] [saucenao] [google]
774887

Sit down, anon, we need to talk.

>> No.774913
File: 1.69 MB, 2160x1080, 120mmcanon.png [View same] [iqdb] [saucenao] [google]
774913

>>774721
Made a more finalized version of the 120mm canons. I think there are still a few details I want to add yet, but I really like the way it looks so far.

>> No.774930
File: 254 KB, 483x582, unknown (13).png [View same] [iqdb] [saucenao] [google]
774930

leg progress

>> No.774933
File: 191 KB, 564x582, unknown (14).png [View same] [iqdb] [saucenao] [google]
774933

>>774930
her thighs pack a punch, so far this is still the block out phase, once i am done i will start adding details to it that will then get baked to a low poly version

>> No.775002
File: 843 KB, 1602x854, Persp1topo.png [View same] [iqdb] [saucenao] [google]
775002

>>774720

>> No.775003
File: 773 KB, 1598x853, Retopo1.png [View same] [iqdb] [saucenao] [google]
775003

>>775002

>> No.775046

>>775002
clean.

>> No.775063
File: 1.48 MB, 1920x1080, madorender.png [View same] [iqdb] [saucenao] [google]
775063

low-poly madotsuki model I made last year. this was the first and only fully textured and rigged model I've ever made.

I haven't made anything ever since ver 2.8 of blender came out.

>> No.775111
File: 1.52 MB, 1920x1080, weapon module.png [View same] [iqdb] [saucenao] [google]
775111

>>774913
Almost done with this weapon module. Very happy with it so far.

>> No.775262
File: 1.20 MB, 1154x778, 1601868675353.png [View same] [iqdb] [saucenao] [google]
775262

tried doing a radial texture across seams. It looks like my days of uv master uvs are over!

>> No.775291

>>774510
>>774586
I feel like you have to be a special kind of autistic to comprehend stuff like this, like you have to have that inate polymodelling way of seeing things. Either that or years of practice, I suppose.
Also fuck tris

>> No.775292

>>775291
gid gud, 3dlet

>> No.775296
File: 401 KB, 1024x1024, head.png [View same] [iqdb] [saucenao] [google]
775296

My first semi-successful attempt at a 3D head. Topo is pretty messy, but I'm happy with it, even if the ears are ugly.

>> No.775298

>>775063
>I haven't made anything ever since ver 2.8 of blender came out.
why?

>> No.775303

>>775296
lets see that wireframe boi

>> No.775315

>>775303
This >>775296 was rendered with 2 levels of subdivision. Pic related is one level of subdivision. It's kind of messy. Brace yourself for the unsubdivided one in the next post.

>> No.775317
File: 1.27 MB, 1024x1024, head-wires-subd.png [View same] [iqdb] [saucenao] [google]
775317

>>775315
Forgot pic like retard.

>> No.775319
File: 1.14 MB, 1024x1024, head-wires.png [View same] [iqdb] [saucenao] [google]
775319

>>775317
And the unsubdivided one.

>> No.775387
File: 708 KB, 1500x1000, mechs3quarters.png [View same] [iqdb] [saucenao] [google]
775387

Which one of these three look the best? Trying to figure out which one to sink time into. They're roughly to scale with each other.

>> No.775388
File: 281 KB, 640x905, mechs3views.png [View same] [iqdb] [saucenao] [google]
775388

>>775387
These are to exactly to scale

>> No.775421

>>775319
You have to work on topo but it's nice that you realise that. Good face topo should have loops around the eyes and around the mouth. I like the temples though. Keep looking for the right pipeline

>> No.775422

>>775387
Middle one with some of left ones legs. Looks a bit too top heavy.

>> No.775432

>>775421
Thanks for the feed back. I'll look at topo references more closely on my next attempt. I poly modeled this one over reference photos.
>>775422
That's an interesting idea, I'll see what that looks like tomorrow.

>> No.775444

>>774720
dang, good job anone. impressive!

>> No.775509
File: 62 KB, 800x600, 1 (17).jpg [View same] [iqdb] [saucenao] [google]
775509

>>775298
blender 2.8 changed so much to the point where I have to completely start over with the learning process should I decide to move on to 2.8

yes i'm aware I could just stick to older versions of blender but the UI of those has always been shit. I just want to move on to 2.8 but at the same time its overwhelming to start from the beginning. maybe I should move on to 3DS max or something.

>> No.775511

>>775509
>anime poster
I'm absolutely shocked.

>> No.775530

>>775509
blunder is trash, no matter what year and version

>> No.775534

>>775509
>blender 2.8 changed so much
no it didn't.
They changed the UI but its still 80% same as the old one.
They added a lot of stuff, but under the surface everything you know about Blender is still there. (except the game engine, but fuck it).
If you think that a 80/20 ratio is bad, you should try out 3DsMax or Maya. You wont last long with that mindset of yours.
Stop being a whiny little bitch and just make the jump - its trivial actually.
Early adopters of 2.8 were more fucked since Blender changed a lot, so you had to constantly adapt to it.
If you have half a decent brain, you'll adapt in 2 weeks and feel at home in 4.

>> No.775574

>>775509
I also found the 2.8 interface to be frustrating at first, but it only took a couple days to learn. Just stick to it. A few hotkeys have changed but 90% of them are the same. Saying that you have to completely start over with the learning process is just not true, my dude. Also if you think the difference between the GUI of 2.7 and 2.8 was shocking, you're going to have a hernia with 3DS Max.

>> No.775639

>>774043
>>774114
>>774933
>>774720
>>775002
>>773673
Nice job anons.

>> No.775640

>>774510
puffy vulva

>> No.775672

>>775509
>blender 2.8 changed so much to the point where I have to completely start over with the learning process
get outta here

>> No.775674
File: 132 KB, 782x772, 1591682699621.png [View same] [iqdb] [saucenao] [google]
775674

>> No.775676

>>775674
so handsome

>> No.775680
File: 2.42 MB, 3840x2160, Front_View_Light.jpg [View same] [iqdb] [saucenao] [google]
775680

Well boys, I'm calling it done. It's been a long road and I've learned a LOT. Just rendering for presentation now. If anyone has any tips for lighting setups in marmoset and nice presentation formats it would be greatly appreciated.

>> No.775681
File: 2.30 MB, 3840x2160, Side_Back.jpg [View same] [iqdb] [saucenao] [google]
775681

>>775680

>> No.775692
File: 1.14 MB, 1006x786, C3A23886-C4E0-4755-870A-A5F379082E40.png [View same] [iqdb] [saucenao] [google]
775692

>>775681
Man this Model looks awesome. Great work

Progress on the model

>> No.775694
File: 919 KB, 909x650, 0266652E-F0DC-45BA-94AB-442F76466453.png [View same] [iqdb] [saucenao] [google]
775694

>>775692

>> No.775696
File: 1.31 MB, 1056x910, AE318A41-07BC-4D62-91C2-BBFDCFCCE002.png [View same] [iqdb] [saucenao] [google]
775696

>>775694
Closeup of the face mesh, I I feel like I need to add some more volume to the lips

>> No.775697

>>775692
>>775694
I don't think you're quite following the reference, mate.

>> No.775699

>>775697
Ah damn, again!

Nah it’s just for size refference

>> No.775701

>>775692
>>775694
>>775696
Are you modeling with SSS enabled? Wild.
Will you rig it so you can transform her back into the tank?
And thanks dude, I've put a lot of hours into it. It still isn't perfect but I've just joined a group of people to work on a game with. Not a company but hopefully that it what this project will lead to.

>> No.775702
File: 9 KB, 238x212, download.jpg [View same] [iqdb] [saucenao] [google]
775702

>>775699

>> No.775703

>>775701
She can’t transform, that was never intended. I will rig her tho, she’s for my next unreal project hands, details and hair need to be done as well. I only use sss for rendering and previews.

>> No.775706
File: 134 KB, 300x397, cgunner.gif [View same] [iqdb] [saucenao] [google]
775706

>>775674
Is that a...

>> No.775713
File: 1.01 MB, 2048x2048, assd.jpg [View same] [iqdb] [saucenao] [google]
775713

>> No.775732

>>775696
Yo, could you post some more angles of her head? her hair looks cool but I can't figure it out lmao

>> No.775774
File: 2.09 MB, 2393x1146, beaky_boi.png [View same] [iqdb] [saucenao] [google]
775774

Been working on this Churburg style knight for the past couple weeks on and off alongside work, for portfolio, gonna attempt to rig it and throw in some animations ive got for UE4, generally just play around with it. Weapons are all from my previous projects, currently working down the hip, still a ton of detail work and adjustments to do. C&C more than welcome!

>> No.775776
File: 318 KB, 509x1027, beaky_boi2.png [View same] [iqdb] [saucenao] [google]
775776

>>773673
Fellow beaky appreciater! Looking gud!

>>775774
Forgot one without the wireframe

>> No.775777

>>775574
This
>>775509
Have you only used blender entire time? Kys casual try everything
Also update and thank me later

>> No.775778

>>775713
how did the apple fit inside the tiny mouth of the bottle?

>> No.775783

>>775778
Miracles, it reads on the label

>> No.775800
File: 34 KB, 800x600, 1594694085943.jpg [View same] [iqdb] [saucenao] [google]
775800

.

>> No.775882

>>775778
There's a pear cider producer near my home that has the same concept with (you guessed it) pears.

They put the glass bottle around the bud as it's sprouting, leaving enough room for the fruit to grow inside the bottle.

>> No.775896
File: 1.06 MB, 845x897, dafasfasf.png [View same] [iqdb] [saucenao] [google]
775896

>>775732
the hair is just a placeholder, the fancy bits around her neck and chest, the hair and her hands are still a work in progress

>> No.775897
File: 1.31 MB, 800x600, aaaaaaloiihj.png [View same] [iqdb] [saucenao] [google]
775897

making some alien creatures

>> No.775901
File: 1.09 MB, 1436x881, asdfasdfasd.png [View same] [iqdb] [saucenao] [google]
775901

>>775896

>> No.775903

>>775901
M-MODS!

>> No.775907

>>775901
right now i take a break with this project to continue another project of mine and once i am burned out there i switch back over

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

>> No.775908

>>775901
its like a childs head on a barrel chested femal body builder

>> No.775915

>>775908
me too

>> No.775918

>>775901
What happened to her tits?

>> No.775923

>>775681
how did you handle the hair and beard?

>> No.775924

>>775901
her face is too smooth compared to the body.
look at some trans athletes to get a better idea of how a masculine female face looks like

>> No.775925

>>775924
thats intended, i am sure i will work over her face at some point when i get back to the project and look at it from an unbiased stand point. i mean some can prolly remember my last model and how much it changed over the time, but as of now i cant see anyhing wrong wih her

>> No.775926

>>775925
ask me in a mnth and i wpirlly change everitnigg

>> No.775965

>>775897
Reminds me of those early 00s 3D renders, i guess that's not intention but i still kind of like it

>> No.776016
File: 206 KB, 1127x804, 1577903317779.png [View same] [iqdb] [saucenao] [google]
776016

decided to go with normal mapped hair

>> No.776021

>>775774
awesome work

>> No.776024
File: 1.24 MB, 1080x1919, AlkaiosRender.png [View same] [iqdb] [saucenao] [google]
776024

>>773366
Rate and hate. My friends don't give very good feedback so I'm gonna need some from you guys

>> No.776028

>>775774
fancy stuff anon, looks a bit thicc around the waist

>> No.776070
File: 73 KB, 800x548, TomCrazyfoolParker_topology_breakdown.jpg [View same] [iqdb] [saucenao] [google]
776070

>>775319
Faces and body topology in general is all about loops. Perhaps try using the subdivided verison as a base for retopology

>> No.776072

>>776070
the topology only matters if its going to be animated and if its a foreground / background character

>> No.776073

>>776072
Well in that case you may as well use a picture, always do topology. Don’t be a lazy cunt

>> No.776080
File: 116 KB, 799x597, Makehuman_1_0_alpha8_rc_screenshot.png [View same] [iqdb] [saucenao] [google]
776080

>>776072
How is /3/ this retarded?
You might as well use MakeHuman with that kind of mindset

>> No.776082

>>776080
even flipped normals said the same thing. They said "bad" topology was fine if its not meant to be animated

>> No.776087

>>776082
and guess what characters are
animated

if the characters in your portfolio aren't at least skinned and posed it's meaningless
it isn't a character artist's job to make static meshes

>> No.776092

>>776087
It is. It's job of a dedicated rigger to do that task you dilettante.

>> No.776113

>>776024
Bump for this. Anyone got any suggestions?

>> No.776115

>>776024
The pinhead with the muscly neck looks ridiculous, the body geometry is fucked, the material looks like melted rubber (especially the toes), the face/mouth is meme worthy so you're probably better off turning that entire area into shadow, the material on the belt and the tabard flaps makes them look like hard scifi plastic rather than clothing (which is fine if that is what you were going for, but it's a bit of a weird mix with the steel/bronze armor).

Don't have anything more constructive than that, sorry.

>> No.776120

>>776115
>>776115
It is supposed to be somewhat scifi, so I'll probably try to add that hard plastic to the rest of the armor to give bit more uniformity, and the face will be totally in shadow. How should I fix the body geo? In cycles I get weird lighting errors but in substance, unity, and UE4 it seems fine

>> No.776125

>>776024
Is it supposed to be stylized. The skin is too wax like.

>> No.776126
File: 3.40 MB, 2048x2048, new head.png [View same] [iqdb] [saucenao] [google]
776126

>>775296
Made another stab at the head. This feels like a big improvement, and it felt like it went faster this time. Decided to skip the ears. Topo came out much better. Will post wires later.
>>776070
>Retopo the subdivided version
That's actually a pretty good idea, and another way for me to avoid learning sculpting, lol. I'll definitely give this a go in a future attempt. Good advice, and good reference picture. Thanks.
>>775681
>>775696
Amazing work. Hope to have 1/10 of this skill some day.

>> No.776139

>>776024
looks too much like plastic

>> No.776142

>>776080
wtf

>> No.776143

>>776082
wtf
>>776080
wtf
>>776087
exactly.
>>776092
A dedicated rigger is shit.

>> No.776144

>>774314
What is that?

>> No.776155

>>776125
It is supposed to be stylized yes. Everyone is saying the skin is too plastic though, so ill have to change it

>> No.776162
File: 1.24 MB, 985x954, 1574565589928.png [View same] [iqdb] [saucenao] [google]
776162

>> No.776178

>>776162
Think you need to spend more time in the sculpting phase, try and use some references of anatomy and faces

>> No.776183
File: 310 KB, 417x587, 1577525161244.png [View same] [iqdb] [saucenao] [google]
776183

>>776178
this is Arthur from MvC

>> No.776187

>>776024
>>776113
Post the concept sketch (you do have one right?), otherwise looks like generic mismatched semi-stylized muscleguy
Use better lighting, bad lighting makes reflective things (like metal) look like shit, glowing bits (eyes) look bad (maybe use a gradient, maybe some post effects in compositor), toes are bad (they're simultaneously lower detail than proper feet but higher detail than painted box feet ps2 games and skyrim used),
needs more visual interest in general, not just random dumb scratches and shit but fundamentally the character is dull; he looks like Sven from Dota but Sven's entire "presence" is his weapon; he's deliberately lacking in detail (save for his muscular body) while his weapon (which varies by skin) is very detailed / ornate / readable

>> No.776190
File: 3.04 MB, 3840x2160, screenshot018.jpg [View same] [iqdb] [saucenao] [google]
776190

Got some sweet beauty renders done :D

>>775923
I used xgen in maya to generate hair to bake down into hair cards, baked the hair cards down in xnormals, painstakingly placed the hair cards in 3dsmax/maya. Then did the same thing for the beard except I generated the sections of the beard using zbrush's fiber mesh.

I followed Johan Lithvall's "Hair Creation For Games" course for the hair on the characters head, but I would use a haircap next time for shorter hair.

And this YouTube tutorial for generating hair cards using zbrush fiber mesh
youtu.be/8c7QYYr9KFc

>>776126
Keep working and putting the time in. I'm no where near perfect, we've all got a long way to go but where in it together. :)

>> No.776197
File: 1.24 MB, 1280x720, 1586986538134.png [View same] [iqdb] [saucenao] [google]
776197

Added in better eye textures and lips. Rendered in cycles. Now on to the rigging and anim in maya

>> No.776201
File: 260 KB, 1127x658, Yamato_WIP.png [View same] [iqdb] [saucenao] [google]
776201

Starting my first piece for portfolio. I feel like my foundation is lack a bit

>> No.776202

>>776201
If the body is being covered by clothes you don't need to focus on any kind of details so long as the proportions are correct. You can go right ahead and block in the clothes over the top.

>> No.776216
File: 2.70 MB, 4032x2268, 20201015_184858.jpg [View same] [iqdb] [saucenao] [google]
776216

>>776187
I have a couple

>> No.776217
File: 2.71 MB, 4032x2268, 20201015_184914.jpg [View same] [iqdb] [saucenao] [google]
776217

>>776216
>>776187
Another

>> No.776219

>>776183
>>776162
>>776197

Look up how to model an armored character. Golden rule is you're supposed to polymodel most of the armor parts, the "hard" parts unless they end up looking distorted and kind of squishy.

Sorry, I don't know how to explain this very well, but you're approaching modelling a character that's about 90% hard materials wrong

>> No.776231

>>776197
If you're rigging in maya why bother doing any of it in blender?

>> No.776244
File: 2.64 MB, 4032x2268, 20201015_184953.jpg [View same] [iqdb] [saucenao] [google]
776244

>>776217
>>776216
>>776187
>>776024
Final. The character is supposed to be a pankraton using space-hercules who acts like a face wrestler

>> No.776293

>>776231
i did the uvs in blender and i can render on gpu in cycles (arnold gpu doesnt work for my ancient graphics card)

>> No.776296
File: 705 KB, 1858x1043, Kappoidsculpt.jpg [View same] [iqdb] [saucenao] [google]
776296

Recently started 3D modeling after sculpting traditionally for many years. Churned this piece out real quick to see what I could do under a short deadline now that I'm more comfortable modeling in Zbrush.

>> No.776299
File: 662 KB, 453x979, beakyboi3.png [View same] [iqdb] [saucenao] [google]
776299

>>776021
>>776028
Thanks! I thinned down the waist considerably and did a ton more proportion adjustments/detail work, still ways to go, hoping to wrap up the modeling work by the end of the weekend. Heres a quick render with basic Modo materials, will be texturing in Painter/Designer later when i lowpoly this

>> No.776312
File: 889 KB, 615x1073, beakyboi4.png [View same] [iqdb] [saucenao] [google]
776312

>>776299
Never go underequipped

>> No.776325

>>776296
Good work. Traditional artists usually make excellent digital artists after transitioning.

>> No.776410
File: 2.15 MB, 2624x915, AnielRetopoBake.png [View same] [iqdb] [saucenao] [google]
776410

>>775003
>>775002
Will move onto texturing after fixing some of the errors in the bake

>> No.776419

>>776296
do you still sculpt traditionally? i've always wanted to do but it always seemed such an expensive activity

>> No.776426

>>774887
LMAO this is the most wholesome shit I've seen on this website. OP and all the anons, bow before the sit down man

>> No.776427
File: 1.05 MB, 5616x2664, Maquette - Mech vs Kaiju.jpg [View same] [iqdb] [saucenao] [google]
776427

>>776419
I do still sculpt traditionally when I can cause I've been so accustomed to working in the medium but I'm making an effort to transition completely to 3D. I'd say it isn't terribly expensive to start experimenting with traditional sculpting. Buy yourself a inexpensive set of tools a couple pounds of oil clay like "Monster Clay" or "Chavant", although any brand of oil clay would be fine, and some armature wire. My process for so long was sketching out maquettes in clay then taking photos of the sculpt when I'm finished. I would then recycle the clay for another project. I used the same 5-10 pounds of oil clay for years cause I didn't care about keeping the sculpts around and just wanted the practice.

>>776325 Thanks a lot anon. It's definitely a benefit knowing how to sculpt and having all that down before learning the software.

>> No.776504

>>773366
Bump

>> No.776534

>>775918
t-pose

>> No.776554

>>776190
>we've all got a long way to go but where in it together. :)
Thanks for the encouragement, anon.

>> No.776600
File: 82 KB, 999x535, Yamato_WIP_2.png [View same] [iqdb] [saucenao] [google]
776600

I feel like everytime i scuplt in an area to be more correct it gets muddier. How do I prevent this?

>> No.776617

>>776600
By knowing anatomy. You are making up forms that aren't actually there irl.

>> No.776619
File: 280 KB, 542x550, Front.png [View same] [iqdb] [saucenao] [google]
776619

>>776617
I'm using references through an art model pdf i have. here's my reference im using

>> No.776621

>>776619
It doesnt matter if you are using reference at this point, you lack any knowledge of what goes on under the skin. Reference is always helpful and you should always use reference but I just because you are using your eyes and looking at a ref doesnt mean you understand anything about it

>> No.776622
File: 91 KB, 977x618, Yamato_WIP_3.png [View same] [iqdb] [saucenao] [google]
776622

>>776621
Then how do I understand the knowledge at this point to fix the model? I'm incredibly new to this and I don't want to mess a sculpt that would like to use

>> No.776624

>>776622
Look at some medical references, if you can, take a anatomy course. I took Scott Eaton's courses. Though they are very long so you might not want to get into them now. If you are new to this lad I'd give up the idea of not messing up your sculpts. You are going to make mistakes and a lot of them so try not to get attached to the models you are making. What are you using this for?

>> No.776626

>>776624
Portfolio piece to get into university. I've had a few years training in 3d software and 2 years in a coding course. Zbrush is one thing im yet to grasp but I really want to get good at it for an interview next year.

>> No.776629

>>776626
You have an entire year man. Fuck this sculpt, learn anatomy first then and take a course. Good sculptures don't take months to do unless youre doing something crazy. They take a few days/weeks at most.

>> No.776633

>>776629
Problem is I cant afford to take the course. I'm a cart pusher for a supermarket because the company i was working at went bankrupt due the pandemic.

I could afford it before, but I'm barley surviving and university is my one time shot to get a grant and get me in more secure position next time.

>> No.776634

>>776633
You can just torrent the course brother. It's on cgpeers and cgpersia and probably everywhere else you can find.

>> No.776636

>>776622
>and I don't want to mess a sculpt that would like to use
I get how you feel, you worked really hard on your model and now it's become your waifu
you imagine perhaps slavic_whore_box3dsk_03_"elizabeth" will become your mascot, your masthead, your shining symbol affixed to the front of your 3d portfolio chariot
But I assure you, she is naught but clay to be molded, tempered, then discarded
When you git gud you'll be able to make sluts in an afternoon.

Also you just have to bite the bullet and learn a bunch of medical shit (bones, muscles, the connecty bits between them); if you just stare at crack whores (sorry, "nude models") trying to sort of figure out where all the dents and bumps are, it won't really work.
Look up an "human anatomy for artists" book or video series, don't buy anything just steal it (youtube, bilibi, cgpersia) and if you only have a year then you need to work like a fiend.

You need to make this your video game, you need to make learning and doing 3D your entertainment

>> No.776663
File: 79 KB, 1129x660, Simple_Blockout.png [View same] [iqdb] [saucenao] [google]
776663

>>776634
Just torrented a few female and male anatomy videos and watching one now. Starting from scratch to make anatomy piece

Its going to be a lot of trial and error but im determined.

>> No.776691

>>776244
>>776217
>>776216
>>776187
>>776115
>>776113
>>776115
>>776024
Anyone?

>> No.776695

>>776427
yeah, I've always been a huge fan of practical effects and H R Giger and really wanted to take that path as a kid, but I guess it's too late for me to go all in now so I'd like to pick it up as a hobby at some point when I get more stable financially. thanks for tips though, much appreciated!

>> No.776703

>>776663
yeah ofc it'll be a lot of trial and error but its always worth it in the end. Try and do a bust or two a day and make sure you are studying and watching videos/courses at the same time. Don't just mindlessly sculpt. Take the time and think about muscle placement and think back on what you learned from the videos. You will 100% get better if you do this. Also don't forget to look up videos on how to use zbrush better, when to dynamesh, hotkeys, etc. Just general zbrush stuff.

>> No.776722
File: 401 KB, 1054x626, coolcat.png [View same] [iqdb] [saucenao] [google]
776722

my 2nd sculpted model, his mask slides up like a knights helmet visor thing. next ill learn how to make low poly version and do maps and textures and maybe make actual hair for him

>> No.776753
File: 171 KB, 829x787, 1597392768408.png [View same] [iqdb] [saucenao] [google]
776753

>>776197
redid some topology to add hardness to the shoulder, leg, chest and hand armor, replaced my head with an IMM head. Now I'm going to work again on the helmet

>> No.776756

>>776753
>redid some topology
Nigga, zremesher doesn't count as " redoing topology"
also your proportions are very wing unless your going for the retarded midget look

>> No.776761

>>776756
i spent time goz-ing to blender and adjusting loops

the plan is to animate to match the moveset of Arthur from marvel vs capcom, a very short looking character around 5 heads tall

>> No.776810

>>776761
If you want to animate, you need better edge loops than that, looks like its gonna deform like shit

>> No.776827

>>776810
do you think i should do a full retopo with maya and its quad draw tool?

>> No.776828
File: 98 KB, 1670x939, jo-town1.jpg [View same] [iqdb] [saucenao] [google]
776828

>>773366

>> No.776829

>>776827
yes you should and look up guides how to do edgeloops for animation

>> No.776889

>>776761
>the plan is to animate to match the moveset of Arthur from marvel vs capcom, a very short looking character around 5 heads tall
Yes I'm guessing this guy >>776183
Your proportions are still off, the hands are too small, the legs are too small, the shoulder plates are too big, the space between the breast plate and crutch is too big, etc
Also you really need to separate the hard surface meshes(in this case the armor), having all of it be a continuous model is bad and will get you very bad result when you rig and animate it. Just model each armor piece individually and let go of zremesher

>> No.776928
File: 3.23 MB, 2915x960, Scene.png [View same] [iqdb] [saucenao] [google]
776928

>>776410
Some more progress on this dude, getting close to calling him done
Put in some basic colors and tweaked a bit of the wing proportions.
Next on the list is to fix some of the Geometry and Baking errors that are still present, make some of the feather placement look more natural/relaxed and finish the characters Backside.

After that i'm going to refine the colors, and do some slight hand painting to give him a more stylized look

>> No.776952

>>775640
hot

>> No.776960
File: 601 KB, 1080x2280, Screenshot_20201019-142139_Samsung Internet.jpg [View same] [iqdb] [saucenao] [google]
776960

Trying out some sculpting with the Android app Nomad, I'm actually surprised about how well this works on my phone, first time I ever considered getting an Andoid tablet.

>> No.776980
File: 410 KB, 2048x1024, Cubes16kNew.jpg [View same] [iqdb] [saucenao] [google]
776980

Got around to render my hdr test scene
Originally i just wanted to see how useful the new sky node is but i slapped some textures on the blocks as well

>> No.776981
File: 171 KB, 2048x1024, Cubes16kOld.jpg [View same] [iqdb] [saucenao] [google]
776981

And the old version without any sky nodes.
The lighting does look better but is totally unusable

>> No.777033
File: 2.07 MB, 2297x1032, export1111.png [View same] [iqdb] [saucenao] [google]
777033

>>776928

>> No.777034

>>776828
You can tell this is going to be a shooter game because of these ladders that allow access to rooftops

>> No.777035
File: 2.54 MB, 1398x1462, export11112222.png [View same] [iqdb] [saucenao] [google]
777035

>>777033

>> No.777067
File: 30 KB, 454x749, thing.jpg [View same] [iqdb] [saucenao] [google]
777067

god i wish i knew how to make waifus

>> No.777073

>>777067
looks like you might be able to make some land of the lustrous characters if you steal someone's shader for the hair

>> No.777092
File: 706 KB, 1031x1410, MH.png [View same] [iqdb] [saucenao] [google]
777092

I don't exactly like having to ask this on 4chan but
I've been struggling cause i'm just not satisfied with my work, I feel like I can get through 80% of the sculpting process until I have to add fine details and it's drives me crazy not knowing really how, I've seen some geo napkil and raf grassetti vids and still don't understand, I just feel so cheap adding surface noise and alphas and what not and feel like I ruin the piece. Am i overreacting? could I just bake pic related textures and be done with it? any tips? I really don't know anyone in the industry and I kinda don't like polycount.

>>776928
I'd say the wings look a bit stiff, I love smt and remember that character having smaller, more stylized wings, and also your fingers and arms are a bit too sausage like. I'd say you need to use reference for the anatomy.

>> No.777093

>>777092
I'd say at that stage your sculpted details are def done, if not slightly overdone.

If this is a piece of art for a production the rest of the detail is better done thru texture maps.
If the micro detail of a surface is already part of the bump/normal geometry of the thing you are sorta fighting that fine geometry
during texturing as grime/dirt/ paint etc need to seep into those details.

If you add all your final detail pass all thru texture maps it way easier to coherently weather a surface.
Only reason to bring geometric detail in a sculpt up to 11 is if you're not texturing your art at all
and only present clayrenders of really highend sculpts in your portfolio.

>> No.777095

>>777093
thanks for the help, yes this is actually for production it's actually a whole character, and I'm texturing on substance, I think I also believe the detail is a bit overdone, I'll have to do it again not push it too much and see what I can accomplish using painter as I really don't have a lot of experience using it.

>> No.777119
File: 2.70 MB, 1120x840, drrrr.png [View same] [iqdb] [saucenao] [google]
777119

old cunt

>> No.777131
File: 1.62 MB, 540x303, Phos .gif [View same] [iqdb] [saucenao] [google]
777131

>>777073
I actually do wanna make a gem character so that’s a good idea. They seem perfect for 3d rendering. I hardly know anything about texturing/materials though

>> No.777168

>>777131
this looks like a great opportunity to learn more about it,

>> No.777205
File: 2.31 MB, 1919x1003, unknown (6).png [View same] [iqdb] [saucenao] [google]
777205

update on the bathroom scene, Just the sink part. I'll probably post the rest when the new /wip/ gets made. Still got a bit to go

>> No.777207
File: 575 KB, 1841x2048, 1590376323041.jpg [View same] [iqdb] [saucenao] [google]
777207

>>777131
Might be of some help

>> No.777250

>>777207
>3D is easy they said
>It takes no time to learn they said

>> No.777256

>>777250
Nobody in the history of 3d has ever said that.

>> No.777286

>>777034
fist of all fuck you.
second of all, fuck off.

I made this Game Level in memory of my little brother who took his own life on April 4th 2009. He climbed a building, and simply jumped. Taking his life- and mine. I have been working on this game level ever since the day of his death on April 4th 2009. There are no shooter mechanics. Retard. My brother took his own life on that date and don't you dare forget that.

>> No.777291

>>777286
>Taking his life- and mine
:^)
Best of luck Mr Zombie Dev.
Hope that crushed pelvis of yours doesn't slow you down too much.

>> No.777296
File: 702 KB, 2375x1994, IMG_0868.jpg [View same] [iqdb] [saucenao] [google]
777296

Cliff

Mudbox

>> No.777365
File: 123 KB, 1080x1012, 1573700540068.jpg [View same] [iqdb] [saucenao] [google]
777365

>>777286
>fist of all fuck you.
>second of all, fuck off.
>I made this Game Level in memory of my little brother who took his own life on April 4th 2009. He climbed a building, and simply jumped. Taking his life- and mine. I have been working on this game level ever since the day of his death on April 4th 2009. There are no shooter mechanics. Retard. My brother took his own life on that date and don't you dare forget that.

>> No.777367

>>777286
Your brother was a very brave man to attempt suicide from a 3 story building, the risk of him just destroying his body and becoming a cripple for life was very real jumping from that height. Unless he like dove head first, in which case he was an absolute mad lad.

Truly a waste if you're not trolling. Your brother had actual heroic qualities unusual for someone who _an hero_.

>> No.777399
File: 1.66 MB, 1196x1076, screenshot000.png [View same] [iqdb] [saucenao] [google]
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>>777035

>> No.777400
File: 1.72 MB, 1080x1028, screenshot002.png [View same] [iqdb] [saucenao] [google]
777400

>>777399

>> No.777423

>>777399
Maybe give the feathers more color variation or some accents? Also his right hand is a bit weird, I see you didn't really pose the fingers you just posed the arms. Maybe think of some cool hand/finger poses you could do to spice it up. It's lacking a lot of emotion.

>> No.777435
File: 101 KB, 974x826, Comp.jpg [View same] [iqdb] [saucenao] [google]
777435

>>777399
Druwed you need to be more observant, you're not even close.

>> No.777548
File: 813 KB, 1080x1080, 60939ba1-6d90-474c-93d1-b3e35c01db40.png [View same] [iqdb] [saucenao] [google]
777548

Currently in the process of replacing all my default minimalist app icons with cheesy early 2000-ish 3d ones.

>> No.777553

>>775774
nice
what's the tricount?

>> No.777571
File: 482 KB, 846x1064, riggingMax.jpg [View same] [iqdb] [saucenao] [google]
777571

>Rig rig rig.

>> No.777585

>>777034
Hey man ive seen that.
once.

>> No.777639

https://www.artstation.com/artwork/28dGwg

>> No.777673

i haven't been here in years, but it's really nice to see that the op image for these threads hasn't changed at all

>> No.777676
File: 168 KB, 1435x878, more_greeble.jpg [View same] [iqdb] [saucenao] [google]
777676

more of this

>> No.777677
File: 155 KB, 1435x878, more_stuff.jpg [View same] [iqdb] [saucenao] [google]
777677

>>777676
also this

>> No.777690

>>777548
based.
The phong/blinn shading is a nice touch.

>> No.777691

>>777673
Not for the lack of anons who don't understand tradition trying.

>> No.777817
File: 1.65 MB, 960x540, raphtalia_webm_2.webm [View same] [iqdb] [saucenao] [google]
777817

https://youtu.be/HttexOWMKu4
I finished this shitty low poly dance animation of my wife. In retrospect, I wish I picked a different song.

>> No.777822

>>777817
the low poly aesthetic seems kind of inconsistent; it isn't really any lower-poly than most MMD animations, but she seems dead since the face doesn't move. the shader needs tweaks as well, doesn't look great in the dark.
I like the animation though.

>> No.777862
File: 913 KB, 2048x2048, 41607FE5-5E62-4748-B84B-CB9E5382E40D.jpg [View same] [iqdb] [saucenao] [google]
777862

>>774198
Update. Struggling a little with Xgen hair and SubSurface

>> No.777887

>>777862
the renders look fuckin great anon. what renderer is this, and what was used to create this model?

>> No.777912
File: 3.86 MB, 2650x1080, Revolver 1.png [View same] [iqdb] [saucenao] [google]
777912

>> No.777916

>>777887
It’s the Arnold renderer in Maya with an AI standard shader.

Mainly Zbrush, Maya, Mari, and eventually Marvelous Designer

>> No.777928

>>777912
The decal/paint is pretty cringe, but I guess that's what you were going for.

The gun is nice though. What's the tubes sticking out of the side though? Exhaust vents? Wouldn't you want the gas to stay in the barrel when shooting a round?

>> No.777931
File: 3.32 MB, 2560x1080, Revolver 3 (Engraving Silver) .png [View same] [iqdb] [saucenao] [google]
777931

>>777928
I just thought it would look kinda cool to add them in the gun, that's about it. Also here is another render with a different texture

>> No.777986

seriously considering dropping blender for max

>> No.778061

>>777986
please do yourself a favor, i literally can't wrap my head around people who insist on using blender when max and maya exist

>> No.778066

>>778061
This
>b-but it's free
is not a valid argument when Autodesk don't give a shit about individuals pirating

>> No.778067

Is it just me or do renders with a lot of reflective surfaces look better than renders without any? I feel like any time I see a render with a car in focus with all its shiny surfaces, it looks great. However I can't say I've seen many mind blowing renders of wooden or stone architecture for example. Maybe that's the reason bibeo games make everything shiny nowadays, to show off raytracing.

>> No.778077

I'm new to most of this but through the last 2 weeks i've done mothing but blender.

Reason was to make animations for people in my D&D Sessions and make the world look bigger and better in their eyes.

I've been making Halloween shit for the last 2 days.

https://youtu.be/sBm78bNTZuk

>> No.778114

>>778066
They do give a shit, that's why new autodesk soft have a fucking botnet

>> No.778117

>>777986
Why? Changing software not going to make you better, max doesn't have a magic button and all tools are the same

>> No.778143
File: 85 KB, 976x834, 20201024_210019.jpg [View same] [iqdb] [saucenao] [google]
778143

>> No.778155
File: 119 KB, 561x462, WIP.png [View same] [iqdb] [saucenao] [google]
778155

Please rate my humanoid pepe

>> No.778159

>>778155
ayy/lmao

>> No.778163

>>778117
Maybe because of performance? Blender is known as the top worst performing of all major 3d DCCs.

>> No.778184

>>778163
True, but unless you work with 10 million polygons its not really a problem

>> No.778200

>>777817
maybe you should stop watching incel harem shows like shield hero and grow up

>> No.778202
File: 36 KB, 527x465, IMG_20200927_170940_0.jpg [View same] [iqdb] [saucenao] [google]
778202

>>778200
Maybe you should suck my dick you seething cunt. Post wip or post death certificate.

>> No.778211
File: 1.95 MB, 1920x1080, tentalcesA2.png [View same] [iqdb] [saucenao] [google]
778211

tomorrow I'm rigging this, I fucked up with the subdivisions on zbrush so it's not as low poly as I'd like

>> No.778215

>>778211
nice : )

>> No.778219
File: 450 KB, 1920x1080, anato01_v01.jpg [View same] [iqdb] [saucenao] [google]
778219

Anatomical study, I want to stop sculpting T-posed characters that I always end up sculpting over after they get posed anyways. I'm

>> No.778223

>>778202
post face

>> No.778224

>>778061
>>778117
>>778184
>>778163
yes because of performance

>> No.778235

>>778184
Nah man mine slows down on a 1k subdivided model. Max and Maya fly with that. Blender is only okay for polygonal modeling (that is, mostly games models).

>> No.778236

>>778235
i had problem when subdivided with a 60k model, i am starting to think blender has some issue with subdivision since the lag stopped once i applied the subdivision

>> No.778238
File: 416 KB, 950x923, turnTriangles.jpg [View same] [iqdb] [saucenao] [google]
778238

At the 'flip triangles' stage of rigging this game asset character.
I have seen lot of general confusion about quads and tris in questions here and other places in the past.
Esp when people look at ripped game characters where the isoline has been thrown away.

This image will help explain why you are always concerned about your triangles even if you have a very quaded geometry.
When a model is published within a game it is no longer meant to be touched by a human so the isoline data is
thrown away as an optimization meant to be read only by the engine.

However the studio that have the working files view the models like this on their end and not 100% triangulated.

>> No.778240
File: 2.29 MB, 1920x1080, FS Preview.jpg [View same] [iqdb] [saucenao] [google]
778240

Working on the final little "still" shot of the music video (it'll be animated, but just camera stuff). Really pushing for that trapper keeper / old ass geometry math-book look.

It's my first pass at the scene, so things are still getting tweaked. Notably the mountains in the back need more detail, and I need to figure out a better texture for the planet. Also plan on having the driver leaning on the other side of the car facing away from the camera.
Still, the concept is there for now, all I gotta do is polish it.

>inb4 what the fuck is up with the planet
The car exits out of a wormhole near the end of the video, so I figured why not have it be through the middle of a planet like some ancient fuckup that's now used for travel.
I'm also aware it looks like a planetary goatse... I'm working on fixing that.
Or just leaving it in :^)

>> No.778241
File: 814 KB, 1920x1080, untitled.jpg [View same] [iqdb] [saucenao] [google]
778241

This is my first attempt at modeling and also my first incursion into shaders (Im scared of them).
I used blender but I wanted to give the blunt a normal map to simulate bumps coming from the inside, how can I do that?
also what's some render tips to avoid using the shitty denoise option

>> No.778243

>>778241
First off, your render is too dark.
You can fix that (even after rendering), by pushing the exposure/gamma up a tad in the color management settings. Just don't push it too far.

As for bump, I'd take a noise texture, use object coordinates, and plug the noise texture into a vector>bump node. Then plug the bump's normal output into the normal input of whatever shader you're using.
Then just mess around with the noise scale, and the bump height until you get the look you want.

For render tips, dark scenes end up noisier (because there's less light to calculate for bounce lighting), so sometimes it's better to turn up the lights and render it brighter, then turn it down in post. Also sometimes you don't need your glass to be 100% realistic, so sometimes it's better (and artistically sound), to use a "fake glass" material that uses transparency rather than the glass shader.

>> No.778332
File: 44 KB, 640x640, Duo_Icon_Dither2.png [View same] [iqdb] [saucenao] [google]
778332

IT'S GETTING LATE. PRACTICE YOUR FRENCH.

>> No.778336

>>778240
too grainy and the grid is too small which kills the read of the whole thing

>> No.778337

>>778332
kek

>> No.778365

>>778336
Grainy is just shitty samples+shitty denoise.
Obviously this isn't the final, so I aint about to waste a bunch of time for that.

I like the grid size in the foreground, but yeah I've been working on getting the grid to read better on long distances. It's always kind of an issue with grids and horizons. You either make them big so they read, but fuck up the sense of scale. Or you make them small to keep the sense of scale, but run the risk of the grid turning into a flat color in the distance.

Fixing the emission so it's less impactful (and thus overpowering the shading), and breaking up the grid a bit with a texture should fix that though.

>> No.778394
File: 53 KB, 197x203, 1575741561507.png [View same] [iqdb] [saucenao] [google]
778394

>>778117
try sketching your next concept art using a mouse and mspaint, because photoshop doesn't have a magic button and all tools are the same

>> No.778414
File: 343 KB, 3824x2102, 2S2ixY0.jpg [View same] [iqdb] [saucenao] [google]
778414

took me about 2 hours. Happy with the result considering time spent.

>> No.778415
File: 391 KB, 3824x2102, pyCoij7.jpg [View same] [iqdb] [saucenao] [google]
778415

>>778414
wireframe

>> No.778419

>>778219
I don’t understand why anyone would not model it t posed. Like you can then continue the pipeline and make a fully riggable then poseable 3D character you’re can actually use in animation. Rather than endless character studies

>> No.778427

>>778394
This is extremely retarded comparison tho

>> No.778436
File: 56 KB, 1000x1000, stop talking.jpg [View same] [iqdb] [saucenao] [google]
778436

>>778419
because they're not trying to learn rigging? while sculpting out of T or A pose will definitely help with anatomy.

>> No.778438

>>778419
If you model your character in a pose it's not suitable for rigging, and if you rig a character in a bind pose you gotta be a real expert to have it articulate well enough to look anything like a character sculpted into a pose if you animate it to assume that pose.

You need to be very advanced to create rigs that can articulate naturally.

>> No.778439

>>777205
haha I saw this in #art-feedback

>> No.778440

>>778427
Not really. As a computer artist you are kinda like a racecar driver.
take away your equipment and you can't really do what it is you do.

No matter if you're the best driver in the world you can't lap a slow car as fast as you can lap a fast one
so ofc the innate abilities of your tools puts some constraints on what kind of performance you're able to give.

Not that the gap between these softwares are anything like paint vs photoshop.
But denying that you depend on your tools to perform in this field is also being very untruthful towards yourself.

There are tasks I can approach in several different software packages but doing them in the best option will allow me run circles around myself
compared to if I did them in another package.

>> No.778448

>>778440
>Not that the gap between these softwares are anything like paint vs photoshop.
If you compare specialized software with generalist software then yes, the gap can be as extreme as paint & PS.
Compare Blender for sculpting and texturing with ZBrush and Mari and you'll get an extreme like this.
Even among generalist DCC's is a big power-gap.
But overall your analogy is very fitting.

>> No.778449

>>778427
>"Why? Changing software not going to make you better, max doesn't have a magic button and all tools are the same"
is an extremely retarded reply, tho. sorry you insist on literally gimping yourself by using an inferior program.

>> No.778545
File: 549 KB, 2560x1440, Void-Bastards-Bang-Tydy.jpg [View same] [iqdb] [saucenao] [google]
778545

>>778414
Give it a flat emissive color without shadows and draw on some scratches and details, and you could pull off a neat look.
Like that Transformers game P* did.
Or that game Void Bastards.

I got that impression from the thumbnail at least.

>> No.778549

>>778438
Are blendshapes commonly used in an advanced rig? Like I’ve seen people utilise them for facial rigs, so why not shoulder deformations?

Or is that an outdated workflow and every deformation is controlled by the paint weights and joints?

>> No.778553

>>778549
Yeah corrective blendshapes are still used all the time.
Though I don't know if they're used in those rigs that use muscles and shit.

>> No.778565
File: 816 KB, 2605x752, Nagaman.png [View same] [iqdb] [saucenao] [google]
778565

>> No.778601
File: 475 KB, 1558x692, Nagaman2.png [View same] [iqdb] [saucenao] [google]
778601

>> No.778618
File: 1.24 MB, 1920x1080, FS Preview1.jpg [View same] [iqdb] [saucenao] [google]
778618

>>778240
Final version of it.
Probably also going to do a version without the dude for wallpaper purposes.

>> No.778736
File: 1.04 MB, 1881x704, Nagamanhead.png [View same] [iqdb] [saucenao] [google]
778736

>> No.778747
File: 247 KB, 1479x920, WIP 01.jpg [View same] [iqdb] [saucenao] [google]
778747

working on this guy

>> No.778752

>>773366

New thread up, friends.
>>778751