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/3/ - 3DCG


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File: 341 KB, 1470x876, wip.png [View same] [iqdb] [saucenao] [google]
778751 No.778751 [Reply] [Original]

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

Previous thread: >>773366
List of free resources: https://pastebin.com/cZLVnNtB

>> No.778762
File: 83 KB, 1128x662, Human_Foundation.png [View same] [iqdb] [saucenao] [google]
778762

I'm getting frustrated beyond belief doing anatomy. I'm watching tutorials and reading books and it wont look the way I want it to.

>> No.778763

>>778762
what's your reference? You are using reference images right?...

>> No.778766
File: 280 KB, 542x550, Front.png [View same] [iqdb] [saucenao] [google]
778766

>>778763
yes I'm using this and few other photos for the torso and legs as well as looking at torso anatomy tutorials. the head could do with some more work but I'm just trying to define and work consistently to get things to look decent

>> No.778767
File: 260 KB, 1127x658, Yamato_WIP.png [View same] [iqdb] [saucenao] [google]
778767

>>778763
Also this is what I initially tried do sculpting before I started this with just a reference in mind.

>> No.778771

>>778766
The hard truth is you just have to keep sculpting you can watch all the tuts but if you don't put the man hours in you will not see results.

>> No.778772
File: 91 KB, 977x618, Yamato_WIP_3.png [View same] [iqdb] [saucenao] [google]
778772

>>778771
I've been working on this model for 10+ hours just sculpting, dyna mesh and remeshing in constant cycle.

its better than what it was but its still disheartening that people can do this in 2 hours or less.

>> No.778774
File: 550 KB, 3736x1970, MNTd28h.jpg [View same] [iqdb] [saucenao] [google]
778774

stomp stomp

>> No.778775
File: 52 KB, 1595x592, test01.jpg [View same] [iqdb] [saucenao] [google]
778775

I'm creating a story about a research ship and just trying to get a design im happy with. Nothing is set in stone just trying to build an idea.

>> No.778776
File: 87 KB, 1699x904, test02.jpg [View same] [iqdb] [saucenao] [google]
778776

>> No.778780

>>778775
Nice. You definitely know what you are doing.

>> No.778781

>>778772
>still disheartening that people can do this in 2 hours or less.
this is true but you should focus on yourself, you can look at artstation for hours a day and it can both, make you want to eat a bullet and continue and master zbrush and improve your anatomy knowledge. i have been doing this on and off for the reasons that i just suck but if i keep stopping nothing will change, so im back at it everyday and i want to create a story and im using that as my motivation. Just stick with it and dont stop.

>> No.778783
File: 1.48 MB, 3840x2160, anato01_v02.jpg [View same] [iqdb] [saucenao] [google]
778783

>>778219
Update. I'm fairly sure a lot is wrong with the muscles' positions or size, so please do lemme know before I go ahead and add the t h i c c and smaller details over them.

>>778772
The best way I've progressed is by starting over and over again. If you want to do a character in particular, this could be harder because you probably don't want to do the same design 5 times in a row. You could try doing a plain character first before bothering with a heavy design.

>> No.778803

>>778774
Have you ever heard of a show called generator rex? I feel like this little creature would fit in right at home there

>> No.778818
File: 1.06 MB, 960x540, Pyramid Ocean.webm [View same] [iqdb] [saucenao] [google]
778818

Working on a quick scene based of a shitty sketch of mine.
The "water's" movement is a bit fucked though. Thought I could get away with using a regular displacement texture instead of something like the Ocean Modifier since it's easier to loop a texture, but it looks like ass.

>> No.778819
File: 907 KB, 1200x1007, sketch.jpg [View same] [iqdb] [saucenao] [google]
778819

>>778818
Here's the sketch to kinda show what I'm aiming for.
I should mention that I'm fucking trash at drawing nowadays.

>> No.778832

>>778803
haha no but I looked it up. thx

>> No.778864
File: 339 KB, 1749x747, cliffs.jpg [View same] [iqdb] [saucenao] [google]
778864

cliffs to be inserted waaaaaaaaaaaaay into the foggy backgroud

>> No.778874
File: 336 KB, 1200x783, Yosemite.jpg [View same] [iqdb] [saucenao] [google]
778874

>>778864
They look good.
Kinda jelly of your rock-sculpting ability t.b.h.
I always found it hard to really make them look natural.
Unless I'm retarded and they're not sculpted, and are just displacements. Which might be the case looking at them now, since they don't have any overhangs.
Still, good results in either case.

What kind of scale are they supposed to be at?
I could see them working kinda small, but at the same time they remind me a bit of some of the formations in Yosemite National Park. With that really hard stone that looks like it just comes off in chunks rather than erodes smooth.

>> No.779070
File: 288 KB, 1479x920, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
779070

Critic pls

>> No.779078

>>778781
Love the passion, keep it up anon
Rooting for ya

>> No.779084

>>779070
I like the legs and torso but shoulders part looks a bit off. Overall it's really neat.

>> No.779087

>>779070
The shoulders are too narrow, the ribcage is too low and has the wrong angle for a female, the way the tits attach to the pectoralis looks wrong, the proportions of the head and neck seem off, the way the belly transitions to the pubis also looks too sudden, the scapula seems to go too low in the back

>> No.779153
File: 605 KB, 2152x705, nagaman4.png [View same] [iqdb] [saucenao] [google]
779153

>> No.779156
File: 196 KB, 1920x1080, IbColorSaturation.jpg [View same] [iqdb] [saucenao] [google]
779156

I've always been intimidated by Blender but decided to finally try something and this is the first thing I've ever tried to model. Trying to get the colors on the head more saturated instead of looking like clay.

>> No.779157
File: 193 KB, 1920x1080, IbColorSaturation.jpg [View same] [iqdb] [saucenao] [google]
779157

>>779156
it had my name in it, oops.

>> No.779263
File: 375 KB, 967x954, 20201030_122043.png [View same] [iqdb] [saucenao] [google]
779263

>>779070

>> No.779337
File: 1.01 MB, 1440x1440, castle5.png [View same] [iqdb] [saucenao] [google]
779337

>> No.779339

>>779157
>starts modeling a paper airplane on her chest

my first modelling project was also a human figure btw. good work (it is good you are working toward something better)

>> No.779355

>>779337
looks cool but the pipes seem dumb

>> No.779357
File: 152 KB, 2581x1359, ==.jpg [View same] [iqdb] [saucenao] [google]
779357

does this look photorealistic?

>> No.779358

>>779337
I had a dream like that once
WHO ARE YOU?

>> No.779359

>>779337
Why is it standing on a pile of shit?

>> No.779360

>>778772
find good medical anatomy models first and copy them. you do not know any muscles or bones you copy only blob shapes and that is bad. once you know muscles (at least major ones) you start thinking differently. watch 2d art anatomy tutorials, it applies to 3d too but you do not have to worry about foreshortening so it is much easier for 3dlets.
>oh the delts are a little bit rounder and thinner on this person/model/ref w/e
this is how your thoughts should go
and you are thinking like
>is this middle part wider, let me see, here is a dent a little bit to the left or maybe not
get zbrush or something similar and make a skelly and add muscles in different colors then remake that model (male and female) untill you get sick of it. remeber, there are NO SHORTCUTS

>> No.779364

>>779153
nice, but the neck does not connect logically

>> No.779372

>>779157
Use the snipping tool for screenshots.

>> No.779391

>>779357
Not without textures it doesn't.

>> No.779393

>>779357
buy substance goy

>> No.779396
File: 382 KB, 3447x1818, Ip3Bo4D.jpg [View same] [iqdb] [saucenao] [google]
779396

>>779391
what about now
>>779393
i have it im just too retarded to use it

>> No.779397

>>779355
yeah they are dumb should I add more though

>> No.779424

>>779396
Are you half-blind?
Can't you just look at your references and then look at your image and compare them yourself?
I spare you the work of trying to fix it and ask us 12 times more if it is photorealistic - the answer is and will be NO.
Not unless you fix your brain/eyes.
If you can't tell what looks photorealistic, you will never archive it.

>> No.779431
File: 2.74 MB, 2247x2250, 15.jpg [View same] [iqdb] [saucenao] [google]
779431

Started this long time ago but only recently got the time to get back to it. Probably not gonna finish it in time for Halloween, but I'm still ok with the progress I'm doing on it

>> No.779433

>>779424
im not using a reference fag

>> No.779435

>>779433
Big brain. Are you trying to imagine in your hamster brain what textures look like or something? Why wouldn't you just gather some material references and work on it until you can barely tell it apart if you're aiming for photorealism. Stop being lazy and actually put effort in every asset from start to finish. If you give up too fast just work on smaller projects, just pick one asset and make it looks at least decent instead of cramming a bunch of half assed stuff into a scene. And stop being so defensive about criticism if you want to get better. Or not, it's your life just stop shitposting.

>> No.779436

>>779433
>not using a reference fag
It shows.

>> No.779450

>>779396
Now it looks like everything is covered in candle-wax, or a really, really thick latex paint.
Photorealism is hard, it's not just about making things look realistic, it's also about making them PHOTO-realistic. Every irl image you see that isn't straight from your eyes is a photo. Cameras have their own properties, learn about them and how to replicate them, and that's a small step towards photorealism. The rest of that is proper materials that physically behave correctly, and lights that are grounded in reality.
And the absolute tippy-top cherry on the cake, is to make sure your scene and models are grounded in reality. That means proper scales for your objects, bevels where they need to be (so everywhere pretty much), a consistent and thought-out vision in terms of placement and composition, atmospherics if the scene needs it, and lastly, models that don't look like ass and have a comparable and consistient level of detail.

Your image is a long way off from any of that.

>> No.779458

>>779364
how to fix it?

>> No.779478

>>779433
ALWAYS use reference

>> No.779488
File: 2.15 MB, 2560x1080, Pistol 1.png [View same] [iqdb] [saucenao] [google]
779488

>> No.779496

>>779458
look at clavicles and how they relate to spine and neck. find references, could even be blizzards wow nagas since their anatomy is usually right. but better yet try to guess which references those artists used. some pajeet sculptures or something

>> No.779503
File: 322 KB, 795x538, demonhorns.png [View same] [iqdb] [saucenao] [google]
779503

I want to get better but i only model 1 thing every few weeks, lol
>>779337
really cool reminds me of old pre rendered games

>> No.779567
File: 593 KB, 1513x748, Nagaman6.png [View same] [iqdb] [saucenao] [google]
779567

>>779153

>>779496
ok, will try it out

>> No.779574
File: 380 KB, 1920x1080, Defender test.jpg [View same] [iqdb] [saucenao] [google]
779574

How bad is it bros? I only added the carpet and wall so there was something of a "scene" going on. I've never finished anything before so pls no bully.

>> No.779601

>>779574
Create a better normal map for the wall or find/download a better one, it looks like you've generated it from the diffuse and its way too intense.

>> No.779604

>>779601
I was only talking about the cabinet really. I only added the wall and carpet quickly so the cabinet wasn't just floating around in nothing ;_;

>> No.779619

>>779337
bless. post more

>> No.779667
File: 1.85 MB, 1920x1080, 600 naranja post.jpg [View same] [iqdb] [saucenao] [google]
779667

Modeled in Sketchup, rendered in Lumion, hanging plants and men in Photoshop. Opinions? I think I'm kinda shit at doing post, specially adding cutouts of people walking and shit. How can I make it look more realistic?

>> No.779670

>>779667
this architectural style is a meme and looks fucking terrible. The ambient lighting feels off and the AO is way too strong.

>> No.779672
File: 613 KB, 1713x488, Screenshot 2020-11-01 020603.png [View same] [iqdb] [saucenao] [google]
779672

>>779670
Could be just the sun settings. This was a pretty experimental set, hence the weird looking lighting. The architectural style is irrelevant, this is just a base model I did based on a random vid from youtube.

>> No.779675
File: 2.21 MB, 1863x2815, 1.jpg [View same] [iqdb] [saucenao] [google]
779675

Need advice on the legs and head and would love a paint-over

Here is what it is LARGELY inspired by (I dislike their legs and feet)
https://www.artstation.com/artwork/zAmBEq

Made during some time off for fun but id like to put it on artstation since ive not posted anything since getting a job years ago
Cheers

>> No.779699

>>779675
This has to be a Japanese design, judging by how ridiculous impractical it is.

>> No.779700

>>779699
Ive never watched anime or any of that stuff, just taking a break from doing more practical designs and having fun. The guy who did the concept is Malaysian I believe

>> No.779744

>>779675
I actually liked the pointy fantasy-knight feet more t.b.h. Well, looking closer I guess they're actually high-heels, but I'm going to pretend they're those pointy knight feet.
I wish the head was a bit bigger though, it gets really lost in all that detail.The whole thing lacks any kind of focal point too, and the torso has next to no space for the eye to rest. It'll probably have some better focal points with color, but it's also important that it reads in greyscale as well. I also can't really tell how it's supposed to move/function. Not that it needs all sorts of gears and pistons and shit, but I mean it doesn't look like the joints have any kind of freedom of motion.

All that being said, on a technical level, it's very good, so good job.

>> No.779761

>>779672
oh looks a brazillian

>> No.779864

>>779675
Jesus Christ anon, are you demigod of hardsurface modelling?

>> No.779886
File: 929 KB, 1064x932, prog12.png [View same] [iqdb] [saucenao] [google]
779886

>>779744
>I wish the head was a bit bigger though
>The whole thing lacks any kind of focal point too
Noted sir
>I also can't really tell how it's supposed to move/function.
I really want to ignore this comment but I will see if there are some easy things i could have a look at to make it more believable. From here on out I'd like to start kit-bashing stuff since I modeled nearly every piece just for lols so im sure ill find some swively bits in there to play with.
Regarding the comment about the eyes having a place to rest do you think thats where the large simple plating on the legs plays a role?
I'm honestly starting to come round to the high heel legs now haha, I'll just keep sitting on it for now though
Thanks for the feedback!

>>779864
Look into Subd modeling and LiveBoolean
This asset can't be used for anything other than still renders. hence the lack of wire-frame

>> No.779904

>>779761
That's Spanish, you simpleton.

>> No.779954
File: 826 KB, 2317x706, nagamanarmorupdat.png [View same] [iqdb] [saucenao] [google]
779954

>>779567

>> No.779958

>>779886
Yeah the legs don't have a similar amount of high-frequency detail as the torso.
I think somewhere between how much is on the torso, and how little on the legs is a good point to aim for. Complex is a great way to show your skills, but sometimes less is more.

>> No.779988
File: 528 KB, 997x532, Fuck.png [View same] [iqdb] [saucenao] [google]
779988

>>778762
So i decided to try to do a face anatomy sculpt and this happened. I dont know what to do.

>> No.779992

>>779988
control N then go into edit mode

>> No.779997

>>779992
Thanks.
I ended up just used a quicksave to get back to 5 mins before.

Decided to make that image my wallpaper

>> No.779999

>>779997
no problem good luck with your face sculpt

>> No.780000

>>779999
blessed quads

>> No.780008
File: 620 KB, 2300x1212, 2mn3X7p.jpg [View same] [iqdb] [saucenao] [google]
780008

grass is hard ree

>> No.780014
File: 82 KB, 1004x546, Spooky.png [View same] [iqdb] [saucenao] [google]
780014

>>779988
Head Sculpt Progress. Anyone got any good tutorials for realistic eye painting?

>> No.780038

>>779999
>>780000
harmonious

>> No.780079

>>780014
projection painting with photographs

>>780008
I would recommend finishing the model of the bike.
also nice weird shadows

>> No.780148
File: 121 KB, 1766x815, greebly_01.jpg [View same] [iqdb] [saucenao] [google]
780148

More greeble for the greeble god.

>> No.780171

>>779954
Looks way better man. Is this for a game?

>> No.780185

Everybody but a few software engineers is jobless in the future
https://www.youtube.com/watch?v=Jy_VZQnZqGk

>> No.780237
File: 100 KB, 836x696, shot1.jpg [View same] [iqdb] [saucenao] [google]
780237

One of the shots I'm working on. Still not sure about color grading, but I went through so many iterations of it that I actually don't even know anymore, I'm probably blind to it at this point.

>> No.780239
File: 531 KB, 3840x2110, a2bLWzL.jpg [View same] [iqdb] [saucenao] [google]
780239

>> No.780240 [DELETED] 
File: 35 KB, 594x565, 1603920437604.jpg [View same] [iqdb] [saucenao] [google]
780240

>>780239

>> No.780272

>>780239
Might wanna invert that bump direction, friend.

>> No.780297

>>780008
OH gawd it's poking through the concrete...

>> No.780301
File: 540 KB, 988x620, rick full.png [View same] [iqdb] [saucenao] [google]
780301

>> No.780302
File: 616 KB, 988x620, head detail.png [View same] [iqdb] [saucenao] [google]
780302

>> No.780303
File: 810 KB, 988x620, bridge detail.png [View same] [iqdb] [saucenao] [google]
780303

>> No.780304
File: 428 KB, 1105x691, horrors.png [View same] [iqdb] [saucenao] [google]
780304

>>780301
>>780302
>>780303
my topo is complete ass though.
I'm n00b, but i got drive. Getting a grasp of how not to destroy my mesh with modifiers.

>> No.780413

>>780304
Fuck man this prop is great, definitely learn how to retopologize without modifiers though. Youre GMI

>> No.780416
File: 445 KB, 1920x997, cliff.jpg [View same] [iqdb] [saucenao] [google]
780416

freehand sculp

mudbox

1.4 mil poly

that dot is a person

>> No.780419

>>779431
dope

love the cataract

>> No.780422

>>780413
>Youre GMI
Global Methane Initiative??
'splain

>> No.780426

>>780185
Dont worry the software engineers wont have a job much longer than the rest.

>> No.780428
File: 990 KB, 1418x927, hola.png [View same] [iqdb] [saucenao] [google]
780428

>>780239
i love hairy bike seats, photoreal

>> No.780434
File: 1.58 MB, 1080x1920, wanderer proto.png [View same] [iqdb] [saucenao] [google]
780434

trying to remake Caspar David Friedrich's "wanderer over a sea of fog" but in a more modern setting, planned on replacing the landscape with maybe a post-war or post-apocalyptic city, but Im not so sure anymore, it seems kind of odd since the high rise buildings wouldnt work with the vanishing point of the picture

>> No.780435

>>780434
also I used a grass-particle system but I think covering the stones in moss would look better, no?

>> No.780448

>>780422
Gonna Make It

>> No.780471
File: 51 KB, 964x802, shot2.jpg [View same] [iqdb] [saucenao] [google]
780471

Rain not included atm.

>> No.780479

>>780304
Fuck, how the hell did you manage to make your topo look like a game-rip gone bad?

>> No.780486
File: 1.20 MB, 1920x1080, road.jpg [View same] [iqdb] [saucenao] [google]
780486

So I finally finished and released that music video project I've been working on.

https://youtu.be/0Zc_oICXfj4

I've never done anything like this or this big before, so there are some things that probably could have been done better, but couldn't due to time, but I'm happy with how it turned out.
Originally it was just supposed to be a 10s loop inside the wormhole, with the text comped on top, but it kind of took on a vision of its own.

I've been here for years (since like 2013), and you all have helped me through thick and thin, and I appreciate it, I don't think I would have made it this far without your help over the years. So thanks /3/, I hope you guys like it.

>> No.780487

>>779070

buttocks need a little more volume on the interior part

>> No.780513

>>780486
Excellent work anon

>> No.780517

>>779864
>>779886
looks like greeble-addiction.
I'm detecting clinical levels of kitbashing :^)
Not dumping on you, but did you actually model any one of those details, or did you go nuts with MESHmachin3?

>> No.780518

>>780479
It wasn't easy...
I started with an idea and a cube, then I over-thought the process, then I ran into issues with UV seams, so I spent a hamster's age re-fucking edgeloops until my parents threatened to sell me to a research clinic.
Like I said, kind of a nuub, but at least I can identify all the thousand things I did wrong and can plan the next project better. And I know what that button over there does now, too.
Bonus: I actually figured out how to wrap geometry on a curve and texture it with little outside instruction. Boom, flat wound RotoSound strings.

>> No.780521

>>780518
Also, if any Blenderheads want to poke around in it and get a good laugh at my mesh and UVs, here's the project:
https://mega.nz/file/S8JXgahb#WTLTt-84YRJRAOOlqjnzVJkXwxkLHsdS2Vw1N0Ebi-A
I'm more than happy to hear some harsh (constructive) criticism, what could be improved, removed, whatever. And go ahead and use it for whatever you want if you feel like it.

>> No.780529

>>780513
Thanks man, I hope I can get more work like this in the future. I don't often get opportunities to do things like this.

>> No.780530
File: 148 KB, 3241x1823, ifureadthisugay.jpg [View same] [iqdb] [saucenao] [google]
780530

texturing is the bane of me

>> No.780535

>>780521
>And go ahead and use it for whatever you want if you feel like it.
This is not the way, fag. l2jew

>> No.780538
File: 112 KB, 1280x624, עורך-דין-משרד-הביטחון.jpg [View same] [iqdb] [saucenao] [google]
780538

>>780535
What the fuck is your problem? Rabbi shtupped your mommy and you're still mad?
Back to /pol/ with you.

>> No.780544

>>780538
>immediately thinks of something negative upon reading "Jew"
Fuck off, antisemite.

>> No.780554

>>780538
Bruh, he just told you to hold yourself to a higher standard and try to profit off of your work.
Rule 1 of being an artist is to never work for free, making money in art is hard, so you have to nickel and dime for every cent.
It's a beginner model in terms of topo, sure, but you ended up with a clean result (at least visually) you should be proud of. Once you learn proper edge flow, you'll be someone to keep an eye on. Don't settle for less than you're worth.

>> No.780558
File: 730 KB, 2629x805, Nagaman100001.png [View same] [iqdb] [saucenao] [google]
780558

>>779954

>>780171
Doing this for a portfolio piece, but he will be game-ready and rendered in realtime

>> No.780565
File: 275 KB, 800x800, chick.jpg [View same] [iqdb] [saucenao] [google]
780565

>>780554
Well thanks for the kind words.
I make a decent living off my day job, I'm not really in this for gelt. I do "ars gratia artis", art for art's sake. If I go full-blown artisan, I'd charge for it.
But if it's worth it like you infer, maybe I should switch my day job at some point?
Look for my up-and-coming "how much make money rigging furry anthros??" thread :^)

Also, I farted around with the sculpt tools and did a thing. It's a replica of an actual keychain bauble. UV was much simpler, good practice. I'm sure ZBrush is better, but Blender seems more straightforward.
>pic related

>> No.780575
File: 323 KB, 1804x2399, ToddHoward2010sm_(cropped)-1.jpg [View same] [iqdb] [saucenao] [google]
780575

>>780304
Very nice kiddo, you're hired.

>> No.780577

>>780486
A E S T H E T I C
feels like vaporwave, man.

>> No.780580

>>780577
Going for synthwave/outrun vibes, but thanks man, I appreciate the kind words.

>> No.780586
File: 1.09 MB, 1867x940, zremeshLOL.png [View same] [iqdb] [saucenao] [google]
780586

>>780517
Did you read the post?
I said quite plainly that i modeled every piece and I alluded to using subdiv modeling and Zbrushs Liveboolean, there is only one part in the mesh that I didn't model myself and its on the back side and not visible in any of the renders i posted

>> No.780588

>>780586
not to interfere in this intellectual debate but I want to repeat something for everybody:
Whatever your job is, cut corners wherever possible. Everything is valid. Losers just trying to put you down because they are insecure.
Make whatever you want however you want:)

>> No.780593
File: 619 KB, 562x907, 001.jpg [View same] [iqdb] [saucenao] [google]
780593

still working on this, but its at a point i can ask for feedback. one of a few sots I'm doing in this setting.

>> No.780596

>>780237
Grading is good nice job man water need more samples, but you probably already know that. are you using phoenix?

>> No.780602

>>780593
you have so much detail in this, yet the light plays with none of it. The perspective is good, just wrong time of day. It looks flat because of the light and exposure, which would adjust, blow out the building and sky to catch details in the shadow area. It'd be nice to have the sun either behind the camera, a little to the left or right in front and a little to the left - so the trees and leaves have highlights and shadows and the wall of the building still catches light. The wall bits of the building look like they lack a little detail, like maybe panes or so to convey size.

>> No.780607

>>780593
Similar to what other guy said, since you have these trees close to the building, you could try reducing sun's angle (to make a bit sharper shadows), and rotating it so it's somewhere in front of a camera, maybe front - left. That way all the shadows from the leaves can spill across surfaces in the foreground and could create a nice visual interest. Currently the lighting really is too flat and there aren't any shadows on trees that would give them some volume. I understand the struggle totally because I have a similar lighting with a mostly cloudy sky which makes everything look flat by default.

>> No.780616
File: 542 KB, 1476x582, withpsosmall.png [View same] [iqdb] [saucenao] [google]
780616

>>780530
seriously drop the cash for substance painter, it's worth it. One of my first models texturing on substance painter.

>> No.780618
File: 2.29 MB, 907x1444, Lighting.jpg [View same] [iqdb] [saucenao] [google]
780618

>>780607
>>780602
thanks, I've done some more lighting tests, i think A or G might be the best

>> No.780635

>>780586
Please don't show that kind of wireframe, I was having lunch.

>> No.780638

>>780635
Who cares if it doesn't deform

>> No.780644

>>780618
G for sure. I'd like to have even more sun hitting the ground - you really want to emphasize on that.

>> No.780649
File: 913 KB, 587x947, 002.jpg [View same] [iqdb] [saucenao] [google]
780649

>>780644
>>780618
here's some more work and a quick comp mock up, wasn't satisfied with those so worked on it more. think this the best of them, but if you think g is better will revert.

>> No.780665

>>780616
wow that looks really nice. I just can't figure out substance painter.

>> No.780676

>>780665
Have you watched the official tuts on the program's Youtube? That was a better way to get up and running than any faggot trying to tell me what to do.

>> No.780694

>>780635
yeah, makes me sick too. posted it to prove a point
>>780638
well I'm not going to be unwrapping or texturing it any time soon with my current hardware, the polycount stands at 36 million triangles

>> No.780701
File: 2.88 MB, 2585x2046, 1590308450016.png [View same] [iqdb] [saucenao] [google]
780701

I started from my own 2d concept, built a quick box model and did quick uvs and test textures.

Now I plan to animate it landing in maya, export the fbx to houdini, do the smoke sim there, and export the vdb and render in blender.

>> No.780704

>>780649
Great work.
Could you post the wireframe?
What software are you using?

>> No.780715

https://www.youtube.com/watch?v=QLpHHa9PRv4

>> No.780721

>>780704
Not that anon, but.
Why do you need a wireframe? It's all boxes and flat planes. What info could you possibly garner from that which you couldn't already infer? Why do you need to know his software either? It won't make you any better.
It's like you're a bot spouting off pre-made phrases.

>> No.780732

>>780721
Actually that's the best comment I've heard

>> No.780738

>>780732
I aim to please.

>> No.780741

>>780715
cool

>> No.780743

>>780676
oh no i wasn't aware of those. whenever I looked up tuts I just got a million shit tier results. Thanks for the info. And honestly it's 99% the shortcuts cuz I'm on blender like 6 hours a day and I feel like I'm left handed when I have to use other shortcuts

>> No.780760

>>780743
I don't think I've ever bothered to use SP's shortcuts and I've been using it for years. Only ones I ever use is ctrl+1(2,3) to switch views and that's about it. Largely, they're not needed.
Maybe to do something ever so slightly faster. Aside from painting, at most, SP has to do with sliders and manipulation, not keyboard stuff. All stuff that's not really able to have keyboard shortcuts.

Not to mention that memorizing shortcuts for the sake of memorization is retarded. Just pick them up as you naturally use the software. Do something the slow way once, see the shortcut "oh, nice it has a shortcut", and just use it from then on. If you forget, you probably didn't need the shortcut in the first place.
Shortcuts are to make operations you use often faster (thus saving time). Not to operate the entire program from your keyboard.

>> No.780771
File: 399 KB, 448x720, PreviewFile.jpg [View same] [iqdb] [saucenao] [google]
780771

>>780704
like the other guy said not sure what your hoping the gleam of this but here you go:
3dsMax, Vray

>> No.780846
File: 563 KB, 2035x799, nagamanneww.png [View same] [iqdb] [saucenao] [google]
780846

>>780558

>> No.780847
File: 1.07 MB, 1732x1536, 59DADA5B-C7BD-4053-B684-36CB242A4749.png [View same] [iqdb] [saucenao] [google]
780847

Making Dr Wily. What sculpt looks the best to use? If you don’t like any, what would be the one you would first start off with, and what changes would you make? I’ve been using blender for a year, and I’m just starting to model characters

>> No.780889
File: 367 KB, 591x861, wip.png [View same] [iqdb] [saucenao] [google]
780889

modeling

reference:
>https://twitter.com/yukihi/status/1000753870241320960

>> No.780901
File: 1.04 MB, 1732x1536, 66F42CBD-E624-43B4-A0C6-63541F296C2C.png [View same] [iqdb] [saucenao] [google]
780901

>>780847
I updated the sculpt. Does it look better?

>> No.780911

>>780889
SupaKawaii, can't wait to see it finished.

>> No.780925
File: 1.68 MB, 822x468, 1595395231072.gif [View same] [iqdb] [saucenao] [google]
780925

>>780701
my smoke sims made in blender were quite disappointing and hard to control. Trying now in houdini.

>> No.780926

Is it just me or has /3/'s mean age dropped significantly in the last few years? Is blender to blame? Some people here display some very obvious underage mannerisms.

>> No.780934
File: 96 KB, 512x512, booba.png [View same] [iqdb] [saucenao] [google]
780934

>>779263
Hey, it's me! Your retarded low effort cousin.

>> No.780937

>>780934
>mfw the BRAAAAAAP hits

>> No.781033
File: 396 KB, 2346x1206, S91bL6X.png [View same] [iqdb] [saucenao] [google]
781033

gonna try to make this into some sort of fallout style fantasy gauss rifle

>> No.781115
File: 509 KB, 1128x858, wip.png [View same] [iqdb] [saucenao] [google]
781115

>>780911
the modeling is finished i think

>> No.781116
File: 143 KB, 340x857, オシリ.png [View same] [iqdb] [saucenao] [google]
781116

>> No.781131
File: 3.50 MB, 2244x1490, comparison.png [View same] [iqdb] [saucenao] [google]
781131

>>780434
>replacing the landscape with maybe a post-war or post-apocalyptic city, ... it seems kind of odd since the high rise buildings wouldnt work with the vanishing point of the picture

I think your concerns about this stem mostly from the position of your camera. Where in the original the "camera" is at the height of the middle of the wanderer's shoulder blades, and is almost completely level, maybe looking down slightly, your camera feels like it is placed at the waist level of the character, and is looking upwards. Maybe the silhouetted nature of the image is throwing off my perception, though. However, If you want high rises in your scene, try blocking some out with realistically sized cubes (just google the dimensions of some high rises for reference), and play with the camera until you get things feeling right. Remember, you're not obligated to make the perspective 1:1 with the original. If you want him to look down on a city from a cliff substantially higher than high rises in that city, you may consider moving the camera slightly above your characters head, and angling it downwards 10 to 20 degrees or so. People will still recognize that your render is an homage to the painting, and taking some liberties with it will likely benefit the composition overall. Keep at it.

I think your biggest challenge will be modelling the city to look convincing. You need good visual variety. Make several base building shapes, vary their height, and give them different tops. Maybe one has a dome on top, or is flat on top, or is missing it's roof. You can hide a lot of stuff in the city with fog (if you want to go that route). Make the fog thicker as it gets closer to the ground so you don't have to worry about modeling streets and sidewalks. You can even use a satellite image to get an idea for a layout of a city, check out the BlenderGIS addon). Also, watch these:
https://www.youtube.com/watch?v=qNba2oEij2c
https://www.youtube.com/watch?v=JjnyapZ_P-g

>> No.781133

>>780530
>Thumbhole stock AK
Loo/k/s cool.

>> No.781135
File: 2.47 MB, 1920x1080, medieval homecc.png [View same] [iqdb] [saucenao] [google]
781135

Sometimes its fun just to model not worry about topo or edge flow. This took 1.5 or 2 hours or something like that. Lots of fun. For the time invested, I really like how it turned out.

>> No.781138

>>779337
Looks really good. Reminds me a bit of Jabba's Palace. I really love the circular shapes for the structure. The modern looking pipes coming out of an old looking structure really get the imagination going. Has a 90s feel to it, like something you'd see in a DOS scifi game. My only suggestion would be to bump up the the subdivision on your terrain. The terrain close the camera has visible triangles. You might also consider giving the water some displacement. Overall 9/10. I really dig it.

>> No.781203
File: 500 KB, 256x256, 0001-0100.webm [View same] [iqdb] [saucenao] [google]
781203

tfw your hearts beats so fast the aorta turns inside out

>> No.781205

>>781115
>>781116
k-uwu-te, you gonna rig it too?

>> No.781208
File: 627 KB, 522x520, Screen Shot 2020-11-08 at 22.26.18.png [View same] [iqdb] [saucenao] [google]
781208

I made the mirror, table, chair, and everything on the table in cg. Planning on photoshopping it and illustrating on it too. My first ""CGI"" art piece

>> No.781209
File: 1.84 MB, 1138x1144, Screen Shot 2020-11-08 at 22.28.45.png [View same] [iqdb] [saucenao] [google]
781209

>>781208
The illustration WIP, and the more CHI looking tables

>> No.781211

>>781203
I want to fuck that heart.

>> No.781216

>>781208
this looks super nice- I would suggest modeling an ornate frame of some kind around that mirror, because I initially thought it was a badly positioned bg billboard. It would definitely be worth your time - it would make the scene excel spreadsheet

>> No.781220

>>781203
It looks like it's giving us the finger.

>> No.781228
File: 3.12 MB, 1920x1544, spidog.png [View same] [iqdb] [saucenao] [google]
781228

my first try with blender, i've never used 3d before and dont consider myself a particularly good artist, but i'm fairly happy with this guy as a first shot. i ran into polycount issues and had to lazy out on the legs, i'll learn more about remeshing or mitigating poly count next time c:

>> No.781235
File: 606 KB, 1327x861, 出来上がり?.png [View same] [iqdb] [saucenao] [google]
781235

>>781205
i want to but i have to watch tutorials first

>> No.781248
File: 1.06 MB, 960x540, Pyramid Ocean.webm [View same] [iqdb] [saucenao] [google]
781248

>>778818
Added some animals to it.
The heat haze is a bit fast though, that's next up to be fixed.

>> No.781313

>>781216
Thanks for the honest critique, thats a great idea desu~ will surely add to the atmosphere too

>> No.781338
File: 324 KB, 2560x995, 2020-09-11-183242.png [View same] [iqdb] [saucenao] [google]
781338

Home office again from now on and not a lot to do until at least December so I installed 6.5 to mess around with "old" CG (early 2000)

Why 6.5 and not something older like 5.6?

- multi-view layout makes it less of a chore to work with
- hub for layout-modeler interaction
- user-editable menus and windows
- cloth/soft/hard/particleFX
- motion designer 2
- both motion mixer and dopetrack retrofittable from later releases
- 95% of plugins from the 5.X era still work
- a ton of great commercial plugins from the likes of Worley Labs, Dynamic Realities, D-Storm ect.
- still works on modern versions of Windows, even multithreaded rendering

Supplementing this with a version of Photoshop 5.5 + DeepPaint

>> No.781340

>>781338
Masochism comes in many forms.

>> No.781342
File: 65 KB, 790x640, FUCK.jpg [View same] [iqdb] [saucenao] [google]
781342

>>781338
I need to readjust myself to that old version of modeler.
I will supplement myself with three more old school tools
- Organica for blob modeling
- Canoma for image-based modeling
- DoGA CG Series

>> No.781449
File: 512 KB, 1280x720, 1574483728483.webm [View same] [iqdb] [saucenao] [google]
781449

>>780925
and after some work got much better simulation results from houdini. Now to add the ship back in

>> No.781502
File: 1.22 MB, 426x240, 1592353125371.webm [View same] [iqdb] [saucenao] [google]
781502

Never got around finishing this

>> No.781503
File: 1.96 MB, 780x400, 1593042113590.webm [View same] [iqdb] [saucenao] [google]
781503

>>781502
Shit, wrong one

>> No.781523

>>780901
hmm...the bump/ridge around his eye socket seems too pronounced. also the shape of the nose is off.

>> No.781526

>>780847
also if i had to pick one id say 2, or 3

>> No.781683

Guys how do you deal with lack of inspiration/creativity? Im trying to model anything in hardsurface but I quickly burn out.

>> No.781684

>>781683
cocaine an underage hookers

>> No.781686

>>781228
Definitely use the remesh option. Fixes a lot of issues

>> No.781689
File: 1000 KB, 2061x799, nagamancolor.png [View same] [iqdb] [saucenao] [google]
781689

>>780846

>> No.781691
File: 1.02 MB, 2305x800, nagamancolor.png [View same] [iqdb] [saucenao] [google]
781691

>>781689
uploaded wrong one

>> No.781707
File: 3.28 MB, 3840x2160, 0032.jpg [View same] [iqdb] [saucenao] [google]
781707

>>781248
Finished and added some sound.
https://youtu.be/jjsXnRgeluo

>> No.781763

>>781684
I have flour and a older brother, can it do?

>> No.781765

>>781683
maybe youre not an artist

>> No.781769

>>781683
I can easily get inspirited by looking at other people work, maybe try using sites like pinterest
And yeah i do force myself to finish some works when i get bored or burn out, but finishing works is very important and you just need to do it

>> No.781812

>>781765
maybe you are faggot

>> No.781823
File: 1.91 MB, 1080x1080, New Project (2).jpg [View same] [iqdb] [saucenao] [google]
781823

sorry i"ve been retarded and haven't been posting in this thread but what can I do to improve this scene?

>> No.781842

>>781823
Dirt and damage pass - the amount of which depends on what you want to do. If it's supposed to be a new house, then you can add just a little bit of imperfections, but if you're going for this spooky RE7 look, then I'd do quite a large damage pass with broken planks, tons of dirt and cracks etc.

Then, a bunch of smaller objects to fill up the scene, currently you only have a house and some simple trees in the bg.

Trees are really basic, it might work if they are covered in fog, but now they just don't look right.

Grassy ground texture is low res, add actual foliage to it, grass and some plants around the house.

Finally, denoise the image, unless you have a noise on purpose, but I think it might be a better idea to add it in post then to actually just have a shitty noisy render.

Lighting-wise, it looks decent, ambient lighting and a warm lamp to lead the eyes towards the entrance. I'd add some dramatic light above and behind the house, but you have to experiment with it.

>> No.781847

>>781338
y tho

>> No.781861
File: 159 KB, 1366x768, Progress_01.png [View same] [iqdb] [saucenao] [google]
781861

>>778762
got some time to make progress on the model a bit. Trying to go for a flaming hair kinda thing going.

>> No.781863

>>781823
The trees look really close, and they aren't that good to begin with.
Other than that I really like it, maybe an object here or there, a bit more care in the grass and it's a very nice naturalistic image.

>> No.781888

>>779070
missing deltoids

>> No.781896

>>781842
I appreciate this feedback so much.
Do you know of any tutorials to make damage and dirt pass?

>> No.781934

>>781812
gonna cry no talent depressed neet

>> No.781938
File: 2.86 MB, 1280x720, 1594682474955.webm [View same] [iqdb] [saucenao] [google]
781938

>> No.781939
File: 2.86 MB, 1280x720, 1593128908555.webm [View same] [iqdb] [saucenao] [google]
781939

>>781938
I don't think I will work more on it but I had fun and learned some new things.

>> No.781940
File: 697 KB, 1280x720, 1594093786054.webm [View same] [iqdb] [saucenao] [google]
781940

>>781939
Also, this was the first version of the girl, I ended up redoing the arms and legs to be more proportioned but I didn't record this animation with them

>> No.781944
File: 1.07 MB, 2903x1526, 97F7E601-1C4F-4D85-B340-CE7C7D76527B.jpg [View same] [iqdb] [saucenao] [google]
781944

Absolute newbie here, recently made this, both the astronaut and the sky were hand drawn, everything else is procedural(?) was fun tho and I’d love to hear some thoughts

>> No.781946

>>781944
Looks ok enough, got more angles? Or better resolution?
I like the way the pink appears

>> No.781949
File: 2.35 MB, 2903x1526, F9480F5B-1738-4C7E-BAD6-8E57F17C5D2A.jpg [View same] [iqdb] [saucenao] [google]
781949

>>781946
I’ve got some more of my work on my insta tho it’s mainly 2d, and nope didn't make that many angles might do in the future tho

>> No.781963

>>781896
Its a lot more work then using a perceptual material but pick up substance painter and manually pain the dirt on

>> No.782021

>>781949
I really like this kind of stuff, when I did acid a few months ago all I could think about was how cool shit like this would look in a video game.

>> No.782023

>>781963
He can use decals and vertex painting for dirt. It's a better choice for architectural pieces. Use substance painter for smaller props.

>> No.782030
File: 773 KB, 1567x803, nagamanpretopo.png [View same] [iqdb] [saucenao] [google]
782030

>>781691

>> No.782035

>>781934
do you call youself artist because you 3D? Do you also wear hipster glasses, velvet scarf and drink iced caramel macchiato?

>> No.782114

>>782030
Wow, some poly paint and back spikes. big update for the boys

>> No.782116

>>782035
You seem well versed in the culture, fag.

>> No.782169
File: 2.84 MB, 600x500, Comp 2 1-1(2).webm [View same] [iqdb] [saucenao] [google]
782169

A few test shots.

>> No.782202

>>782169
looks pretty sweet
the motion on those glass things seems really stiff but i'm liking it a lot

>> No.782203

>>782202
Thx. Yeah, the motion isn't quite right atm, they don't actually rotate with the wire either. I don't know how else to do it in Blender, it's quite a complex process to achieve for a simple swinging animation. I want to work a lot more on it but the project slowed down a lot because reasons. I may even put it on a pause until I upgrade my PC, it has become too annoying to work on a scene. Might even switch to Octane as well.

The biggest reason I'm not so satisfied with this atm is that I wasn't able to achieve waterdrops sliding down surfaces and more complex water splashes. I'm not sure if it's even possible for me, since I've seen Pixar invested quite a bit to pull that off in the latest Toy Story.

>> No.782259

>>782203
>I don't know how else to do it in Blender
Make a chain of verts, pin the top, and use cloth sim on it. Then use that to drive the motion of the bulbs with hooks.

>waterdrops sliding down surfaces
Try this. I bought it (for like $1) a while back. It says it's for cars, but I've used it for other stuff just fine. You might have to play around with some color ramps though to get rid of some artifacts. It's just a texture, but it's better than nothing.
https://mega.nz/folder/9ERRyaAQ#3OKo3S8tlIf9ZY4ymyOF3w

Lastly, there seems to be something up with the motion in general. Like it's a time-lapse or something because your framerate is too fast or the time-step is weird.

>> No.782275

>>782259
>Make a chain of verts, pin the top, and use cloth sim on it. Then use that to drive the motion of the bulbs with hooks.
That was my approach, yeah, but I haven't figured out how to make glass pieces to rotate, they are just following the empty atm.

Yeah, it's playing at 15 fps, for some reason both simulations (water and swinging) play too fast at 24 and I don't know why since afaik I baked the sims at the right frame rate. Never done this stuff before so I probably made some mistake I don't know about. So i just dropped everything to 15 fps for now, fuck it.

Thx for the link, I'll try it out. But yeah, I really wanted an actual water geo which can slide down from roofs, water droplets hanging for a while and falling down etc. I tried playing with metaballs and literally animating a few of them manually, which could maybe work for a closeup, but it takes a lot of time and still doesn't look quite right.

>> No.782289
File: 2.79 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
782289

I made it in 4 hours, trying to practice how to make a robot

>> No.782293

>>782289
Nice Goater.

>> No.782318
File: 1.46 MB, 1920x1080, Tunnel.jpg [View same] [iqdb] [saucenao] [google]
782318

Working on a lo-fi scene based off of an image I liked on /wg/.
It's not meant to be exactly the same, just capture that same feeling.

>> No.782319
File: 1.38 MB, 2048x1524, 1592366455701.jpg [View same] [iqdb] [saucenao] [google]
782319

>>782318
Here's the original.

>> No.782329
File: 62 KB, 1407x790, Knife hard.jpg [View same] [iqdb] [saucenao] [google]
782329

>>778751
Absolutly suck at hardsurface in Zbrush, so following tutorials until i get the hang of several tools i didn´t even know existed.
And i am a license owner.

>> No.782442
File: 397 KB, 629x791, Riju.png [View same] [iqdb] [saucenao] [google]
782442

I'm trying to do a photo from Riju, but i don't know what to do to make it more "appealing".
If was a 3D photo-realistic model i would make a photo-realistic scenario, with "real lights" and stuff, but i dont know what more to do with a low poly model.
Should i render in a game engine to make looks more like a game?
Im thinking to make a Gerudo landscape.

>> No.782460

>>782318
>>782319
>It's not meant to be exactly the same
you should still make the ceiling dark like in the original because right now it's killing the composition imo. the curve of the road, the perspective on the columns, the orange light etc direct the eye towards the mouth of the tunnel but in your recreation it's all disrupted by the bright upper section of the image and how much it contrasts with the dark columns. the eyes end up missing the tunnel and staring at where the columns meet the ceiling, which is clearly not the subject of the image and also pretty ugly.

>> No.782472

>>782460
Yeah that's the plan. I'm aware of the dark upper part.
The focus at the current moment was getting the scene geometry and stuff set up.
Right now it's all lit up with big ass fill-lights so I can see everything in a "similar" light/color before doing an entire lighting pass.

>> No.782502
File: 488 KB, 960x232, 1588462893692.webm [View same] [iqdb] [saucenao] [google]
782502

>>780925
got a jet exhaust like flame going on in houdini, now im going to add in the bottom landing smoke, collide with the ground, throw in more cameras and get some different camera angles and do a nuke comp to get a better picture

>> No.782528

>>782442
take her top off thats how

>> No.782554

>>782502
Sorry dude, but this doesn't look like an rocket, more like an burning Spitfire that is about to crash. You might want to work on that a little more.
I would separate the exhaust flame from the smoke and make it so that it doesn't produce smoke itself and attach it to the rocket so that it moves with it (the whole sim container).
You could even simulate a flame, render it out and map it onto a mesh and do it with a shader.
For the smoke, i would make it less black rather lighter in color, less dense, and use a particles emitter to blow particles out of the exhaust and use this as a source so that the smoke gets a velocity away from the rocket. And also I would recommend to use the sparse pyro solver for the smoke.

>> No.782592

>>782528
There is nothing below.

>> No.782673
File: 1.06 MB, 1920x1080, Tunnel.jpg [View same] [iqdb] [saucenao] [google]
782673

>>782318
Not really sure where to take this t.b.h.
Just not really speaking to me any more. If anyone has any ideas, I'm open to suggestions.

>> No.782692
File: 3.25 MB, 1920x1920, test.png [View same] [iqdb] [saucenao] [google]
782692

>>778751

>> No.782693
File: 52 KB, 1131x853, nagatopo.jpg [View same] [iqdb] [saucenao] [google]
782693

>>782030

>> No.782714

>>782673
I'm almost postie the roof inst darker because its a different, darker material its just the lighting only pointing at the ground, they will make it look better first of all.
the horizontal lines on the roof and the correct lighting positions would also help, you have the warm lights in the lower part but no light fittings, you should add some. some more road verity, like man holes, storm drains and markings, the wall on the side could also use that door and some vents. basically add more low-fi details to brake up the monotony and better lighting.

>> No.782838
File: 31 KB, 592x448, tokyo-xtreme-racer-zero-image848186.jpg [View same] [iqdb] [saucenao] [google]
782838

>>782714
Yeah I know the roof isn't darker because of the material. For some reason, even though I light the scene similarly, the bounce lighting is fucking things up like the light bounces off the ground, and hits the ceiling. If I do the lights at a spot where things are lit properly on the ceiling, the rest of the scene isn't lit. But if I turn up the lights, the light bounces and makes the ceiling light up too much.
Most likely, the photo itself is a long-exposure photo (or long-ish). Which means that the parts that are lit up had more light going into the camera. I'm not sure how to replicate that, or if it's even possible in 3d. Maybe taking multiple frames and adding the result?

There actually ARE fittings in the tunnel, just hard to see. If you look closely, you can see the white spots where they are.

>some more road variety*
There are storm drains, and the door and vents are there too? They're probably not in the best spot compositionally though. I was thinking of changing the setting a bit, maybe some Japanese road marking or something. Make it look like something from Tokyo Xtreme Racer.

I had a hell of a time trying to get the right scale and camera position for the photo, though. Which ultimately I think is the problem overall since it lacks that open yet intimate feel for the space. It's downright impossible to find a point of reference for vanishing points to get a bead on where the camera should be. Since the road curves, but also moves up, and the rest of the scene is at off-kilter angles. Hell, not even the pillars are perpendicular to the tunnel entrance.

>> No.782840
File: 563 KB, 1920x540, Long Exp test.jpg [View same] [iqdb] [saucenao] [google]
782840

>>782838
>>782714
Did a very very quick test of adding the frame a few times, seems to have a similar result. Though I probably could have just played with the curves.
I just wanted to do as much as I could in-scene without compositing, at least until the end.

>> No.782860

>>782840
Couldn't you do this by adjusting the exposure?

>> No.782868
File: 1.92 MB, 1920x1080, WG-XP2000-pp.png [View same] [iqdb] [saucenao] [google]
782868

I think I'm becoming addicted to bools.

>> No.782871

>>782860
Yeah, guess I was just over-thinking things.
I always figured adjusting the exposure just adjusted the brightness similarly to changing the ISO. Not really like tweaking the shutter-speed and letting in more light.
For what it's worth, the current light setup adds a fuckton of noise that I can't seem to get rid of. Even with upped sampling. It's not even normal noise either, it's like black spots over the entire image.
At this point though, I feel like I'm just complaining to complain.

>> No.782878
File: 2.41 MB, 1920x2160, wall comp.png [View same] [iqdb] [saucenao] [google]
782878

>>782673
For the most part, I think you've accomplished your goal of making a lo-fi version of the photo you posted. I think what is missing is dirt. It's just too clean. Look again at the photo where the sidewalk meets the wall on the left. There's lots of grime and filth there. Same with with the wall... dirt, rust, residue, etc. has been running down it and solidifying. I see you've used spot lights on the wall above the tunnel, like in the photo, but the ambient light is just too bright, and it gets drowned out. So much atmosphere in your photo comes from the contrast between light and dark. Look at the lighting in pic related. The top is similar to what you have, the bottom is closer to the photo. The ONLY thing I changed was the amount ambient light. And the only post-processing I did was slightly bumping up the contrast. The changes to lighting, and adding dirt really will help your scene. If you want to take a break from it, fine, but don't give up totally.

>> No.782892

>>782878
Thanks for the tips, I appreciate it. I'll give it a good detail pass and see if that does something.
World lighting is straight up black (assuming that's what you meant by ambient lighting), so it's just the lights lighting up the scene.

>> No.782914

>>781235
So cute, any updates?

>> No.782926
File: 266 KB, 1920x1080, gondola.webm [View same] [iqdb] [saucenao] [google]
782926

>> No.782927

>>782892
>Thanks for the tips, I appreciate it. I'll give it a good detail pass and see if that does something.
Happy to help. That was the main thing that struck me. I really do like what you have so far, by the way.
>>782926
Is he going to be okay?

>> No.783003
File: 2.07 MB, 1920x1080, maybefinal3.png [View same] [iqdb] [saucenao] [google]
783003

this where I'm at now thoughts folks?

>> No.783038

>>783003
looks good, why the circle crop though?

>> No.783048

>>783038
Liked what the panorama type fish equisolid did and I guess it has a circle crop when rendering

>> No.783052
File: 553 KB, 1024x762, Underpass v2.jpg [View same] [iqdb] [saucenao] [google]
783052

>>782673
>>782927
Decided to stop fighting with the scene and do my damnedest to actually get the scale right. So I just scrapped the scene and started it all over again from scratch.
Took a bit of noodling around with fspy to get a camera angle I could work with. Luckily the door is in the original image, and I could use the sewer drains for another angle. Ended up getting something workable for a small section of the image, and built the scene around those measurements.

Worked out pretty well. With the added benefit that the lights actually function properly and light the space with a believable falloff. Now I'm back where I left off, and the detailing phase will actually add to it instead of polishing what amounts to a turd.

>> No.783053
File: 1.13 MB, 1024x762, Comparison.gif [View same] [iqdb] [saucenao] [google]
783053

>>783052
Here's a comparison shot as well. There's some obvious differences, but shit's definitely closer than the approximation that the last version was.

>> No.783069

>>783048
just set your camera focal length to something like 4mm or lower for the same effect and no cropping. also lower the bloom looks like you rendered this though a piece of plastic

>> No.783072
File: 618 KB, 1024x762, 1.jpg [View same] [iqdb] [saucenao] [google]
783072

>>783053
great job man, its hard to start over but you made the right choice, luckily you could still reuse a few things.

colour and lighting still needs a little work but a lot of that can be fixed in post if you want, i would make your road less noisy, more dirty and lighter.

>> No.783153

>>783072
Thanks. I felt like starting over was the best course of action than fighting with it. Once I got the right sense of scale, I kind of went on autopilot and knocked it all out in one sitting. Since it was less guesswork and fiddling around till things looked "close enough" and more things falling into place naturally where they should.

Yeah color and lighting is something that's still constantly being tweaked. It's like I'll think I'll get close to the right color, then it slips away. It's a real tight balancing act.
As far as the road goes, that's the plan too. I just needed to put something down for the time being. Noise (assuming you mean in general), is just low samples.
I noticed you did the cutout as well on the right side, personally I was going to leave the wall because I like the enclosed feeling. Like it's one of those hidden spots. Having the cutaway there makes it seem more open to me. But the dark area there does balance things better, so I'll do something there to have a similar effect.

Thanks for the edit too, it'll definitely help out.

>> No.783447
File: 2.63 MB, 2144x1200, nagamanmarmoset.png [View same] [iqdb] [saucenao] [google]
783447

>>782693
>>782030

>> No.783448
File: 489 KB, 1111x933, 684501605118ca00f8cd02610ace5b39.jpg [View same] [iqdb] [saucenao] [google]
783448

>>783447

>> No.783477
File: 1.94 MB, 1080x1350, Render17.png [View same] [iqdb] [saucenao] [google]
783477

Feels a bit empty still.

>> No.783498

>>783477
Maybe some other anon will chime in and call me a fag and offer better advice, but I think the scale is wrong. If the size of the stairs and arch are proportioned for a human, then the handrail is really far down and those plants could be accidentally kicked over by someone. I think the plants should be bigger and the handrail raised.

>> No.783504

>>783498
Thanks for the advice anon!

>> No.783507
File: 1.52 MB, 1080x1350, mozart level photoshop.png [View same] [iqdb] [saucenao] [google]
783507

>>783504
You're welcome anon. I'm not sure how much this helps, though.

>> No.783578

>>783477
Make the walls white, get some blue-sky global illumination in there, render, post in a /wg/ liminal spaces thread.

>> No.783617
File: 528 KB, 1024x762, Underpass.jpg [View same] [iqdb] [saucenao] [google]
783617

>>783052
Some more work on it.

>> No.783619

>>783477
how is this textured?

>> No.783874
File: 1.61 MB, 1920x1080, WG-MG500v2.png [View same] [iqdb] [saucenao] [google]
783874

Material and model both WIP, especially the material.

>> No.783895 [DELETED] 
File: 1.70 MB, 1920x1080, 38b.jpg [View same] [iqdb] [saucenao] [google]
783895

>> No.783896
File: 2.73 MB, 1539x1075, 38b.png [View same] [iqdb] [saucenao] [google]
783896

Background is fucked, I know. Still can't find good high res pics of cities at night that look like I want them to.

>> No.783899
File: 615 KB, 1393x1003, Screenshot_2020-11-22_21-50-36.png [View same] [iqdb] [saucenao] [google]
783899

>>778751
what do you think /3/bros? I want to improve it in the retro style but don't know how to achieve that in Blender without looking too modern (ie soulless bright and shiny)

Made in Softimage 2012 back in 2012

>> No.783915

>>783899
i don't think it can be done since the scanline renderer got nuked

>> No.783917
File: 47 KB, 722x470, Screenshot_2020-11-22_21-48-00.png [View same] [iqdb] [saucenao] [google]
783917

>>783915
I tried mimicking it in blender, how does this look? I miss the old soulful look of old softimage

>> No.783938

>>783896
building look nice, but don't cube map your eviro, just use a flat image in post and put that same map in your environment slot for the right colors, doesn't matter what it looks like in render replace it in post. if your really struggling for background find one you like and match your camera to it's prospective instead of the other way round, no ideal but it works.

>> No.783974
File: 2.14 MB, 1920x1920, 1.png [View same] [iqdb] [saucenao] [google]
783974

finished this, it's based (haha funny word) on a concept by hua yecai, call me a coomer all you want

>> No.784007
File: 272 KB, 1179x1006, Bed_.jpg [View same] [iqdb] [saucenao] [google]
784007

Wat's up Anons?!
have not been here for some time )) (or done 3d DESU :( )

>> No.784012

>>783917
>>783899
soul

>> No.784111

>>783974
needs some texturing, even just light grunge in the roughness to make things less boring
also the face sucks you should just pave over it and have an interesting faceless figure if you're going to give up halfway and call it "done"

>> No.784113

>>783974
oh god the CA it hard to look at the lack of detail reminds me of the 2000s esq 3d films

>> No.784178

>>783896
look at some images of Wuhan, or any other big chinese cities, i think they have a similar aesthetic to what you want.

>> No.784187
File: 91 KB, 750x422, 125912464_729426824665273_2753251662726918374_n.jpg [View same] [iqdb] [saucenao] [google]
784187

>>783003
Huh, this is pretty neat! So minimal and it really feels like you can step into it.

>>782169
LOVE This, absolutely love it. The 4th shot has a more jagged look. Maybe try to smooth that out.

As for mine, I am trying to capture a warm christmasy vibe but not sure if I am going way to far in post prod effects.

>> No.784188
File: 220 KB, 640x800, 125907156_1272762746412767_6400958197368057195_n.jpg [View same] [iqdb] [saucenao] [google]
784188

>>784187
same set

>> No.784190

>>783974
hideous on every level

>> No.784227
File: 2.35 MB, 1920x1080, abandonedmechtr1.png [View same] [iqdb] [saucenao] [google]
784227

Testing out lighting and composition for an abandoned mech scene. Like where it's going so far. The overall mech shape isn't final, Just needed something for scale. The design is likely to change.

>>784187
It looks really nice. Thought it was a photo for a second. The pine branches and needles are VERY convincing. You really hit it out of the park with those. My only concern is that they end abruptly in a square. Real needles tend to be pointed. Also if you're going for a warm feeling, you may want to rethink your color grading. The foreground in the tree feels extremely cold. The trumpet ornament is really nice, but I feel like it gets lost in the background. In fact, at first glance, I thought the trumpet was full size, and was mounted on the wall. The brass and the warm lighting on the wall kind of cause them to blend together. I think if you blurred the background a bit more, the trumpet would stand out much better. One other thing: the silhouette of the trumpet suffers because of the bulb ornament behind it. The curve of the trumpet bell, and the curvature of the bulb flow together perfectly, and makes it difficult to tell where exactly the trumpet ends. I would suggest deleting the bulb, or moving it to a location where it doesn't overlap with the trumpet. I know I've criticized your render a lot, but please don't take to be hostility. Your render is rock solid. It just needs some adjustments. I really like it.

>> No.784257
File: 2.65 MB, 1920x1080, abandonedmechtr2.png [View same] [iqdb] [saucenao] [google]
784257

>>784227
quick update before bed. Add fire and grass. The white cube is the height of a human.

>> No.784264

>>784257
the background looks cool

>> No.784265
File: 1.97 MB, 2473x1065, nagamancol2.png [View same] [iqdb] [saucenao] [google]
784265

>>783448

>> No.784268

>>784264
Thanks. It's my favorite part so far. Hopefully with enough work, the foreground can look cool too.

>> No.784467
File: 2.89 MB, 1920x1080, abandonedmechtr7.png [View same] [iqdb] [saucenao] [google]
784467

Made some improvements to the terrain. Replaced the mech with a new design and improved the lighting on it. This is the direction I want to go with the mech. Still needs a lot more detail, obviously. Got rid of the fire, but added smoke coming from the cockpit. Really like how it's going so far.

>> No.784473
File: 1.71 MB, 1849x1004, Scene.png [View same] [iqdb] [saucenao] [google]
784473

>>784265

>> No.784474

>>784187
>LOVE This, absolutely love it. The 4th shot has a more jagged look. Maybe try to smooth that out.
Thanks! Yeah, I'll keep working on it. Great work as well! I also started working on a Christmas project recently, will share it with everyone here eventually. I'd like to finish it just before Christmas, but time is running out quickly.

>> No.784475

>>784473
It's really coming along. Everything just looks right for the most part. You've got a good understanding of anatomy.

>> No.784495

>>784475
thanks anon, what are the areas that are looking off?

>> No.784516

>>784495
It's pretty minor, honestly, but the fingers feel a bit long, but I think that might have more to do with the perspective, than anything else. Also, I think the eyes could be glossier, as they feel somewhat flat and lifeless. But take these criticisms with a grain of salt, because I am by no means an expert of anatomy. You've clearly been very successful so far, and everything else seems flawless, so I'd say keep on doing what you're doing.

>> No.784530
File: 443 KB, 955x616, Goblin.png [View same] [iqdb] [saucenao] [google]
784530

I started making this gobo last night, 8.5k tris and rigged

>> No.784533

>>784467
5 on aesthetics, 1 on execution. Composition and atmosphere isn't bad, but the execution is bad, even for early stages.
It's like a polio victim trying to run before he can walk.

>> No.784593

>>782692
Reminds me of skaven for some reason

>> No.784601

>>780008
Thats not how hubs attach to the frame

>> No.784602
File: 676 KB, 1490x1656, Captusasdare.jpg [View same] [iqdb] [saucenao] [google]
784602

>>784530
what software/plugin/etc... have you used to rig it?
one thing I want to learn, but always back down is rigging...


pretty based Gobo BTW ))

>> No.784603

>>784533
>Composition and atmosphere isn't bad
Cool and thanks
>but the execution is bad, even for early stages.
I exactly do you mean by "execution?" I agree that something just feels off in the image, but what are some of the things that you think I need to fix? To me, I think the terrain feels "small." Almost like it's not to scale with the rest of the scene or something.

>> No.784604

>>784603
>I exactly
*What exactly.

>> No.784608
File: 185 KB, 1647x2891, Chara_Concept.jpg [View same] [iqdb] [saucenao] [google]
784608

I'm making Bloodborne-esque character... any ideas?

>> No.784609
File: 188 KB, 1647x2891, Chara_Concept1.jpg [View same] [iqdb] [saucenao] [google]
784609

>>784608

PS: anyone is still here from couple of years ago? ))

>> No.784616

>>784609
Yeah, and you're that guy with spiky girl characters from Georgia, right?

>> No.784618
File: 155 KB, 983x964, Vict_GRL_1.jpg [View same] [iqdb] [saucenao] [google]
784618

>>784616

Yup ) that's me. good to see you!

PS: starting to block in costume

>> No.784627
File: 285 KB, 1816x878, Vict_GRL_2.jpg [View same] [iqdb] [saucenao] [google]
784627

Playing with Zbrush Dynamics.
(pic related) Firmness 1-6 demo.

IMO it made Marvelous obsolete in tons of situations. It does the same, but ow you have Zbrush tools to use with it.

>> No.784631

>>784530
where is that small chubby and thick goblin D?

>> No.784638
File: 3.66 MB, 1920x1080, abandonedmechtr8.png [View same] [iqdb] [saucenao] [google]
784638

>>784467
Resculpted and massively expanded the terrain. It's now about 4 times larger than the original one. I think this is a huge improvement. Really adds a greater sense of scale. Made some changes to the grass. I really like how the sun makes the grass sparkle faintly in at the top of the hill on the right-hand side.

>> No.784641

>>778751
This is a test animation, not sure how to make cartoon kino >>783917

I kept it simple, maybe a little too simple
https://www.youtube.com/watch?v=L4KsAzmq54Q

>> No.784644

>>784603
I mean your modelling and material skills for execution.
I know you're in early stages, but it's not coming together past your initial comp. Your actual modelling and textures are holding it back.

>> No.784654

>>784644
>Your actual modelling and textures are holding it back.
I get what you mean. Yeah, the materials are place holder. Just there to get a feel for what I want them to look like. It took me like 5 minutes to make them. The mech material, for instance, will be replaced later to have wear and dust accumulation in appropriate places, various decals, etc... I plan on going back and detailing all individual components of the mech's model as well. The current model is just there so I know the overall shape, size, and design that I want. The buildings in the background are just cubes scaled in various ways. These will all be replaced with much more realistic looking ones. Other than the lighting and composition, nothing here is even close to final.

>> No.784676
File: 1.60 MB, 928x925, file.png [View same] [iqdb] [saucenao] [google]
784676

>> No.784679

>>784638
big improvement anon proud of you

>> No.784708

>>784676
nice, you could work a bit on noise, cable is way to glossy but overall nice

>> No.784831
File: 687 KB, 1024x1024, Mech WIP.png [View same] [iqdb] [saucenao] [google]
784831

>>784679
Thanks anon, I appreciate it. I began working on detailing the mech last night. I'm looking at tanks for references to help make the mech feel more "real."

>> No.784837

>>784831
Bevel those edges reeeee

>> No.784843

>>778762
>>781861
It's coming along OP,. you're skills are growing. You just have to keep at it. There are many people on this board that can't match what you've made. You're just at a low point on the Dunning-Kruger graph. You knowledge is growing.

>> No.784846

>>784837
Soon. Almost all the concave details are are made with booleans. My plan is to detail the chassis fully with bools, while keeping the geometry as simple as possible. Then I'll retopo using vertex snapping, so I can precisely reproduce the shape. I know topo isn't important for hardsurface as long as it looks good, but I want to do it this way to help improve my (poor) topo and retopo skills. Anyway, once it's retopo'd I'll use a combination of support loops and procedural support loops to bevel things appropriately. It's a round-about way of doing things, but I'm not concerned with the practicality of it, so much as I am about learning more.

>> No.784860

>>784846
Dude just add a bevel modifier on top of it, it's non-destructive, you don't need to wait.

>> No.784865

>>779988
Make it a loop, render as a gif and then replace the Doom wall texture with it

>> No.784872

>>784860
Under most circumstances that's exactly what I would do, but I won't learn about topo and retopoing that way. Yes, a bevel modified is a far faster and more efficient way to do it, but I'm deliberately choosing not to in order to expand my knowledge. I probably won't take this approach for every single part of the mech, but I at least want to do some of the major components this way.

>> No.784879

>>784872
Yes, but there is probably a better place to practice topology. All I'm seeing here are basic cylindrical and square insets that could have been done easily even without bevels. You're complicating things too much for no good reason IMO

>> No.784913

>>783053
I think this one the best. Lighting is Kino.

>> No.784920 [DELETED] 

meet.google.com/ros-gqqc-dhm

>> No.784985
File: 237 KB, 640x678, Gobo_Riggopng.png [View same] [iqdb] [saucenao] [google]
784985

>>784602
Sorry for slow the reply, I used standard Maya tools for rigging. I don't know how to use human IK or any rigging plugins, and at this point I'm to afraid to learn any, so I do it all manually.
That's a nice dagger sculpt by the way, Keen to see more work on it.
>>784631
Up my ass and off this blueboard

>> No.785061
File: 2.81 MB, 3003x1078, Comb_1.png [View same] [iqdb] [saucenao] [google]
785061

>>784473
95% there i think

>> No.785062
File: 1.45 MB, 1469x1024, Comb_2.png [View same] [iqdb] [saucenao] [google]
785062

>>785061

>> No.785197

>>784913
that's the original photo mate

>> No.785365
File: 1.00 MB, 1024x1024, Mech WIP2.png [View same] [iqdb] [saucenao] [google]
785365

Slowly but surely coming along. Haven't had much time to work on it lately.
>inb4 muh orange and teal lighting.

>> No.785382
File: 473 KB, 1063x752, yyyy.png [View same] [iqdb] [saucenao] [google]
785382

just a model i do at free time, lot to add, lot to change and a lot to remove.

>> No.785383

>>785382
that's a pretty cool design. You should add a person at the front to help give the sense of scale.

>> No.785565
File: 168 KB, 1126x661, WIP_Female_Torso_01.png [View same] [iqdb] [saucenao] [google]
785565

>>784843
Thank you. I've been working on the torso anatomy quite extensively. I'm using a combination of Pure ref and Anatomy Sculptors book. I feel that my biggest problem is blending in the points of muscle into the skin and that some areas In the body are not proportioned correctly just yet.

The fat pads in the stomach aren't that clean and area of the ribs are too small and I'm having the issue of making it seam realistic.

>> No.785586
File: 955 KB, 1024x1024, Mech WIP3.png [View same] [iqdb] [saucenao] [google]
785586

>>785365
Detailing the other side of the mech now. The Magazine supports may or may not stay. At the very least, I think they need to be rethought.
>>785565
The problems you're struggling with are problems sculptors since ancient times have struggled with. I'm not anatomy expert, so I don't have any advice that I can offer you, but I will say to keep in mind that artists are often the harshest critics of their work. From my perspective it looks like there are a far greater number of things that are correct on the torso, than are incorrect.

>> No.785732

>>784227
Thank you! This is the kind of critiques I long for. I always ask and the most people give is a "nice job!" haha. Seriously thanks.

I love your composition and lighting. The mech maybe could benefit from a bit of space to the left to drive home the loneliness vibe. Perhaps throw some faded/scratched decals to give it more life and have it tell a story more. But overall cool shot!

>> No.785736

>>785732
I'm glad you found the critique helpful! I'll definitely play around with the position of the mech a bit. I'm glad you picked up on the loneliness vibe, because that's exactly what I was trying to achieve.
>Perhaps throw some faded/scratched decals to give it more life and have it tell a story more. But overall cool shot!
Thanks! And I'll definitely add decals and the like. I love making materials.

>> No.785754

Proper thread up boys
>>785753
>>785753
>>785753
Pay no attention to shitty imposters.