[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 436 KB, 1500x882, 1350970326383.jpg [View same] [iqdb] [saucenao] [google]
352105 No.352105 [Reply] [Original]

>> No.352113
File: 933 KB, 1500x3149, room.jpg [View same] [iqdb] [saucenao] [google]
352113

I'm still working on my level.

>> No.352117

>>352113

Nice stuff! You say level, so are you using blender game engine? or is this for something else?

>> No.352125

>>352117
Thanks :)

I dont really know anymore, honestly. If I can make it run well in blender, I'll just stick with that. If it's too slow for the majority of hardware configs, I'll try looking for something else. I'm happy with what blender can do right now though.

Not really sure what kind of game this is going to be but just for fun I want to try setting up network multiplayer for this one.

>> No.352126
File: 273 KB, 2202x1080, untitled.41.jpg [View same] [iqdb] [saucenao] [google]
352126

Started to make a Medieval level. Making the courtyard atm.

>> No.352127

>>352113
do you make the textures yourself or you get them from somewhere, somehow?

>> No.352128

>>352127

Not the guy from the image. But check out cgtextures dot com

>> No.352130
File: 274 KB, 2844x856, badFace.jpg [View same] [iqdb] [saucenao] [google]
352130

>>352105

any other ideas on how to improve the face of my model?

>> No.352131

>>352130
by deleting it

>> No.352135

>>352130

I agree with Anon. Sometimes it's better to start over then to repair.

>> No.352137
File: 681 KB, 2844x856, 1368034002222223127.jpg [View same] [iqdb] [saucenao] [google]
352137

>>352130

Do it

>> No.352138

>>352137

really delete it is the best advice? ha classic /3/

>> No.352144
File: 50 KB, 305x331, 1350849817690.png [View same] [iqdb] [saucenao] [google]
352144

>>352130

Wait a minute, I think I recognize the style, is... is that you? pic related.

>> No.352145
File: 1.02 MB, 145x214, headGif.gif [View same] [iqdb] [saucenao] [google]
352145

>>352144
no but I'm always on here driving my improvement through /3/'s patented hatemonger critique program. I love it.

I have learned more about anatomy crying in my hands over things people say here than anywhere else.

>> No.352146

>>352127
All those textures are mine. I like the results better of modeling and baking materials than just taking photos. You get better much better normal maps this way too.

>> No.352149
File: 193 KB, 1690x919, base meshes.jpg [View same] [iqdb] [saucenao] [google]
352149

>>352146
So my source models look like this. I paint them with vertex colors and I just bake these onto lower poly models.

>> No.352160
File: 379 KB, 2216x856, less creepy.jpg [View same] [iqdb] [saucenao] [google]
352160

>>352130
Just so it's obv that /3/ is not only a bunch of unhelpful assholes. Your head actually has many markers of you understanding more about the actual lines
of the face than the level of your art currently suggest. I think you show promise but are currently in that earley intermediate state where one start
to have enough skills to make something that has actual human likeness but it starts heading into that fearsome valley.
Getting the signature 'creepy doll' look, this happens to all artists at some point in their development so don't worry about the harsh reviews.
Here's a paint over suggesting how to de-creep it a bit. Lighting from atop, unification of the elements of the facial structure, and a more relaxed gaze.

>> No.352162
File: 167 KB, 1600x1200, WIP.jpg [View same] [iqdb] [saucenao] [google]
352162

A low poly model for a texture challenge in college. Current tri count is at 1268

>> No.352163
File: 821 KB, 2482x1014, czechup.jpg [View same] [iqdb] [saucenao] [google]
352163

>>352160
holy mackrel. my eyes. I missed much.

check out the last picture you guys critiqued

>> No.352175

>>352113
Really like the randomness and placement of the objects. Now that tire, now that's alittle random.

>> No.352185

>>352160
welcome to the internet

enjoy your short stay

>> No.352189

>>352185
Been here a few years. Don't worry, as you mature you'll come to understand why just derping around eventually grows old.

>> No.352196
File: 774 KB, 2560x1440, Meh.png [View same] [iqdb] [saucenao] [google]
352196

I are has plobrem.
When I use subtool master to mirror the tooth it makes the copy a normal Polysphere.
Why?
Also, ignore the godawful sculpt. I'm still very much learning!

>> No.352227
File: 1.31 MB, 1920x1080, WIP.jpg [View same] [iqdb] [saucenao] [google]
352227

Obviously just at a starting point here but I made this within a couple hours earlier and will probably keep going with it.

Going for isolated type feel, just not sure on what lighting to use. I've done some dim lit things recently so might keep this as during the day.

>> No.352245
File: 1.01 MB, 960x540, asdf.png [View same] [iqdb] [saucenao] [google]
352245

In retrospect, I think the air conditioner is too big.

>> No.352248

>>352196
Duplicate the subtool, Deformation>Mirror.

>> No.352250

>>352227

god awful lighting, the modelling isn't half bad, but that lighting ruins EVERYTHING.

What is that sky? Why is grass transparent? bridge supports look like they don't touch the floor, awful low poly roof texture - whole roof model is bad as well, makes no sense

This could be better with a few simple tweaks, plz repost later

>> No.352253
File: 76 KB, 284x551, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
352253

>>352105
Early wip of the MS18-E

>> No.352300

>>352250
Actually, I think it's a lack of lighting. It appears to be fullbright.

>> No.352319
File: 207 KB, 1177x845, 27.jpg [View same] [iqdb] [saucenao] [google]
352319

Thanks for the crit the previous few threads guys. Spent the entire day trying to get the alphas to work well in Marmoset, but it turns out it can't handle it too well. I'll have to settle for this. My first proper character from modelling, baking and texturing. 2 days to get the male character in, and then on Monday I can start modelling weapons and headgear for them and pose them.

>> No.352338
File: 97 KB, 1224x890, obaby5.jpg [View same] [iqdb] [saucenao] [google]
352338

more head studies in 2.67.
SSS and hair in gpu is pretty sweet

>> No.352341

>>352338
>hairloss and goitre
>boy? girl?

not sure if want

>> No.352344
File: 7 KB, 979x438, lips.png [View same] [iqdb] [saucenao] [google]
352344

>>352338
at least you got the face right this time, especially the lips

usually all your models have that weird lips

>> No.352351

>>352319
Please remind me, because I can't be bothered digging through the old threads:

You did a low poly base model, and then sculpted all the detail, right?

I remember telling you her ass was too low (2 threads ago?).
Looks pretty amazing from the last time I saw it, good work.

>> No.352359

>>352175
Thanks :)

The tire is there because they earn money off of the metal they extract from it and sell to a scrap yard.

>> No.352360

>>352338
Actually i think the peek of the lips is fine just pull the peaks of the upper lips in a bit towards each other and have the bottem lip extend so they reach the edges of the mouth

>> No.352362
File: 550 KB, 1922x1080, untitled.45.jpg [View same] [iqdb] [saucenao] [google]
352362

An update of my Medieval level.

Still making the courtyard

>> No.352363

>>352248
Fenomenal! Thank you

>> No.352369

>>352319
I would desaturate the colours slightly, and I don't like the hair.

>> No.352370

>>352369
Oh and otherwise this is looking great I really like it.

>> No.352383

>>352344

i dont know why i kept making lips like that. Its like autocorrect or something but more like autodestroy.

>> No.352384
File: 147 KB, 1920x1080, obaby7.jpg [View same] [iqdb] [saucenao] [google]
352384

Another one with less mangy hair.

>> No.352385

>>352360
thats also an area i struggle with. I feel like the more I touch it the more unnatural the lips get.

>> No.352403
File: 469 KB, 1364x850, BETA0003.png [View same] [iqdb] [saucenao] [google]
352403

should I give up and kill myself?

>> No.352415

>>352403
i love it for some reason

>> No.352423
File: 337 KB, 1569x1800, masg 2.jpg [View same] [iqdb] [saucenao] [google]
352423

Working on a helmet. Jaw proportions are a bit off but they are just placeholders.

>> No.352425
File: 472 KB, 1307x900, masg 1.jpg [View same] [iqdb] [saucenao] [google]
352425

Here's an early low poly test.

>> No.352427
File: 585 KB, 1680x1031, Scythe2.blend.png [View same] [iqdb] [saucenao] [google]
352427

>> No.352434

>>352427
what theme is that?

>> No.352457

>>352434
https://studiollb.wordpress.com/download/

>> No.352474

>>352423
>>352425

Reminds me of Fallout's (Old) power armor and FNV's Lanius' helm

>> No.352478

squid girl is a go
wonder if im taking a smart approach or should i do tentacles seperatly, i worst case i can split it

>> No.352481
File: 255 KB, 714x1200, 1368002596336 (1).png [View same] [iqdb] [saucenao] [google]
352481

squid girl is a go
wonder if im taking a smart approach or should i do tentacles seperatly, i worst case i can split it

>> No.352484
File: 452 KB, 1920x1080, squidgirl1.jpg [View same] [iqdb] [saucenao] [google]
352484

>>352481
ups wrong pic

>> No.352486

>>352481
I will make an octopus girl too some day.

>> No.352493
File: 474 KB, 1920x1080, squidgirl2.jpg [View same] [iqdb] [saucenao] [google]
352493

>>352486
then do it

main proportions blocked in, still dont know how to do the tentacles, im tempted to just do one and then projecting it on everything, but thats lazy as hell

>> No.352497

>>352250
>>352300

Thanks for suggestions, I'll try fix the bridge supports and improve roof but I should point out that I literally just threw this together to get a starting point idea. I'd have every intention of changing the background for example and as for lighting there isn't any yet.
Cheers anyway, I'll post an update next time I work on it.

>> No.352500

>>352457
thanks guy

>> No.352506
File: 104 KB, 916x677, levelmap.jpg [View same] [iqdb] [saucenao] [google]
352506

This is the level s'far..
What to do next.

>> No.352513

last for today, will finish it tomorrow

>> No.352514
File: 151 KB, 949x848, squidgirl3.jpg [View same] [iqdb] [saucenao] [google]
352514

>>352513

>> No.352516

>>352162
Love it. Tina is best character.

>> No.352534

>>352131
LOL

>> No.352535

>>352506
beautiful. for a game? if so, how are you incorporating it?

>> No.352552

>>352514
This guy dead?

>> No.352558
File: 415 KB, 1280x850, magazine.jpg [View same] [iqdb] [saucenao] [google]
352558

ey guys. pro modlr heer

>> No.352559

>>352514
>I'ts absolutely crucial that we get that vagina finished before we even begin to add detail to anything else!

>> No.352563
File: 362 KB, 1280x720, WIP Early.png [View same] [iqdb] [saucenao] [google]
352563

Any care to guess the game/location?

Still VERY early progress, not even sure why I bothered testing a render

>> No.352572
File: 460 KB, 1920x1080, render.jpg [View same] [iqdb] [saucenao] [google]
352572

Hei's Dagger from Darker Than Black

>> No.352589

>>352563
Borderlands 3 alpha!

>> No.352602

>>352572
The metal on the blade is far too dirty. It should have a clean reflective sheen to it.

>> No.352603
File: 260 KB, 1920x1200, 1280157842751.jpg [View same] [iqdb] [saucenao] [google]
352603

>>352572
>>352602

>> No.352625

>>352563
I am reminded of Cosmo Canyon.

>> No.352626

>>352625
Aww yeah, fuckin nailed it.
I look forward to a more completed version.

The whole "take a background render from FF7 and remake it in 3D again" thing looks like a lot of fun, like that guy who made that sector 7 thing earlier this year.

>> No.352630

>>352403
reminds me of the Simpsons maps in CS:S

>> No.352632

>>352603
you're probably better off doing that in a vector program.
just saying.

>> No.352649

>>352558
Those feed lips aren't bent and it isn't generic.
It's highly comparable to a BAR's, but the feed lips are functionally flawed. That said, they need to extend further along the top. A cartridge wouldn't seat well, currently.

It looks great, but do consider revising those lips.

>> No.352676
File: 846 KB, 1280x800, vlcsnap-2013-03-30-11h23m35s132.png [View same] [iqdb] [saucenao] [google]
352676

>>352602
I disagree (image relevant)

But if it's clean and shiny it will lack detail and interest, depending on the in-game results I might even make it dirtier as it seems people prefer damaged goods above shiny out of the box ones.

>> No.352677

starting on a rocket launcher i'm going to base off the atv

>> No.352678
File: 329 KB, 1280x720, rocketlauncher.jpg [View same] [iqdb] [saucenao] [google]
352678

>>352677

>> No.352683

>>352625

Yep! Bingo...I'm the one remaking it, gonna take me a while, at the moment, I'm just trying to set the scene up with placeholders, so I can get the dimensions and camera set up, then I'll go in and remodel everything to a high standard and texture it...still wondering whether I want a realistic rendering, or keep it more true to the low colour range style of the game and keep it all simplistic?

>>352626

Do it, it's fun

But as a side note, this will take me a long time, I tend to work really slowly on projects and hopefully I don't lose motivation. I'[ll post in the WIP until it's done

Respect for guessing it this early on

>> No.352686
File: 541 KB, 1280x720, welp.jpg [View same] [iqdb] [saucenao] [google]
352686

Started learning 3D modelling today. I'm trying to make a model of one of my drawings. Definately not as good as the other things posted here, but it's something, I guess.

>> No.352691

>>352676

I agree. In a studio where I used to work (they made FPSs) the general rule was to really dirty stuff up. If an object has a normal map, specular map and sometimes a displacement map, it's a waste not to make maximum use of it. Players like the detail.

>> No.352693
File: 393 KB, 1054x674, bush.png [View same] [iqdb] [saucenao] [google]
352693

should I trim my bush?

(if you know what I mean)

>> No.352694

>>352686
You will learn quickly that there is a big difference between a character design that works in 2d and one that works in 3d. I can see you are already having to improvise to give volume to inherently more graphic shapes.

>> No.352697

>>352691
God, I truly hate this trend in modern video games. Just because something CAN have a lot of detail doesn't mean it SHOULD. A strong visual aesthetic requires areas of both high and low interest. If everything has the same grime and grunge, none of it stands out which becomes visually monotonous. Gears of War for example is incredibly hard to look at over long periods of time because there is hyper detail every-goddamn-where. The eyes need to take a break to better appreciate visual complexity. There is no light without shadow so to speak.

The best assets have shading that is driven by real world conditions. A common sword might be chipped, scuffed, and scratched along the cutting portion of the blade whereas the base of the blade might accumulate grime from lack of use. But there's more to it than that. Who owns the sword? Does he or she clean the blade regularly? A nobleman would have a cleaner sword than a peasant. But maybe the blade holds particular significance to the peasant, who cleans it thoroughly after every fight. Or maybe the nobleman is going a little bat-shit and has stopped cleaning his sword entirely. The crusted blood and grime that coats the blade indicative of a beleaguered mind. See what I'm getting at?

>> No.352700

>>352697
Mate listen the fuck up. If there is less detail like you propose, that means less jobs for us and games get even more done by programmers and outsourced modellers because hey like you said, less detail.

Ok? Do you get it?

>> No.352703

>>352700
>Implying you deserve a job because you can just spam random photoshop brushes on a texture and add a photograph as an overlay.

Bad design directions are bad design directions even if they create more job opportunities.

>> No.352705

>>352700
Not that guy you responded to, but I agree with what he said.

Individual detail for each object = more work, not less like you somehow concluded.

Imagine if every sword in skyrim had an original owner, tailor crafted by an artist to suit the owner's story. This means perfectly clean and fresh out of the smiths, or hung on a mantle for years, or used every day for training purposes, or seen 100s of battles and 1000s of deaths.

Each object having a personal story is definitely more work and gives a new level of depth to a game.

Spending all your time making the high detailed map for a single object and then copy+paste the same gritty, scarred texture onto ALL the same objects in the game, makes it more dull/tiresome, and adds little value.

I don't want a +10 sword that has been wielded by a demi-god and seen the deaths of a million mortals, if the fucking thing looks like a sword I could buy from a merchant. (ok maybe I do because it's OP as fuck, but you know what i'm talking about)

>> No.352707
File: 447 KB, 826x779, 338704eb607c465dabe3908.jpg [View same] [iqdb] [saucenao] [google]
352707

Ok so I went through the whole xnormal process to make my normal maps. but some reason, i'm getting these weird colours on the normal. I've tried with my other model and that doesn't happen at all, but when i choose this one, it happens all over the body. anyone know what's up here? shits annoying as fuck

>> No.352710

>>352678
boxes&cylinders.jpg

>>352693
bushes are way too big compared to the fence

>> No.352713

>>352710
Yeah, I've got major proportion issues. Like those fences, they're meant to be taller than an avg person, but now they look like waist-size fences

>> No.352714
File: 616 KB, 1812x416, asdf.png [View same] [iqdb] [saucenao] [google]
352714

>>352713
But did I use too many planes for such a bush?

>> No.352723
File: 226 KB, 1215x866, squidgirl4.jpg [View same] [iqdb] [saucenao] [google]
352723

>>352559
>implying vagina isnt the most important part

>>352552
wat ?
>>352572
i like it
>>352707
ray distance too big, reduce the cage, xnormal makes a big one customally, reduce it, or was it the scale, dont remember where was the setting
anyway on the tail the feet get baked and on the hand the side of the body

>> No.352724

>>352714
its not the amount really, it looks okay. its just the proportions. btw is that diffuse+spec+normal+alpha ?

>> No.352726

>>352714
you need something to provide scale, like a person. the fences sort of work in the second post. i think the scale problem is that you have bush dense plants on small trees

>> No.352727

>>352724
you mean the wall?
Wall is just diffuse. Spec and normal is temporarily mapped from the diffuse texture.

>> No.352728

leavees may also be too big

>> No.352729

or it may be the leaf planes; each one corrospoonds to a large branch and the wall is already supposed to be big

>> No.352739

>>352535
It's the world map for a game we're making for a uni project. Going to be five mini-games and a boss level that take place on the island :)

...if it's ever coded.

>> No.352749

>>352727
i meant the plants

>> No.352765

>>352749
It's just diffuse+alpha (clip alpha)

>> No.352771
File: 779 KB, 2048x2048, house bush full.jpg [View same] [iqdb] [saucenao] [google]
352771

>>352765
Can you try this and post a SS plez?

>> No.352772

>>352771
can't you do it?

>> No.352774

>>352772
i can/did. I wanna see how it looks in your scene

>> No.352777

>>352774
ok hang on

>> No.352781

>>352774
can you show your model for this?

>> No.352782
File: 396 KB, 640x480, grass pfsource.jpg [View same] [iqdb] [saucenao] [google]
352782

>>352781
I didnt save it, once I baked the maps. It's basically bunch of turbosmoothed bent planes mashed together. Using it as a single plane will give nice results

>> No.352786
File: 997 KB, 1173x698, plonts.png [View same] [iqdb] [saucenao] [google]
352786

>>352782

>> No.352787

>>352782
>>352786
here, I forgot to say that it didn't turn out too good, could've helped if I had the models...

>> No.352789
File: 114 KB, 909x783, squidgirl5.jpg [View same] [iqdb] [saucenao] [google]
352789

Anybody any ideas how to make those sucky thingies ?
i guess beveling each bottom polygon seperatly could get me some results

>> No.352790

>>352789
I want to eat it.

>> No.352791
File: 226 KB, 640x480, grass pfsource.jpg [View same] [iqdb] [saucenao] [google]
352791

>>352787
Yeah, yours look better. Wierd lighting creates black straws in the middle, or maybe your engine flips the normals. It looks pretty good when I render here.

>> No.352792
File: 317 KB, 1280x720, rocketlauncher.jpg [View same] [iqdb] [saucenao] [google]
352792

>>352789
you could make an alpha of one and just create a new brush

>> No.352794
File: 754 KB, 2560x1440, Yupp.png [View same] [iqdb] [saucenao] [google]
352794

Hey /3/, what looks wrong with this orge thing so far?

>> No.352795

>>352794
drawn guidlines would be awesome

>> No.352796

nigga aint got lips or any mouth definition

>> No.352797

>>352796
this jew is right, add some lips and shiot

>> No.352801

>>352789
>Look at thumbnail
Huh, that looks kinda coo-
>Octo-cunt
....

>> No.352804

>>352686
How long have you been doing this?

>> No.352808
File: 1.27 MB, 2560x1440, LOL.png [View same] [iqdb] [saucenao] [google]
352808

>>352796
>>352797
LOL! Sometimes it's fun to be a newb.
I present to you: Pamela Ogreson

>> No.352810

>>352808
the edges of his cheekbones is too sharp, makes it looks like it's just pasted on.

>> No.352814

>>352558
Where did you get the noise texture? Photosourced?

>> No.352815
File: 8 KB, 237x200, colin face.jpg [View same] [iqdb] [saucenao] [google]
352815

>>352558
> 140 tris for a magazine

>> No.352817
File: 1020 KB, 1223x772, plonts.png [View same] [iqdb] [saucenao] [google]
352817

resized the leaves, It looks better imo.

alpha's on the fences are doing weird shit though.

>> No.352816
File: 69 KB, 1024x768, test 2.jpg [View same] [iqdb] [saucenao] [google]
352816

test

>> No.352819

>>352814
low opacity overlay with grunge brushes added very subtlety and then sharpened.

>> No.352820

>>352819
follow 4 more soft grunge

>> No.352821

>>352815
get on my fucking level

>> No.352823
File: 2.54 MB, 720x486, flow gif.gif [View same] [iqdb] [saucenao] [google]
352823

finally ;_;

>> No.352825

>>352801
Not to mention the octo-tits.

>> No.352839
File: 2.99 MB, 720x486, flow displ gif.gif [View same] [iqdb] [saucenao] [google]
352839

it was worth it.

>> No.352842

>>352384
wassuuup ladies

>> No.352844
File: 81 KB, 727x592, squidgirl6.jpg [View same] [iqdb] [saucenao] [google]
352844

Damn dont know if im not overdetailing it

>>352801
what i can say, i like my monster girls, will still detail it up later ;f Make it more ... fleshy
>>352825
son, you might be gay

>> No.352845

>>352844
looks great

>> No.352846

>>352844
Did you model each sucker separately?

>> No.352847

>>352845
thanks
>>352846
nah, made one and then created an insert brush

>> No.352849

>>352847
I kind of supposed that (otherwise it would counterdict your reputation of beeing the fastest sculpter of /3/)

One more question: What do when geometry overlaps in a model (or tool)? If one sucker crosses an other f.eg.. How can you access those hidden overlapped areas for sculpting?

In Blender I would select one polyloop and press grow selection and hide that geometry to work on the other. But in Zbrush you cannot do that, right?

>> No.352852

>>352849
Not him, but you don't even need to hide those areas to sculpt it. But if you need to, yes, you can do an auto-groups so each sucker has its own polygroup, then ctrl+shift click the sucker you want to isolate for sculpting. ctrl+shift again in the empty space to unhide all the geometry again. You can also ctrl+shift and drag select over general poly areas to isolate those areas regardless of polygroup. And under your brush settings, you can turn on Mask by Polygroup, which will only let your brush affect the polygroup you first started your stroke on.

>> No.352857

>>352852
thanks! But what do you mean by saying
>you don't even need to hide those areas to sculpt it

I have to hide one overlaping area to visually reveal the other for sculpting, desu ne?

>> No.352858

>>352857
If you had Mask by Polygroup on, you could merely start sculpting on the sucker you want to deform to a better position, not affecting the other geometry it is penetrating. So you could easily just pull the one sucker's edge to the side a bit so it looks like it's touching instead of penetrating.

>> No.352859

>>352858
Not to mention doing it this way give you instant feedback on if you have moved/sculpted the sucker enough so it's not penetrating, instead of switching back and forth between polygroup visibility.

>> No.352877
File: 415 KB, 1366x768, junctionrender.png [View same] [iqdb] [saucenao] [google]
352877

So what should I do to improve what I already have?

Already on todo list:

1) ADD MORE OBJECTS IN THE ROOM. This is a big one.

2) Get glow panels on the closest side as well.

3) Reduce the number of lamps used to create the glow effect, it's killing render time.

4) The glow panel material has reflectivity. It doesn't need it at this stage.

5) Eventually add more light sources than the glow panels. This can be done when I'm done with step 3.

6) Reduce Polycount as much as possible. That one's obvious though.

7) That fucking noise oh my god. This'll come with earlier mentioned fixes.

8) There's a material that is only there to look shitty. Get rid of it.

Anything else you guys notice?

>> No.352880

>>352877

depending on the style you're going for, I'd say add more colours, other than green, but it does depend on the look you want to convey

Other than that, I'd say just work on the to-do list and see how it turns out. One thing though, unless this is for games, the whole 'Reduce Polycount' shouldn't matter - it's always better to have a low polycount, but for still images, it's not a big worry

>> No.352882
File: 335 KB, 1366x768, junctionrender.png [View same] [iqdb] [saucenao] [google]
352882

>>352880

It's eventually going to be for a short animation, it shouldn't matter in the long run but I do have a few faces that can be compressed into less tris.

Each of the rooms will have it's own color. The color isn't going to be as dramatic, I'm going to additionally add lights to brighten the rooms as well.

I did a quick-fix on the glow-panels but it's created a new problem: there's a hole in the floor, that's the new problem # 2.

I removed the extra lamps and brightened the ones that are left. This basically got rid of most of the noise as well.

Got rid of the unnecessary material and the reflectivity on the glow panels. I've now only got 4 major issues!

>> No.352883
File: 160 KB, 1141x573, SS.jpg [View same] [iqdb] [saucenao] [google]
352883

>>352253
Update, foot/ankle almost complete. Still working out proportions... After bevels >.<
captcha - electronic ffignno

>> No.352887
File: 68 KB, 1024x768, testdwr.jpg [View same] [iqdb] [saucenao] [google]
352887

hardware render

>> No.352893
File: 120 KB, 855x295, rocketlauncher.png [View same] [iqdb] [saucenao] [google]
352893

pretty happy bake. only a few hiccups.

>> No.352909
File: 431 KB, 1280x720, Scene_Test18.jpg [View same] [iqdb] [saucenao] [google]
352909

Using student version of maya, is there anyway to get a student version or trial of mental ray? Doesn't seem to be in the autodesk student download section.

Opinions on what I have so far?
Still yet to add any proper textures, and the floor seat+table are just placeholders until I think of something better to put there.
It's supposed to be an underwater bedroom/study with a rustic sort of feel. I am going to add a netting hanging from the roof using alphas, and I probably need a chest of drawers.

>> No.352912

I always loved 3D modeling, but after I'm done with it, I never know where to apply it to.

I mean, it's just a 3D model, what the fuck do I do with this shit later? I can't program for shit.

>> No.352917

>>352912
N-no one...?

>> No.352921
File: 484 KB, 1280x720, Scene_Test19.jpg [View same] [iqdb] [saucenao] [google]
352921

>>352912
animate it?
Or sculpt and do a really high detail mode, then post it on /3/ or another 3d forum for people to jerk it to.

>> No.352922

>>352909
just download the maya 2014 trial and look for a crack on piratebay.

>> No.352924

>>352893
>>352105
wires.

>> No.352926
File: 299 KB, 633x563, container.png [View same] [iqdb] [saucenao] [google]
352926

>> No.352927

>>352926
Texturing exercise or actual gameobject?

>> No.352928

>>352927
It's for a game.

How bad is it, you can tell me..

>> No.352929

>>352804
Just started. Maybe 2 hours?

>> No.352930

>>352922
I have the student version of 2013 installed which I think lasts for 3 years anyway, same with my student version of mudbox.

I just wanted mental ray so I could render my scene with it from home, instead of with the schools hardware which takes 10x as long (no render farm).

>> No.352934

>>352928
half life 1 had better containers

>> No.352936

>>352934
I don't think HL1 had any containers. Half Life 2 had better containers though.

>> No.352940
File: 40 KB, 640x480, Half-Life-1-PC1[1].jpg [View same] [iqdb] [saucenao] [google]
352940

>>352936
I'm a third party and he wasn't exaggerating.

>> No.352941

>>352940
>>352934
What do I have to change?

>> No.352949

>>352941

corners too sharp, the bars aren't even connected to the container...yeah yeah polycount and what not, this isn't 1999

The problem is there's no detail, it's just a badly low resolution textured box. Give it actual geometry detail...look at reference images

>> No.352954

>>352949
Thanks for the advice, appreciate it. But the container is not going to be used in an FPS. The player won't see much of the geometry from far off. It's going to have a top down view.

>> No.352962
File: 258 KB, 960x540, cont.png [View same] [iqdb] [saucenao] [google]
352962

Okay, toned down the normal a bit and added some letters.
>if you squint your eyes and back off a little bit it looks pwetty

>> No.352964
File: 772 KB, 2560x1440, Trolololol.png [View same] [iqdb] [saucenao] [google]
352964

Update on this, small detail. Saved a medium detail mesh if you think I should change anything (which I suspect that you do)

>> No.352966

>>352964
I don't normally like telling people what they should or shouldn't do, but you should really just start from scratch and make something new.

Putting so much effort into a piece that will never see the light of day apart from 4chan, isn't a very good idea, I find that people learn better from getting to a specific point, then scrapping their models and starting over.

The dude with the octopus loli is fine because his 'end point' is matching to it's reference, but just fucking around is different.

As far as your current model is concerned, you could turn it into a bust, and start on a neck/shoulders. Or take a trip through google for a couple hours and look up goblin and orc pics to get a better understanding on how their 'canon' appearance is, then start over and try to implement some of the features you studied.

>> No.352968

>>352962
I want you to go to google and search for images of containers, also use textures larger than 64x64

>> No.352973

>>352962
Try to add more geometry. It just looks like a rectangular prism and slapped a texture in it. Give more detail/geometry because your texturing is alright.

>> No.352976

>>352968
>>352973
will do.

>> No.352994
File: 882 KB, 1200x601, grassmix render.jpg [View same] [iqdb] [saucenao] [google]
352994

Baking high poly plants and grass to create a texture library for foliage. I baked 4 textures for now, but I think it looks pretty rich. Polycount is 8000

>> No.352995

>>352994
looks really bad

>> No.353017
File: 378 KB, 1640x937, chair.jpg [View same] [iqdb] [saucenao] [google]
353017

I made my low poly chair

>>352994
What are you using to create the high poly plants? That could use some work, it looks kind of noisy, but the idea is good and I think it could look pretty sweet.

>> No.353022
File: 303 KB, 1600x1000, test_diff_nospec copy.jpg [View same] [iqdb] [saucenao] [google]
353022

Working on textures.

>> No.353023
File: 306 KB, 1228x1800, test3.jpg [View same] [iqdb] [saucenao] [google]
353023

>>353022

>> No.353024

>>353023
looked 10x better un "textured"

>> No.353028
File: 203 KB, 640x291, grassmix render MR.jpg [View same] [iqdb] [saucenao] [google]
353028

>>352995
It's probably because it was just a basic scanline render. Here is one rendered with mentalray
>>353017
Thanks man. I just model leaves from boxes, and spline cylinder the stems. Then use PFsource to grow the leaves from the stems, or handplace the flowers.

>> No.353030

>>353028
yup. Gorgeous.
Can I see your source models for the low poly bakes?

>> No.353033

>>353030
Sorry mate, I dont save the models once I extract textures. I'm not ever going to be able to use the 20k highpoly models spread around the scene.

>> No.353035
File: 169 KB, 1082x752, squidgirl7.jpg [View same] [iqdb] [saucenao] [google]
353035

next update will be last
fucking work, had almost no time to do it today
>>352849
i mostly split my mesh by polygroups, or use the trick with transpose ctrl+click that will select the geo that is separated from other, or transpose ctrl+drag to mask from edge loops
also grow shrink blur sharpen mask and Hidept to hide masked areas, and ofc shift+ctrl+drag

But still, i mostly use polygoups with masking
>>352964
not much to say, keep zbrushing, always use human reference
your too much of a begginer to hammer much into you ;f

>>353023
yeha, kind of looks better untextured, the lack of detail dont show so much then

>> No.353047

>>353033
I know but you should always keep your original bake sources somewhere. What happens if you need to make some changes to the texture later on?

I was just asking so I know what kind of setup I should use for this if I ever wanted to do this.

>> No.353052
File: 554 KB, 1280x720, Cosmo Canyon WIP.png [View same] [iqdb] [saucenao] [google]
353052

Got bored modelling and spent some time testing out render settings, particles and simple surface bump maps and darkness

>> No.353054
File: 45 KB, 640x480, grass leaves.jpg [View same] [iqdb] [saucenao] [google]
353054

>>353047
It goes like this. Create a bunch of splines with random shapes, and pathfollow some cylinders with slightly different thicknesses to them. Then create leaves with different shapes and turbosmooth them. Always use boxes when doing leaves and not planes so the leaves have volume and look good when baking the normals.Here's an example of a recent leaf models.

Then arrange the spline cylinders in a bunch and the leaves to their surface using PFlow. I'm assuming you're a max user btw.

Then select ortographic view and create a plane that fits the size of the plants bounding box. Use projection from the modifier list and bake a Complete map with skylight so you get AOS, then bake alpha map and normal map.

>> No.353055
File: 340 KB, 900x506, coverlg.jpg [View same] [iqdb] [saucenao] [google]
353055

>>353054
>Always use boxes when doing leaves and not planes so the leaves have volume and look good when baking the normals.Here's an example of a recent leaf models.


what. use planes. always. dont be fucking retarded

Pic very related, all 1x1 or 2x2 cards

>> No.353058
File: 311 KB, 1000x743, Grassmix teapot.jpg [View same] [iqdb] [saucenao] [google]
353058

>>353055
I said use boxes for baking normal data so they have thickness in the textures. Using single poly planes for a leaf or a bunch of leaves is the most ideal, especially when you're filling up the scene with them.

>> No.353060
File: 332 KB, 1569x1116, Z.jpg [View same] [iqdb] [saucenao] [google]
353060

>>353035
Fine, have an untextured version then.

>> No.353061

>>353058
>baking normals for plants

no. just no. Watch alex alvarez's 4 dvd series on grass, plants, and trees. (he worked on avatar and has founded gnomon school)

>> No.353062

>>353058
I was the dude asking originally. thanks for the tips. I'd still love to see a whole plant that you would use for baking, but it's fine if you really don't have any to show.

>> No.353063
File: 823 KB, 1600x926, 3688_1339740609_large[1].jpg [View same] [iqdb] [saucenao] [google]
353063

>>353061
Thanks, I had no idea this guy gave tips and tricks about his magic. Although ;

> I am definitely impressed by how many polygons I can throw at Mental Ray. I've gone up to 700 million via instancing and 12 Billion via mr proxies, which only used 5gb of RAM of the 12gb on my system.

My max crashes when calculating more than 1 million polys, no exceptions. You still need a small monster to achieve something like this, nevermind the skills to create the forest.

>>353062

No prob man. You shouldn't have any trouble creating it, its easy to learn and get used to.

>> No.353068
File: 520 KB, 2000x800, squidgirl8.jpg [View same] [iqdb] [saucenao] [google]
353068

k almost done, only the big tentacles left for detailing , and maybe some pussy juice dripping or something to push it more into wrong teritorry ;f

but im off to sleep

>> No.353069

>>353068
If you add pussy juice, i`ll report you for pedophila you sick fuck.

>> No.353070

>>353069
>zoophilia and animal abuse
fixed it for you

>> No.353071
File: 102 KB, 550x384, octopus.jpg [View same] [iqdb] [saucenao] [google]
353071

>>353068
Good work man.
Only thing I personally dislike about it, is the deep creases on the flat side of the tentacles. Might look better once it's textured, but it doesn't look right imo.

>> No.353072

>>353068
I am pretty new at ZBrush.
I notice that the tentacles aren't connected to the body throughout most of this. How do you join the two meshes?
Also, since you've done and made the tentacles the way you have I'm guessing you have no intention of rigging/animating it?

>> No.353073

>>353072
>Rigging/Animating it
I've seen enough anime to know where that would go.

>> No.353075

>>353071
yeha i though i might have overdone it on the forms
still i worked off reference and i saw found some weird ass tentacles, but i agree some might look too weird
>>353072
sometimes i dynamesh the whole thing if the last step is to merge 2 or more parts
sometimes i created a new base mesh and reproject the details if i intend to work a bit more on it
or i will leave them separate as the arms here, and just hack out a project +store morph + morph brush trick if im feeling lazy

>no intention of rigging/animating it
no point, dont know what i would do with it
now i think i might have done 1 tentacle and pose it 6x, but i never saw selvy be this lazy, so i guess it does make you better

>> No.353076 [DELETED] 
File: 50 KB, 413x413, Crying Baby Natural High for Some Moms.jpg [View same] [iqdb] [saucenao] [google]
353076

>>353069
>WAAAAAAAAAAAHHHH!
<--- a picture of you right now. L@@K

>> No.353079

>>353069
>Opens pussy
>Ink comes out
10/10 octololi

>> No.353080

>>353068
>no butt
common man.

>> No.353081

>>353079
> Octololi
This is my new nickname for every videogame for the next 10 years.

>> No.353084

>>353081
I will add you as friend for every game for the next 10 years.

>> No.353108
File: 288 KB, 1280x720, rocketbase.jpg [View same] [iqdb] [saucenao] [google]
353108

requested wires + base materials. 4k tris

>> No.353109

>>352962
post pictures of your texture map

>> No.353116
File: 169 KB, 1920x1080, spacefork.png [View same] [iqdb] [saucenao] [google]
353116

Lance of Longinus

>> No.353118
File: 281 KB, 512x512, container_DIF.png [View same] [iqdb] [saucenao] [google]
353118

>>353109
tips for more efficient use of the UV map?

>> No.353122

>>353118
pretty hard to fuck up the UVs of a box lol

>> No.353127

>>353122
explain

>> No.353134

>>353118
so much wasted uv space ...

>> No.353136

>>353134
sharp eye

>> No.353137
File: 6 KB, 512x512, uv_.png [View same] [iqdb] [saucenao] [google]
353137

I don't know why I unwrapped it like that.

would this be any better?

>> No.353138

>>353137
Not really, you should use stitching and pelting after that relaxing if you're using 3DsMax then give TexTools a try.

>> No.353139

>>353137
its good
unless you worry about uv normal map seams you dont have to stitch uv together

>> No.353140

>>353139
oh right, thanks
>>353138
no, I use Blender.
Had a bit of trouble understanding what you guys meant with stitching but now I know. I think I'm just going to texture it using this uv and then fix the seams with texture painting inside Blender.

>> No.353223

>>352966
I always thought it's better to finish the piece you're working on, but maybe not.
I'm still learning the steps from making a low poly head in Maya to high detail sculpting and polypainting in Zbrush.
Thank you for your advice though, will remember it!

>> No.353231

What does /3/ think is the best way to learn Zbrush? To study and learn different steps and anatomy, or just to doodle?

>> No.353233
File: 779 KB, 1228x893, dragon.png [View same] [iqdb] [saucenao] [google]
353233

>>353023
wait?, is the white one untextured? it looks a lot nicer, it kind of looks like a cool cave dwelling feature, the fact that it's the same colour all over, works because it looks like it just lacks pigment from living in pitch dark all of it's life, but when you actually give it colour and it's still the same colour all over it looks like it came out of a plastic mould, no animals are the same colour ALL over, except birds but that's because they have feathers and even then are multicoloured to some extent most of the time.

did a little paint over for you, looks like shit because it was quick but you get the idea.

>> No.353242

>>352962
>>352926
It's..not bad. Depending on the graphical style of the game it might be perfect. But unless it's an überlow-poly game I'd say you should try to work on the edges, make them, not so sharp. Try to get something more out of it, or at least make a variant with a door that is a little bit open so that you don't just see square containers everywhere you look.

>> No.353243
File: 338 KB, 1280x720, rockettex.jpg [View same] [iqdb] [saucenao] [google]
353243

texture progress. need to add a lot more

>> No.353246

>>353243
looks really really bad.

>> No.353248

>>353243
>>353246
It does not look "really really bad".
But it could look alot better

>> No.353249

>>353248
>It does not look "really really bad".

ive seen modellers with a months experience make better.

>> No.353250

>>353249
I bet you've also seen worse. If your going to post something I think it might as well be some constructive criticism.
But then again, I'm just one person on the internet and you won't give a shit about what I say.

>> No.353252
File: 110 KB, 1556x718, progress5.jpg [View same] [iqdb] [saucenao] [google]
353252

First attempt at actual modelling. Feel kind of proud of it.

>> No.353253

>>353250
>i bet youve seen worse

not much worse

>> No.353255
File: 220 KB, 2560x1440, Screen Shot 2013-05-12 at 10.44.26 PM.png [View same] [iqdb] [saucenao] [google]
353255

>>353253
Now you've seen much worse!
Good night

>> No.353257

>>353255
at least this one has some infantile charm to it

>> No.353261

>>353257
>>353253
>>353249
>>353246
no.

>> No.353262

>>353257

no it doesn't, this annoys me - when I first started modelling on the very first day - I wasn't this bad. The red button isn't even centred

plz don't post again

>> No.353266
File: 114 KB, 800x1200, squidgirl13.jpg [View same] [iqdb] [saucenao] [google]
353266

godamn i need a new cpu, zbrush is alerady slow as a bitch

>> No.353271

>>353266
well done. Any colouring. Jelly metarerials?

>> No.353283
File: 292 KB, 1280x720, rockettex.jpg [View same] [iqdb] [saucenao] [google]
353283

moar progress

>> No.353284

>>353283
is this a joke.lxo

>> No.353288
File: 465 KB, 1280x720, Cosmo Canyon redone first floor stairs and added entrance.png [View same] [iqdb] [saucenao] [google]
353288

Two questions,

firstly, I'm using Lightwave, is there any easy'ish way to add detail to the rocks/cliffs in my Cosmo Canyon Scene - or will I just have to resort to bump maps?

Secondly, does anyone have any low or high poly models of any Final Fantasy VII characters? Just so I can use them for height reference and place them at the main gate in renders?

Any thoughts, improvements?

Working from this image: http://images4.wikia.nocookie.net/__cb20091103215348/finalfantasy/images/4/4a/FFVII-CosmoCanyon.jpg

>> No.353298
File: 394 KB, 1366x706, jar.png [View same] [iqdb] [saucenao] [google]
353298

I currently am making a jar, I like it so far but I might change one of the scenes on the jar to make it more varied.

>> No.353300

>>353288
I was going to say google it faggot, but I figured since you're doing a cool thing from my beloved FF7 I would google it myself, faggot.

But it turns out, those models are really fucking hard to find. The only thing I did find was the models, but in google sketchup form. And since I don't know shit about GSU I don't know how useful that is.
http://sketchup.google.com/3dwarehouse/details?mid=28445043f266d0f2dc537981deb9bffd

>> No.353308
File: 214 KB, 1920x1080, WIP.jpg [View same] [iqdb] [saucenao] [google]
353308

>>353300

Yeah I know they are! But I remember seeing a thread near the end of the year...when some anon was making a collage of /3/ work - I saw a low poly rendition of Cloud - and was hoping if that anon saw it - he'd offer the model... But I will try - if it comes to it, I'll remake them myself soon enough

Although, I do want to start a Final Fantasy IX project after this - that game had some amazing environments

Anyway, here's a bit more added...can't wait until I start texturing this bitch - will make it look much better - although the sign at the front I will struggle with...I'm not very artistic and the text does need re-making in Illustrator or something

We shall see...

>> No.353311
File: 50 KB, 646x506, 960_dearlordkillmenow.jpg [View same] [iqdb] [saucenao] [google]
353311

>>353308
Well, I just googled this. You can see the guy and Cloud's height in comparison to the sign, so hopefully that can help you in your scale quest.

Keep up the good work and such.

>> No.353318
File: 366 KB, 1920x1080, test rndr.jpg [View same] [iqdb] [saucenao] [google]
353318

>> No.353321
File: 131 KB, 1920x1080, spacefork 2- Electric Boogaloo.png [View same] [iqdb] [saucenao] [google]
353321

Still need to thin out the tines, taper the staff, and add a pointed end cap.

>> No.353326

>>353321
Y'all gonna pierce some AT field with dat?

>> No.353358

>>353321
while you're at it, start modeling AAA Wunder.

just suggesting

>> No.353361

Guys, I have a question from other side.

Using Vray - VrayWireColor, I want it to ignore transparent objects like glass etc. Is there a way other than hiding those objects and rerendering?

>> No.353364

>>353361
I found a related tutorial on that problem.
http://www.youtube.com/watch?v=gvhlMnprQ5Y

>> No.353374
File: 456 KB, 1283x480, rustymugshot2.png [View same] [iqdb] [saucenao] [google]
353374

The face needs work, hat kinda sucks, materials could be better, and the weights need to be tweaked, but I'm happy with it at the moment. I think next I'll try making the rest of the Cuyler clan, Shariff and Denny, or Dan Halen.

>> No.353381

http://www.youtube.com/watch?v=dTK85tUyhbo

Group Project I just finished for Uni

>> No.353382

>>352105
http://skfb.ly/5lkjihg2fd

>> No.353399

>>353382
not comfy enough, no rubber or soft part that goes on the head, horrible colors, frant part looks like it will fall off at any moment
horrible design, what were you thinking ?

>> No.353401
File: 896 KB, 1280x1024, untitl7ed.png [View same] [iqdb] [saucenao] [google]
353401

It's probably not a good idea to post this, but I started about a day ago and this is the first model I've created (Not textured, some parts have materials on them to make the render a bit nicer)

>> No.353410

>>353399
>d idea to post this, but

Well i imagined under the head covering would be a pad,
plus the ears would be padded.

>> No.353412

>>353401

not bad for a first model, but yeah don't post for a while unless you really want someone to rip your models to shreds.

The model aside, I must say... awful awful floor, why is the brown part reflective and the red part not? Don't do that. Centre the spot light and you shouldn't make the edge of the floor visible - move the camera up and rotate it down to avoid this issue

P.S 16:9 Aspect Ratio looks better for elongated objects, allows you to zoom in and avoid empty frame space. 1280x720 resolution is standard

>> No.353428

>>353381
This reminds me so much of Morrowind.

>> No.353434
File: 889 KB, 2880x1620, TT33_render.png [View same] [iqdb] [saucenao] [google]
353434

Hit me!

>> No.353436

>>353434
Personal preference would say to smooth out the trigger and make harder edges. I'd take it into battle though.

>> No.353438
File: 346 KB, 1280x720, rocketlauncher.jpg [View same] [iqdb] [saucenao] [google]
353438

>> No.353439

>>353438
Really Nice texture
Where did you learn to make them?

>> No.353440

>>353436
Thx. I made the edges rounder for better results when baking normal maps

>> No.353441

>>353438
2 babby tier

>> No.353455
File: 131 KB, 800x600, AT_Field.png [View same] [iqdb] [saucenao] [google]
353455

>>353326
Something like that.

>>353358
I'm actually planning to make most things from Eva, consider it a long term project. The Wunder is on my list, but near the bottom after all the Eva's, Angels, Tokyo-3, Lilith, GNR, etc

>> No.353465
File: 775 KB, 1280x720, trees5_0_1.jpg [View same] [iqdb] [saucenao] [google]
353465

I posted this as a random picture a while back and got a lot of crits I wasn't asking for.

I feel satisfied with the exterior scene now, though; time for it to be torn apart. Gonna start working on the interior in the meantime.

>> No.353492

>>353465
> dem bleached colors
> dat terrible unsharpen mask
> dem sad weather
> dat depressing weather

sadness and misery is flowing from your render duud. please re-evaluate the colors, ambient and the general feel it gives

>> No.353493
File: 581 KB, 1280x720, redo.jpg [View same] [iqdb] [saucenao] [google]
353493

>>353465
>>353492
Here, I did what I had in mind.

>> No.353496
File: 259 KB, 1094x686, test4.png [View same] [iqdb] [saucenao] [google]
353496

a little test on zbrush :)

>> No.353503

guys do you remember the name of guy with the most fucked up Kaneda bike thread? I lost the link to thread, can someone please post it?

>> No.353506

>>353493

I preferred it sad, but both are good...one thing I hate is the rock texture, it looks really fake in both pics

Love the tress though....how did you make/acquire them?

>> No.353532
File: 1.14 MB, 1280x720, housecrit.jpg [View same] [iqdb] [saucenao] [google]
353532

Here are some crits op, mainly a lot of these problems come from your lighting. I think you'd really benefit from getting that down in a separate scene.

>> No.353542

>>353492
>>353506

Thanks for your opinions. I'm going to rethink my lighting as I think that will be what makes the most difference. As for the rocks, I can fix those.

>>353532

Thanks for the crit, but >>353465
is what I did >>353493
is just someone trying to convey their idea to me

>> No.353549

>>353503
I found it myself on chan archive in thread with bad portfolios, if anyone was curious wtf I was talking about here's link http://www.zbrushcentral.com/showthread.php?88605-Rock-1-ch&highlight=shockblade

>> No.353572

>>353549
wow... this is a troll right? wow.

>> No.353573

>>353266

The top two head tenticles look like they're clipping through her brain. But then again, I assume you aren't looking for anatomical accuracy to be applicable to your masturbation aid.

>> No.353577

>>353549
I read every page. Thank you anon.

>> No.353578

More of this robot, the company's finally going to release it to facebook. https://www.dropbox.com/s/s5bjfdhwrjwb3am/chatbot%20intro.mp4

>> No.353579
File: 52 KB, 476x480, 1368468915998.jpg [View same] [iqdb] [saucenao] [google]
353579

>> No.353580
File: 38 KB, 500x540, derp.png [View same] [iqdb] [saucenao] [google]
353580

I wish I had more time to do 3D.

>> No.353611
File: 242 KB, 1680x1050, q1.png [View same] [iqdb] [saucenao] [google]
353611

question: is the left method safe ? or a no-no, i am working on my first 3d model for game and i could save up some vertices doing it the left-way, considering faces would intersect at ~90 angle

>> No.353612

>>353611

for games? mostly its save because you can do different LOD models faster. (not always. depens on how complicated model became) if you dont need LOD then screw up the joining.

>> No.353613

>>353573
it may be funny to you, but its not that easy to fap and sculpt my models at the same time

>> No.353614

>>353611
depends really
some engines can start clipping geometry at distances once they simplify their calculations
but for the most part it should be safe as long as the poly faces arent too close, just dont be overly reliant on it, putting in few more polies wont be taxing as much as normal maps and post in today games

>> No.353629

>>353611
I don't think it matters a whole lot. You might notice some seams or lighting glitches because the engine will decide where to put the triangles, atleast that was the case in id software engines.

>> No.353640
File: 309 KB, 1920x1080, WIP.jpg [View same] [iqdb] [saucenao] [google]
353640

slowww progress

>> No.353643

>>353438
This is really bad. The paint is scraped off at all the wrong places. Do you know that geometry would interact in the real world? Most of the places you have scraped it off at would not even touch ground or any other surface enough to grind it off.

>> No.353644

>>353640
I'm thinking you are making it a little too smooth, but then again that might just be the direction you want to take it. Looks decent enough, you have one heck of a texturing job in front of you though.

>> No.353668
File: 31 KB, 960x540, 6000.png [View same] [iqdb] [saucenao] [google]
353668

>>353401
I'm him, improving rapidly, well I like to think so anyway. Here's a WIP of the next model, 6000 triangles already, should I be worried that its taking so much?

>> No.353675

>>353668
If that's the low poly. Yeah.
You shouldn't need more than 8-16 sides on any given cylinder

>> No.353677

>>353675
But the cylinders look stiff and blocky when I give them less than the default 32, if I was to put the model into some kind of game(which I'm not looking at doing yet as I only started a few days ago) would the model come out as not-so-blocky?

>> No.353684

>>353677
Yes it would. That's what normal maps, specular maps, and other textures are for.
And if you want to go "Look at me guys I'm so leet" you can use an engine that supports tessellation

>> No.353686

>>353684
Ah right, thank you for helping the floating newbie. I'll finish this off just for experiance and looks then start a new project keeping in mind the cylinder sides tip and keeping triangles low

>> No.353712
File: 126 KB, 960x540, 8000.png [View same] [iqdb] [saucenao] [google]
353712

>>353686
>>353684
>>353677
>>353675
>>353668
I'm going to end it here, material'd it quickly cba with textures as I'm throwing it away.

Final Counts:
Verts: 4404
Faces: 3381
Tris: 8522

Thanks for your tips, I'm now going to model a small spaceship

>> No.353713
File: 382 KB, 768x474, c2.png [View same] [iqdb] [saucenao] [google]
353713

I've retextured this box with a better uv map. I know some of you still want me to add geometry but trust me, you won't see this up close. It's going to be a simple game.

>> No.353714

>>353712

you should find the smooth shading.

>> No.353716

>>353714
I probably should, but as I said I only started a little while ago, I can build basics and can only vaguely play with renders and materials and textures.

>> No.353717

>>353716
why are you raytracing while simulatenously listing a polycount?

>> No.353718
File: 264 KB, 1000x1000, shrugginglarge.png [View same] [iqdb] [saucenao] [google]
353718

>>353578
No one's gonna look at this unless I add a picture.

https://www.dropbox.com/s/s5bjfdhwrjwb3am/chatbot%20intro.mp4

>> No.353719

>>353717
I'm not sure, what is the problem with this?

>> No.353726
File: 948 KB, 1280x480, A4.jpg [View same] [iqdb] [saucenao] [google]
353726

>Stereo pictures
>Cross your eyes
>Prepare to be annoyed
>Shit's gonna hurt your eyes

>> No.353731

>>353713

Looks much better! And if viewed from far away, will be indistinguishable

>>353726

I can't do it, and it's not something I'd want too see in 3D - things up close are better for 3D - those pics due to their distance look the same, despite the 3 cameras maybe being 2 inches apart

>> No.353738

>>353726
> cross your eyes between 720 pixels
tep lal

>> No.353739

>>353731
yeah, 2 inches, in fact.

By the way, if anyone knows how to achieve the effect, I'd gladly try do it.

>> No.353741
File: 423 KB, 640x480, analglyph.jpg [View same] [iqdb] [saucenao] [google]
353741

>>353726
if you have the red-blue glasses

>> No.353743
File: 188 KB, 641x480, hallwayredcyan.jpg [View same] [iqdb] [saucenao] [google]
353743

>>353726

>> No.353744

>>353743
Yeah dude. What filters are you using for the red-cyan ?

>> No.353753
File: 296 KB, 960x540, cartoon RC.jpg [View same] [iqdb] [saucenao] [google]
353753

>> No.353765

>>353718
Pretty good, what is it for? Video to put on a website?

>> No.353795

>>353612
>>353614
>>353629
T.HANKS

i am aiming at udk, but i guess its better to be safe than sorry

>> No.353899

>>353549

This is the most beautiful thing I have ever read.

After 18 pages I can't tell if it is the most elaborate 2 year troll in history, or the single stupidest person on the internet.

>> No.353920
File: 38 KB, 492x491, very important wip.jpg [View same] [iqdb] [saucenao] [google]
353920

boobs bump

>> No.353921
File: 384 KB, 1856x937, office.jpg [View same] [iqdb] [saucenao] [google]
353921

>>353920
and a screenshot of my game that I liked

>> No.353942
File: 263 KB, 1440x900, athena.png [View same] [iqdb] [saucenao] [google]
353942

rate me /3/.

>> No.353948

>>353942
would maybe fap to

>> No.353949

>>353921
are such bumps intended? I would lower it just a bit, but that's just me.

>> No.354027

>>353920
really liking it man, can tell a difference in material.

finally retopo'd mine to get into unity, opinions?

>> No.354029

>>353949
Good point. The wall and the floor could be turned down a bit. The rest is supposed to look like that though, if thats a problem

>> No.354049

>>353765
Yeah, it's for my company's facebook page

>> No.354146

>>353640
I really don't like the sign. try and look at reference of a real old wooden sign or at least a more stylistically aesthetic sign from a cartoon or something.

If you remaking something it's okay to stray from the original design if you're improving it.

I might show you what I mean when I finish eating.