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/3/ - 3DCG


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File: 1.34 MB, 1500x882, 3_waywo.jpg [View same] [iqdb] [saucenao] [google]
359775 No.359775 [Reply] [Original]

post wips

>> No.359792
File: 47 KB, 1337x608, 1r7ZmDk.png [View same] [iqdb] [saucenao] [google]
359792

WIP

>> No.359799
File: 189 KB, 1212x722, yup.png [View same] [iqdb] [saucenao] [google]
359799

would be nice if i could man up and get this out the door one day

>> No.359806 [DELETED] 

>>359799

>> No.359807
File: 79 KB, 1033x675, shotgun.png [View same] [iqdb] [saucenao] [google]
359807

>>359799

>> No.359808
File: 76 KB, 1096x680, dmr.png [View same] [iqdb] [saucenao] [google]
359808

>>359807

>> No.359809
File: 42 KB, 470x612, pistol.png [View same] [iqdb] [saucenao] [google]
359809

>>359808

>> No.359810
File: 125 KB, 1173x693, Playground.png [View same] [iqdb] [saucenao] [google]
359810

>>359809
Done, have fun.

>> No.359813

>>359810
>>359809
>>359808
>>359807
>>359799
>>359792


please stop.

>> No.359817

>>359809

That gun either shoots comically long bullets or that firing pin is never going to work.

>> No.359820

>>359813
lol what have i done....

i only posted >>359799

i wish i had an environment for ya

>> No.359821
File: 834 KB, 1190x591, worsthingicouldthinkof.png [View same] [iqdb] [saucenao] [google]
359821

>>359809

>> No.359822
File: 211 KB, 1975x1153, june10thprogress.png [View same] [iqdb] [saucenao] [google]
359822

Since I don't know/didn't know what subdivision modelling was, I decided to look up a tutorial and read some shit on poly count.

Been following it and I've gotten this far.

Making handles fucking kill me with guns. Will have the high poly finished by tomorrow hopefully

>> No.359825

>>359822
anon there is something really wrong with that shotgun...

also just bumbmap the handles

>> No.359827

>>359825
Wrong where?

>> No.359828

>>359822
The back of the handle is supposed to go over the body so that it is flush with the metal.

>> No.359829

>>359828
Yeah I'm totally redoing that handle. The tutorial is doing one without a pistol grip, I figured I could do what he was doing and get the same thing. I was wrong

>> No.359836
File: 155 KB, 485x581, QTKTpsychedlic.png [View same] [iqdb] [saucenao] [google]
359836

First attempt at a face ~6-8 hourz

>> No.359837

>>359836
>6-8 hours
Holy shit, down syndrome.

>> No.359839

>>359837

Got caught up tweaking to match reference (unsucessfully still)

That said for a first attempt at a face i'm pleased.

>> No.359841

>>359825
>bump map
you know NO engine supports bump maps, they are worse than normal maps and a high poly is required to fake the high poly look, right?

>> No.359842

>>359841
I always assumed that when someone says bump map they mean smdi+normal

>> No.359844
File: 101 KB, 1380x872, blender 2013-06-10 04-47-52-17.png [View same] [iqdb] [saucenao] [google]
359844

and with that, its time for bed.

>> No.359862

>>359842
dis nigga

>> No.359864

>>359841
>you know NO engine supports bump maps, they are worse than normal maps and a high poly is required to fake the high poly look, right?

babby whos never even heard of quixel

>> No.359865
File: 14 KB, 320x221, whip_1.jpg [View same] [iqdb] [saucenao] [google]
359865

>>359775
>post wips
ok

>> No.359866
File: 54 KB, 699x803, MarlaB(Z).jpg [View same] [iqdb] [saucenao] [google]
359866

>>359775
what can i do to improve this?

>> No.359867
File: 171 KB, 800x600, chestfail.jpg [View same] [iqdb] [saucenao] [google]
359867

Working on my first character but I'm having problems with the symmetry modifier. The Pivot isn't the problem so I don't know why the the mirror gizmo is off to an angle.

>> No.359868

>>359866

>joint between bicep and forearm needs work
>more definition behind knee caps
>more detail at: lower/lateral abdomen, posterior thigh, forearm
>the pose looks a little unnatural -"tense"

good work though

>> No.359870
File: 373 KB, 1049x527, wipwip.jpg [View same] [iqdb] [saucenao] [google]
359870

>> No.359872

>>359817
really dude? ever play a little game called halo?

>> No.359876
File: 531 KB, 2500x1985, wip.jpg [View same] [iqdb] [saucenao] [google]
359876

Something I did on lunchbreak.
Just the primary blocking, and a few corrections

>> No.359879

>>359876
wow.

>> No.359885
File: 128 KB, 720x480, x-atm092wip.jpg [View same] [iqdb] [saucenao] [google]
359885

repost from the other wip thread

Just got to get the low poly done, uv that, and rig(might put that part on the back burner for a while, this is gonna be a bitch to rig lol)

>> No.359888

>>359885
is this a joke?

>> No.359891

>>359876
how long is your freaking lunchbreak...?

>> No.359893
File: 69 KB, 680x725, ss (2013-06-10 at 08.08.05).png [View same] [iqdb] [saucenao] [google]
359893

So I have spoken to a few people and they all agree this is going to be a bitch to unwrap because the geometry is shit or something

what did I do wrong /3/? is it salvagable?

>> No.359894
File: 54 KB, 1036x504, 6RMpn1d.png [View same] [iqdb] [saucenao] [google]
359894

>>359792
progress.

funny that another guy in the thread is making a similar shotgun.

hasn't been sub-d yet

>> No.359895

>>359893
That could be UV'd in 3 minutes(probably automatically so by some programs) by someone that knows what they're doing, but that being said I wouldn't bother UV'ing that...the geometry needs work first.

>> No.359899

>>359891

2 hours, but i cheated and extended it. I honestly didn't count the time

>> No.359900
File: 70 KB, 1332x680, BwTK1Sr.png [View same] [iqdb] [saucenao] [google]
359900

>>359894

>> No.359913

>>359899
I seriously hate people who say
"HUR THU I DID IT IN MY LUNCH BREAK"

which is usually around 15min.

and yet people did it in 2 hours. Fucking pisses me of.

>> No.359914
File: 119 KB, 700x952, 196093_sN2E0uWsCEPk75RDBaxr4y9d2.jpg [View same] [iqdb] [saucenao] [google]
359914

Did this on my lunch break.

>> No.359916
File: 64 KB, 1032x906, b.jpg [View same] [iqdb] [saucenao] [google]
359916

>> No.359918
File: 828 KB, 200x189, kramer1.gif [View same] [iqdb] [saucenao] [google]
359918

>>359916

>> No.359919 [DELETED] 

sorry just testing

>> No.359957
File: 121 KB, 1280x720, june10th.png [View same] [iqdb] [saucenao] [google]
359957

>>359844
Generally pleased with how it turned out

First model that didn't end up completely shit

>> No.359967
File: 427 KB, 200x198, Reading this faggotry.gif [View same] [iqdb] [saucenao] [google]
359967

>>359865
0/10

>> No.359970
File: 33 KB, 233x732, bb.jpg [View same] [iqdb] [saucenao] [google]
359970

>>359916
>>359918

>> No.359971

>>359844

Lol..... i can model that whole gun in 30 minutes flat and rendered in 10...

sleep easy slacker

>> No.359972

>>359971
thats nice

>> No.359973

>>359913
In EU 2 hour lunch breaks are common...

>> No.359975

>>359971
Don't be a dick

>> No.359976

>>359893
All those useless loops.
Hot daymn.

>> No.359978
File: 52 KB, 573x363, Capture.jpg [View same] [iqdb] [saucenao] [google]
359978

i made a shirt for you
i wont try and viral this shit, just once every few months

http://www.redbubble.com/people/trentbochard/works/10443790-call-the-polys-idgaf

>> No.359979

>>359866

nose and hair looks bad.

>> No.359981

>>359978
Pretty damn funny, but $22.50 + shipping for such a basic one color print is expensive, considering an american apparel shirt at cost is $3 and it's one color..
>make it around $20 shipped and you'll make more money

>> No.359983
File: 28 KB, 946x214, Capture.jpg [View same] [iqdb] [saucenao] [google]
359983

>>359981
to make it ~$20 without shipping my profits would be at 3.3%

red bubble defaults to 20% profit for the designer making it $23.21+postage ($4 profit)
and i can do anything about shipping

but il change it to %10 (~$2 profit) making it $21.27 plus shipping

its a shit way to make money, but if you make something popular and are on the front page you're laughing, i hope

>> No.359988

>>359983
Ah, your price is fair then. You should make a one color press yourself with a $50 kit from Michaels (small black/white ink, one screen, emulsion, squegee) or any arts and crafts store and use a heat gun to dry them if the designs are not so blocky like this design. It's only one color so you can have everything set up easily for under $100. If you sell 5 shirts of any design at that point it's paid for and it's much more profitable than that site, although they do, do all the work. If you are looking into putting in a little elbow grease silk screening is a good way to make quick money. Hell there are people that make 4 color tabletop presses for $150 now. The only thing for you is finding a place you can get wholesale on shirts, but that's not too hard.

>> No.360025

>>359913

How can someone lunch in 15 minutes?
What are you, a mcdonalds employee? Do you live on fast food? wtf man.

>> No.360049

>>359893
Can anyone unwrap dis for me please it's for a WW1 mod

I have optimized the geometry since

>> No.360061

>>360049
1. Define seams
2. ABF

>> No.360096
File: 281 KB, 1366x768, DeserHouseREVIT.jpg [View same] [iqdb] [saucenao] [google]
360096

Architect master race...

>> No.360103 [DELETED] 
File: 104 KB, 800x585, untitled.178.jpg [View same] [iqdb] [saucenao] [google]
360103

8T, LHD BMX Cassette Hub. Still need to remake the axle/hardware, go over all the edges inside/out and make a matching front hub.

>> No.360104
File: 1.70 MB, 253x336, GasStation.gif [View same] [iqdb] [saucenao] [google]
360104

Just finished texturing a gas pump, for a game I'm making. I may need to add more details, but I'm not sure where I will take it from here. And I have other stuff to work on for it, this alone has taken longer than I wanted it to

>> No.360107
File: 324 KB, 1280x720, test 7.jpg [View same] [iqdb] [saucenao] [google]
360107

Just focusing on lights. I think i'll go with physical sun and sky and a portal light. Physical sky illuminates that hole in the back indirectly better than my spot/area light, and miles faster at that.
Portal light just for photons. They bring out little detail better than FGs secondary diffuse and i love color bleeding.
Some shitty clouds just to learn how to put them into mental ray's sky node. I'll probably replace it with simple textured sphere anyway, i won't have to bother with haze gamma/gain/multiply etc to actually see them.

>> No.360126

>>360107

Looks nice bro..what are you using?

>> No.360128

>>360107

If you made the default texture white concrete, and added in some bright daylight, it would give a very Mirrors Edge look - which is a great art style

But nice work! Again ^ What software?

>> No.360130
File: 125 KB, 720x480, x-atm092-2.jpg [View same] [iqdb] [saucenao] [google]
360130

>>359885
>>359888

Joke ? x-atm092 doesn't joke

Well I'm just kinda slowly starting to chip away at the low poly and UV'ing(been out of 3d for a while so I was quickly reminded of how much I hate doing it lol)

Blue parts are low poly btw.

>> No.360143

>>360104
It looks like a plastic toy.
Add more degeneration. Chipped paint, dirt, etc.

>> No.360145

>>360143
I hate 3d artist that do that
what is wrong with making something look nice and not like pure shit?

>> No.360148

>>360145
Nothing in the world's perfect, son. Especially not a gas pump- lots of people use those every day, they get very dirty.

The pump handles themselves seem way too big.

>> No.360151

>>360148
>The pump handles themselves seem way too big.

they're stylized.

>> No.360154
File: 115 KB, 1600x880, blender 2013-06-11 23-53-44-30.png [View same] [iqdb] [saucenao] [google]
360154

>>359957
Attempt number two

After this I'm going to try something not-weapon or arma related

No clue what

>> No.360159

>99% of content in WIP threads is weapons

where my environment art bros at

>> No.360164
File: 34 KB, 1445x761, Capt3ure.jpg [View same] [iqdb] [saucenao] [google]
360164

>> No.360166
File: 57 KB, 1173x805, Capture.jpg [View same] [iqdb] [saucenao] [google]
360166

>>360164

>> No.360167

>>360166
the railing is taking up the 20k

>> No.360179

www.youtube.com/watch?v=jbfVuu5SuJc criqitue this animation my friend made, i hink its pretty good

>> No.360186

>>359876
Next time Make the tentacles straight. If you wanted to take this character to completion, you would need to rig it, and doing it on curved topology is a nightmare/ it doesn't deform well

>> No.360189

>>360107
omg merors edgy too leeked pigs

>> No.360190

>>359866
Make it not a child.

>> No.360197

>>360190
Go fuck yourself.

>> No.360199

>>360190
>>360190
ill correct those proportions

>> No.360200

>>360151
Your anus is stylized.

>> No.360201

>>360148
Adding to that, adding chipped paint is a great way to indicate that the object is actually painted.
Videogame grafix aren't good enough to even show the differences between plastic and painted metal. So you HAVE to add damage or else your shit will look like a toy miniature.

>> No.360204

>>359841
>you know NO engine supports bump maps
gab dat 2 me DX11 m8 and see wot comes aboot

>>359866
The whole head looks unappealing and generally out of place.
The feet look pretty flat, they should have a bit more volume. Same thing with the hands, they look pretty 2D. It's much better to model a hand in a "claw" position than spread out flat so you don't lose the volume.
Oh and last, the elbows. Look at the side view, they're not really supposed to look like that.

>>359836
Ninja Theory/10
those duck lips man
you need less detail and more shape, don't go to a next subdiv until you're done with the current
a good base mesh topo might help a lot

>>359957
6/10 would put in a 2005 game. Keep going.

>>360107
Bitchin' GI. Any tips for achieving something like this? I'd like to make some lightmaps using mental ray someday.

>> No.360205

>>360104
>I may need to add more details
Are you sure? Ask yourself, how long is the player actually going to look at this object?

>> No.360206

>>360205
Faggots like you is why the vidya gaem industry lost its soul after 2008.

>> No.360212
File: 978 KB, 1440x900, Schermata 2012-10-24 a 14.42.09.png [View same] [iqdb] [saucenao] [google]
360212

>>360166
still wip

>> No.360215
File: 768 KB, 2002x1041, 870w.png [View same] [iqdb] [saucenao] [google]
360215

Quick Remington 870 for a client, still need to texture it.

>> No.360219
File: 53 KB, 640x480, color bleeding.jpg [View same] [iqdb] [saucenao] [google]
360219

>>360126
>>360128
Maya 2012 & mental ray

>>360204
It's really a babby tier setup, in maya you can establish physical sun and sky with one click, render settings. Final gathering does the bulk of indirect illumination, because it's rays bounce off the sky sphere. I added single light to emit photons - they bounce off the surfaces carrying colors - color bleeding - It's faint but definitely there, "warming up" the scene. Pic related, just changed the blue back to gray.
I think you can achieve great result with just one, pohoton emiting light, placed in the window for example. Check this links, they're step by step.
http://www.tokeru.com/t/bin/view/Maya/GlobalIlluminationIllustrated
http://www.interstation3d.com/tutorials/mray_gi_rev1/mrayGI01.htm

>> No.360229

>>360212
looking nice nigga

>> No.360230

>>360219
>Using Maya
>Not using the superior Blender

>> No.360237

>>360230
>thinking it matters what program you use.

>> No.360243 [DELETED] 
File: 244 KB, 1544x916, street.jpg [View same] [iqdb] [saucenao] [google]
360243

I'm trying to figure out how to do proper streets. I recorded like 3 minutes of footage of my neighborhood's streets today and I noticed that they're actually really complicated.

What is that glue stuff for?

>> No.360244
File: 70 KB, 850x504, street.jpg [View same] [iqdb] [saucenao] [google]
360244

I'm trying to figure out how to do proper streets. I recorded like 3 minutes of footage of my neighborhood's streets today and I noticed that they're actually really complicated.

What is that glue stuff for?

>> No.360261
File: 308 KB, 960x540, Körper.png [View same] [iqdb] [saucenao] [google]
360261

>>359775
my endles project

>> No.360262
File: 342 KB, 960x540, körper1.png [View same] [iqdb] [saucenao] [google]
360262

>>360261

>> No.360263

>>360244
>recorded like 3 minutes of footage of my neighborhood's streets today and I noticed that they're actually really complicated
If only more 3D artists went to that much trouble for realism.

>> No.360267

>>360261
Looking pretty good but the rib cage area is a big problem. Note that the rib cage tapers out towards the top, not the bottom, especially in women. The chest area would be further inward, right now it's projecting out. The scapula on the first image protrudes too much, that would only happen with the arms raised. The hip bone should be a bit more prominent and show the separation to the legs. So do model the inguinal ligament and the iliac spine, very important. The back actually has an indentation in the middle, it's not flat. Attach the boobs to the pecs. The clavicles and the sternum aren't there, you should model the set of depressions between the clavicle, the neck and the trapezius, also important.

>> No.360270

>>360267
Thank you for your great advices !
At the moment i'm taking a break from the project.
It will ceep me busy for a looooooong time.

>> No.360271

>>360270
I hope you're sculpting and not poly modeling

>> No.360274

>>360271
it`s sill the base mesh i start sculpting until it`s done.

>> No.360302
File: 143 KB, 1920x1080, june11th.png [View same] [iqdb] [saucenao] [google]
360302

Maybe when I learn how to make arms I can preview the model.

>> No.360320
File: 849 KB, 1667x500, 001.jpg [View same] [iqdb] [saucenao] [google]
360320

Kitchen

>> No.360322

>>360320
looks terrible. Very very clean, like a dollhouse. you threw in some weird bumpmap on the counter left which looks bizarre. This is what you get when you try to render clean with blender cycles. exhibit a

>> No.360327

>>360322
This guy is spot on, nothing to add. It's a huge pile of shit.

>> No.360358

>>360320
It's not a pile of shit at all. It's decent.

The things that look imediatly odd to me is the bump map in the counter. I think they hob would be shinier. The outside seems too out of focus, the fridge looks off to me and the bricks seem flat.

>> No.360374 [DELETED] 
File: 130 KB, 800x585, untitled.182.jpg [View same] [iqdb] [saucenao] [google]
360374

>>360103
Hub update. Going to make a new 9T driver to work with a polymer bushing instead of bearings and a new center axle for 14mm studs with new hardware. Then on to the front hub and and finishing up the rest of the bike.

>> No.360379

>>360322
>>360327
god, what a loser you must be

>> No.360380

>>360379
>cant take criticism
>no chance in the industry

>> No.360381
File: 946 KB, 1600x900, arma3 2013-06-13 00-50-44-41.png [View same] [iqdb] [saucenao] [google]
360381

>adjust specular color slightly blue for some reflective metal
>aquire blue shotgun

>> No.360388

>>360320
looks good anon.

>> No.360395

How do you go about making more anatonimcally correct human models? Obviously, 'study anatomy', but how? What is that, really? Is it a matter of looking at people and trying to model from that, or am I supposed to go mad and dissect a few people? There're loads of ways I can 'study anatomy', but which is going to help the most for 3D?

>> No.360404

>>360381
Do you happen to know anything about modding Bethesda games like Skyrim and Fallout NV?

Do I just do it via the creation kit?

>> No.360405

>>360395
people who 'study' anatomy in art, generally just go look at books on the subject (google Loomis), which go from skeletal forms, to muscle, then to skin over the top. It would help some people in 3D for anatomically correct forms, but I honestly don't think it's necessary unless you aim for realism in your work.
studying from pictures will still get you there eventually, just be more observant of positions/restrictions/size of limbs.

The one thing I dislike about work from people who studied anatomy a lot, is they always do huge-mcbuff Herculean men, or petite females with optimal curves. I haven't seen any 3D work of accurate chubby-fat males or females before, anyone got examples?

>> No.360410

>>360395
buy an anatomy book. draw from it. understand how different bones and muscles look and work. how muscles elongate/constrict.
>>360405

>it would help some people in 3D

it will help all 3D modelers and sculptors. and animators and riggers. texturers as well but to a somewhat smaller extent


a thorough understanding of the human form will help you with your modeling, regardless of what it may be

>> No.360416

>>360380
I'm not the one afraid of anon's potential. You wouldn't be able to work a day with other people in the industry.

>> No.360418

>>360405
heap of bullshit. this is what happens when people talk out of their asses and pretend they are knowledgeable
>studying from pictures will still get you there eventually, just be more observant of positions/restrictions/size of limbs.
no, use a book
>loomis
no
>The one thing I dislike about work from people who studied anatomy a lot, is they always do huge-mcbuff Herculean men, or petite females with optimal curves. I haven't seen any 3D work of accurate chubby-fat males or females before, anyone got examples?
yeah, if those people only draw marvel comics.

>> No.360427

>>360107
You can plug a mib_lookupbackground or something like that in physical sun's environment node. That way you won't need a textured sphere.

>> No.360429
File: 439 KB, 2057x1545, someone else's scene - lighting test by me 3-tile.jpg [View same] [iqdb] [saucenao] [google]
360429

>>360219
Also consider using correct color temperatures for your lights with mib_cie_d plugged into the color slot of your lights.

http://mymentalray.com/index.php?option=com_content&view=article&id=107:color-temperature-with-mibcied-graph&catid=45:lighting&Itemid=55

Pic related.

Used cie in upper row, didn't use it in lower one.

>> No.360435

>>360429
Oh, I want to add this to my post. I think the physical sun already uses correct color temperatures.

>> No.360517
File: 175 KB, 1521x781, Capture.jpg [View same] [iqdb] [saucenao] [google]
360517

I'm stumped. How can I fill in these patches of dirt without adding more particles? I'm already at 10000.

>> No.360550

>>360517
Add 10 times more children particles. Or 100 times more. Use a texture with actual width instead of a hair.

>> No.360562
File: 357 KB, 939x708, wip.jpg [View same] [iqdb] [saucenao] [google]
360562

Any advise on how to make less shitty bedsheets? Currently using the plane + cloth in 3ds max

>> No.360572
File: 256 KB, 581x780, CAR-TOON.png [View same] [iqdb] [saucenao] [google]
360572

>> No.360579

>>360572
atleast the heads are improving?

ever so slightly, keep on doing this and in a year or so, you will be a pro!

>> No.360582

>>360579
Its meant to be cartoon like wreck it ralph and monsters u

>> No.360598

>>360572
what program are you using?

>> No.360606

>>360582
Just because you're going for a certain style, doesn't make it nullified from criticism. People recognize a major style like that, and would easily judge your mesh based on that if it looked like that style, but currently it does not. But keep trying.

>> No.360612

>>360606
>keep trying

Mate im not tryin to cop that style. I have my own style. Im happy wit it, dont need to try to improve anything.

>> No.360616
File: 124 KB, 1920x1080, june13prog.png [View same] [iqdb] [saucenao] [google]
360616

Trying to keep this shit as flush as I can.

Handles are still 2complex4me

>> No.360620
File: 151 KB, 1024x768, IMG_0437.jpg [View same] [iqdb] [saucenao] [google]
360620

>>360616

Your stock seems off

>> No.360622

>>360517
Use a texture with width instead of a strand.

>> No.360663

>>360620
what would you suggest as a way to make the grip? Model the high poly flat and hope I can photoshop them in? I'm sure I could figure a way to model it, but going from high to low with those on there...

>> No.360672

>>360663

I'd just nDo2 or something them in in PS, yeah, modeling them in is a waste of time

>> No.360681
File: 389 KB, 1190x971, rem870_2.jpg [View same] [iqdb] [saucenao] [google]
360681

Whipped up a quick texture for the 870

>> No.360684
File: 99 KB, 430x600, batman shift.jpg [View same] [iqdb] [saucenao] [google]
360684

>>360681
> 5000000000th shotgun model
> same textures, decals, details
> wtf are you doing with your life

>> No.360685

>>360684

it's for a client, gotta pay dat rent

>> No.360693

>>359895
Not that guy, but I'm curious what would need to be reworked on the geometry specifically?

>> No.360694
File: 17 KB, 666x485, Slightly less uncanny.png [View same] [iqdb] [saucenao] [google]
360694

>>360612
I'm not trying to insult you, dude but with your current work it simply looks like you don't have a style and are going with it rather than you having a style and choosing it to look this way. The main reasons can be summed up with your guy looks uncanny without a point of reference.

For all we know this really is how he's supposed to look but if you really want anyone to believe that then you'll have to be able to show that this character is not a riddled mistakes.

This character of yours looks old, long-faced and generally kinda ugly(which ISN'T a bad thing!) which makes him hard to look at but if you can make a character with much more normal proportions then it can ease your viewers perception.

On the side is a very minor example of what I mean with his eyes more centred on his head but if you could make a younger character(25-35 or so) then that'd be even better.

Not all criticism is correct criticism but if that's all you're getting then maybe there is a problem.

>> No.360695

>>360681
Nyt niitä timelapse-videoita sun töistä perkele

>> No.360696

>>360212
Is that based on Machinarium?

>> No.360702

>>359895

What programs unwrap automatically?

>> No.360704

>>360702
AFAIK Blender, ZBrush UV Master, Maya script Castor's Auto UV which is based on Roadkill, one of the most popular unwrappers back in the day. modo also has some sort of unwrap functionality but I'm not sure how it works or how much work you still have to do yourself.

>> No.360705

>>360704
Oh also 3D-Coat is supposedly good at UVing but I'm not sure whether it's automatic or just easy to do manually.

>> No.360706

>>360704

Oh wow, I thought Blender's auto unwrap was unreliable and shit. Guess they updated.

>> No.360711

>>360706
I haven't tried it myself, I just read that it does ABF and LCSM unwrapping which are the same algorithms they use in Roadkill and 3D-Coat, so yeah I just remembered that 3D-Coat does indeed do automatic as well

>> No.360721

>>360418
Whatever makes you the knowledgeable one anon.

>> No.360722
File: 208 KB, 694x764, time2rig.png [View same] [iqdb] [saucenao] [google]
360722

rigging time is nigh

>> No.360724

>>360722
is that like a running /3/ gag now? i keep seeing the same head with like 0 progress.

>> No.360727

>>360722
What so now you're just going to ignore people and continue posting your work here!? Good fucking luck, you joke.

>> No.360731
File: 2.87 MB, 720x486, aoAOVtestDeuce.gif [View same] [iqdb] [saucenao] [google]
360731

>>360727
I do character rigging, not character modeling.

This was my first head. On this my second Im going to add a tongue, forehead wrinkles with an animated normal map tied to the eyebrow raises and sculpt a vector displacement map for realtime use in the dx11 viewport, and some additional blendshapes that I picked up from the new book "the Art of Moving points" that I bought last week, by a pixar TD.

Stay tuned :D. Doing uvs now.

>> No.360733

>>360731
Aaaarrghh. So we've been trying to help you when you don't even care about the models? Sorry for calling you a joke but you're making me rage hard, man.
Well good luck with the rigging and everything. I know nothing of face rigging.

>> No.360762

>>360612
You just said you were trying to go for a cartoon style.

>> No.360767

>>360722
>those eyeballs
>those eyelids
>those lips, or lack there of
>that nose
Start accepting criticism like someone without a mental disability and fix it.

>> No.360771
File: 81 KB, 1024x768, The-Simpsons-the-simpsons-650649_1024_768.gif [View same] [iqdb] [saucenao] [google]
360771

>>360767
I dont think you read my post. Im going for a cartoon rig to show off riggin. See pic for the style im going for. I also dont care if i dont meet this style or not because modelling isnt the point.

>> No.360781

>>360731
I dont usually get as mad as I am over stuff that doesnt concern me, but that model is so bad that it makes me upset. Please stop posting that head or make a new one.

>> No.360784

>>360781
Why does it make you mad

>> No.360803
File: 1.14 MB, 2048x2048, 3dturbocat_final.jpg [View same] [iqdb] [saucenao] [google]
360803

Turbocat from Swat Kats, loosely based on a drawfag's design on /co/
Draft start,it needs a lot of fixes yet.

>> No.360805

>>360784
you have been posting it for a month. or more
but since you have posted that head you could have made 20 better ones. Youre just a rolling gag.

>> No.360809

>>360805
no that guy, but i think you're over exaggerating this a tad, you're getting mad over nothing.

>> No.360810

>>360805
I dont even care about the mesh lad. There are thousands of wannabee character modelers trying to get in out there whereas in only care about rigging, pipeline, simulation. Stay mad

>> No.360814

>>360803

luv it, be sure to post when you're done :D

>> No.360818

>>360771
then stop posting the shitty model over and over and just post the shitty rigging when it's done

>> No.360820

>>360818
Whats shitty about this?>>360731

B specific

>> No.360823

>>360731
So is the jelly skull going to warp in the second one too, or is that just a first time thing?

>> No.360824
File: 381 KB, 1292x460, ze.png [View same] [iqdb] [saucenao] [google]
360824

>>360823
you get that effect by creating a squash secondary rig for the muzzle and the top of the head as demonstrated in stop staring

>> No.360828
File: 596 KB, 2048x2048, 3dturbocat_final_update.jpg [View same] [iqdb] [saucenao] [google]
360828

>>360814
Not original modeler,here.
He posted this update and leave to his work.

>> No.360842

>>360562
I can't look at those stairs without imagining how quickly they would break off if an even moderately fat person were to try walking on them.

>> No.360844

>>360681
>>360672
Is there an alternative to NDO

tried pirating it, didn't work

Don't want to bother with just a 30 day trial.

>> No.360845
File: 999 KB, 1280x720, bwead.png [View same] [iqdb] [saucenao] [google]
360845

.

>> No.360850

>>360845
Get some larger variations on the surface with another displacement map modifier, right now its looking bumpy but far to uniform.

Also some variation on the front face texture, the way it repeats is really noticeable.

>> No.360856

>>360845
Are you trying to show up that Blender image? Geez people are so defensive.

>> No.360860

>>360850
It would be easier to just tell him to take a higher resolution picture of bread and use it as a texture. Since tiling doesn't work for bread at all, tiling is too reliant on there being no exceptionally large or small details, and bread is full of those.
He'll have to use Photoshop to draw the edge of the bread near the crust. There's a gradual shift of bread to crust, not at all like in that picture.

>> No.360861
File: 136 KB, 1920x1080, r1.png [View same] [iqdb] [saucenao] [google]
360861

Out of morbid curiosity, I'm going to try importing this into Zbrush to see if it can't do the scratches for me

>> No.360865
File: 1.19 MB, 400x300, 1368661492735.gif [View same] [iqdb] [saucenao] [google]
360865

>>360861
>check face count
>low enough that I dont' have to do much decimating

>> No.360879
File: 611 KB, 1827x1636, june15.jpg [View same] [iqdb] [saucenao] [google]
360879

I really wish blender would read specular maps correctly. Other than that, I need to model the front sight and some mount systems, texture those and I'll be golden

>> No.360917

>>360861
>>360879

>pirates zbrush
>uses blender

>> No.360918

>>360917
>has a car
>uses a knife to cut things
?

>> No.360919

>>360917
>get a dog
>still uses a dildo

>> No.360920

>>360919
woah there

>> No.360951

>>360722
That's some horrible topology for animation. Good luck.

>> No.360974

>>360917
>hard surfacing in zbrush

>> No.361013
File: 328 KB, 1920x1080, j15th.png [View same] [iqdb] [saucenao] [google]
361013

Gonna hafta tweal the colors a bit

What appears normal in blender is saturated half to hell in arma

>> No.361014

>>361013
>hafta

>> No.361015

Good start! Now do some anti aliasing, shadows, and make the color more contrasty. Just my opinion.

>> No.361018
File: 2.37 MB, 1600x900, arma3 2013-06-15 23-00-57-67.png [View same] [iqdb] [saucenao] [google]
361018

>>361014
I'm from the midwest, send me the bill.

>> No.361024

>>360974
Yes?

>> No.361034

I think it looks great.

>> No.361035
File: 1.14 MB, 1280x720, forest island better dof edited 2 small.png [View same] [iqdb] [saucenao] [google]
361035

Messing around with particlesystems. Maybe ill add houses or some other shit.

>> No.361038
File: 348 KB, 1280x720, dojo2.jpg [View same] [iqdb] [saucenao] [google]
361038

Very WIP

>> No.361043
File: 57 KB, 301x357, 1363840405475.png [View same] [iqdb] [saucenao] [google]
361043

>>361018
>lod0 and lod1 being the same model

>> No.361053

>>361035
Looks like a model island. In a good way.

>> No.361054

>>360820
-His bone structure is completely nonsensical.
-His bones deform as if they were made of jelly, which is especially disgusting looking on his skull.
-His expressions are weird and undefined. Is he happy? Sassy? Retarded? Conniving? Angry? What the hell am I looking at?
-Apart from his skull, his general anatomy seems like it was made by someone who saw a face once and sort of tried to replicate it without really knowing what they were doing. Like a children's drawing.
-Texturing is abysmal.
-Terrible stylization.

Overall the whole thing just really makes me wanna punch it and the person who made it. It's simply bad, it looks like it's trying to make me hate it. Did you set out to make something this visually offensive from the get go? Because if that was the goal, you succeeded gracefully.

At this point you might think I'm trolling or venting my anger, but I can assure you I'm not. This is painful to watch.

>> No.361056

>>361054
>At this point you might think I'm trolling or venting my anger, but I can assure you I'm not. This is painful to watch.

You must be pretty sensitive that a 3d animated character on the computer becomes painful for you. Nothing made in a computer pains me otoh. Ive seen real disgusting things in real life that do pain me like sickness and death.

The face that im working on now is 10x more elastic than the one you're referring to, after reading the book by the pixar TD and adding the ~25 additional blendshapes he reccomends. When i post the link to the rigging demo you should shield your sensitive eyes. You may get scarred for life.

>> No.361058

>>361035
I think it looks nice, a tiny island, what program ? and how did you do that ?

>> No.361059

>>361054

that man is trolling you. hard. its best to let him study refs or something. or hes mentally retarded. I read stop staring and this man is clearly a newbish tard.

>> No.361065

>>361059
You only adopted stop staring. I was born in it, molded by it.

>> No.361069

>>361043
In A2/A3

First person and close range 3rd are the same model.

Then after that all of the lods come in.

I'll do those later. I need to work on the texture/modelling real sights and a real front mount

>> No.361070
File: 1.14 MB, 1916x1110, Screen Shot 2013-06-16 at 10.56.49858 AM.png [View same] [iqdb] [saucenao] [google]
361070

Current iOS WIP, 1/5
Polycounts include building interiors.

>> No.361071
File: 582 KB, 1916x1110, Screen-Shot-2013-06-16-at-10.57.jpg [View same] [iqdb] [saucenao] [google]
361071

2/5

>> No.361072
File: 474 KB, 1916x1110, Screen-Shot-2013-06-16-at-11.04.jpg [View same] [iqdb] [saucenao] [google]
361072

3/5

>> No.361073
File: 444 KB, 1916x1110, Screen-Shot-2013-06-16-at-11.09.jpg [View same] [iqdb] [saucenao] [google]
361073

4/5

>> No.361074
File: 545 KB, 1916x1110, Screen-Shot-2013-06-16-at-11.09.jpg [View same] [iqdb] [saucenao] [google]
361074

5/5

>> No.361108

Did the guy doing the Final Fantasy map ever texture and update?

>> No.361127
File: 267 KB, 1920x1200, wheel bigger wheels comix style.jpg [View same] [iqdb] [saucenao] [google]
361127

still WIP

>> No.361133

>>361070
You know, this is not bad at all.

Great job on keeping your poly count that low, and (if for games) depending what platform you run it on, I'm sure you would know how to make it lower if you had to.

Also good to see someone working on something other than shitty shotguns. Very "S.T.A.L.K.E.R'ish" :) (and that's a good thing)

>> No.361142
File: 83 KB, 627x396, making of forest.jpg [View same] [iqdb] [saucenao] [google]
361142

>>361058
Used 3ds max and the standard tools. Rendered with vray.

Started out with a highly tesselated plane, applied a displacement modifier with the map in pic. Used a PF Source to distribute the tree-model around the displaced plane. Thats about it.

>> No.361190
File: 312 KB, 1054x752, ads2.jpg [View same] [iqdb] [saucenao] [google]
361190

working on a atmospheric diving suit model for a game (WIP)

>> No.361201

>>361133
Thanks for the encouragement. I'm targeting iPad 2+, this actually runs great thus far even with a couple of pixel lights even in Unity, which is not the most optimized of engines. Fortunately I got into 3D with Quake 1 mapping a long time ago so I had to learn to squeeze detail in textures.

You are not the first person to mention STALKER in relation to my style...having never played it myself, what is the similarity, I'm curious?

Just wish I had more time to work on this stuff; the modeling is fast but layering the texture detail takes forever.

>> No.361225
File: 225 KB, 1334x727, Thulsahelm1.jpg [View same] [iqdb] [saucenao] [google]
361225

I think I need to refine the snake heads a bit more, but so far I think it looks alright.

I want to put it into skyrim when its finished.

>> No.361226

>>361142
May I ask how you got the tilt-shift effect?

>> No.361238
File: 36 KB, 640x480, Thulsahelm1.jpg [View same] [iqdb] [saucenao] [google]
361238

>>361225
Eh, I can't be bothered anymore today., that sun symbol was a pain in the dick because I kept messing up the rays, and then I couldn't get the position/scale right (using an image from the movie now not the one posted above)

>> No.361244

>>361133


No worries.
Oh, it looks like stalkers in the way of lots of long, dry looking grass, but with an overcast feal i guess. Stalker uses a lot of the same colour pallets you've used in here, but it's not a bad thing. Thousands of people crave the style to come back into more games so you'll have a target audience already liking your stuff :)

>> No.361245
File: 303 KB, 1280x720, practice.jpg [View same] [iqdb] [saucenao] [google]
361245

*Scene is from CG society so not mine.

I was having issues with speckling in the ground and having to adjust the lighting. Def a wip.

>> No.361246
File: 477 KB, 1280x720, 2.jpg [View same] [iqdb] [saucenao] [google]
361246

another CG society scene that i am practicing lighting with.

*Lounge modeled by Giorgio Luciano

>> No.361252

>>360130
Low poly pretty much done(missing some bits and bobs here and there in pic) no normals yet besides a crappy preview bake on the legs.

>> No.361253
File: 337 KB, 1280x720, x-atm092-3.jpg [View same] [iqdb] [saucenao] [google]
361253

>>361252
whoops forgot pic...tired

>> No.361263
File: 527 KB, 1600x858, sten.jpg [View same] [iqdb] [saucenao] [google]
361263

super quick texture for a contest entry

>> No.361275

>>361246

there is some tiling on the carpet

>> No.361276

>>361263
Mind if I see the wireframe of that model? good job on texture.

>> No.361292
File: 366 KB, 1619x560, wire.jpg [View same] [iqdb] [saucenao] [google]
361292

>>361276

Here you go:

>> No.361293 [DELETED] 

making this.

>>361292
You're better than most of the people who make commercial game models.

>> No.361294
File: 87 KB, 844x643, uw.jpg [View same] [iqdb] [saucenao] [google]
361294

making this.

>>361292
You're better than most of the people who make commercial game models.

>> No.361298

>>361263
Really really nice.

>> No.361301

>>361263
Super quick? May I ask how "super quick"?

>> No.361304

>>361301

about an hour

>> No.361305

>>361292
That's really better than bf3 weapons. It's a shame what can pass in the "professional" scene.

>> No.361306

>>361304
So if it only takes you 1 hr to model this, how do you even have a job? Games only have around 20 guns MAX - so thats 20 hours - maybe a week tops. And then what? Nothing. You're all done. Time to look for work again.

>> No.361344

>>361306
He said TEXTURE.

>> No.361345
File: 822 KB, 1547x515, Capture.png [View same] [iqdb] [saucenao] [google]
361345

>>361344
>He said TEXTURE.

see how basic the model is. It cant have taken more than an hour. So, 2 hours tops for model + texture. Multiply by 20 guns maximum in game, thats 40 hours. 40 / 8 = 5 days work for an entire game. Then, its time to look for new work.

>> No.361353
File: 141 KB, 1009x606, quick sculpt.jpg [View same] [iqdb] [saucenao] [google]
361353

Did a quick sculpt of a lady, debating whether I should keep working on it or move onto something else.

>> No.361355

>>361353
Its all in the eyes and face and yours is shit.

>> No.361357

>>361345
Bollocks. Gathering references, High poly, Low Poly, Optimization, Bakes, Tweaking, Textures, Shaders and other Implementation. 2 hours my arse.

>> No.361358

>>361357
>Gathering references,
this is a real gun, a common one at that. Also, the concept art team would have what he is supposed to make

>high poly, low poly
its a few cylinders and a cube

>optimization
he can optimize in 5 min

>bakes tweak, textures
he said it took him 1 hour

>shader
its realtime, so a blinn or xolilul

>> No.361359

>>361355
Thanks for the feed back. The face was done fairly quick just so I wasn't looking at a round blank sphere. I kind of liked the planes I got on it though granted the eye sockets are weird as fuck.

>> No.361365
File: 111 KB, 591x636, ZBrush Document.jpg [View same] [iqdb] [saucenao] [google]
361365

I am not sure what I am doing any more.
I am depressed...

>> No.361367
File: 219 KB, 800x531, The-Dark-Knight-Rises_Christian-Bale-with-suit_Image-credit-Warner-Bros.-Pictures-001.jpg [View same] [iqdb] [saucenao] [google]
361367

>>361365
Batman doesnt look like that. Have some ref.

>> No.361371

>>361345
Those aren't just whole cylinders; the other side of the model has an opening for the slide/bolt that was cut out.

Also, who knows if those dimensions are to scale, not that they necessarily need to be for vidya games, but for simulation or training you'd want them as lifelike as possible -- therefore you'd have to do quite a bit of measuring on each piece.

>> No.361372

>>361367
>Movie
>Not comic
>Confusing Bateman with Batman
This sin can not be forgiven.

>> No.361373

>>361371
>but for simulation or training you'd want them as lifelike as possible -- therefore you'd have to do quite a bit of measuring on each piece.

mil only does vidya and modding. How he makes a living doing it remains a mystery.

>> No.361374

>>361372
Theres only one batman - nolans.

>> No.361389
File: 346 KB, 2394x800, Untitled-1.png [View same] [iqdb] [saucenao] [google]
361389

Quick sketch after beating Dragon Age 2.

>> No.361454

>>361365
>those back muscles
didn't realise batman injected steroids in his back

>> No.361457

>>361389
amazing
the neck is just like the original

>> No.361468

>>361454
read the lore

>> No.361501

>>361457
r u being sarcastic?

>> No.361513
File: 158 KB, 416x535, 5.png [View same] [iqdb] [saucenao] [google]
361513

Just begun an alien. Yeah.

>> No.361514

>>361513
lol nice

>> No.361528
File: 2.31 MB, 1600x900, arma3 2013-06-15 23-04-34-50.png [View same] [iqdb] [saucenao] [google]
361528

>>361263
>1 hour
Takes me about an hour to figure out the best way to unwrap and align the UV....shit nigga

>> No.361588

>>359971
No one gives a single fuck man

>> No.361590
File: 37 KB, 1101x666, WIP.jpg [View same] [iqdb] [saucenao] [google]
361590

This is my fourth 3d model and my first attempt at a body, so bear with me. I'm using Maya 2013

>> No.361595

>>361528
I'm going to assume he has his library of metal texture and grunge sources already tiled and ready to go, so he can just copy/paste into a PSD and layer-away really quick. Or possibly has PSD's with layers and groups already made with layer masks so its just a matter of turning them on and painting on/off each layer. Either way, it's badass work, and the fact that he can do it fast means his preparation is pretty uber.

>> No.361597
File: 555 KB, 1722x776, 2013-06-18_2228.png [View same] [iqdb] [saucenao] [google]
361597

Oh how good is reference? Pretty good.

>> No.361600

>>361501
yes

>> No.361601

>>361600
Any better? Care to redline?

>> No.361604

>>361304
Are you just using photoshop?

>> No.361613
File: 90 KB, 680x750, Media3.jpg [View same] [iqdb] [saucenao] [google]
361613

Working on tiling/modular environment assets

>> No.361614
File: 656 KB, 1000x1525, greenscreen begone.jpg [View same] [iqdb] [saucenao] [google]
361614

just because this is the most active thread i will post here

do you think this technique is worth wild?
use a 3d scan of a set to make a depth map used to mask a shot

because of current tech you could not have actors in the shot as it would destroy the scan

if you guys think its not stupid i might practice this soon as a test

i hope you guys understand what im saying

>> No.361616
File: 47 KB, 897x665, constructive_critisizm_needed.png [View same] [iqdb] [saucenao] [google]
361616

Rip me a new asshole /3/, I'm a beginner and need some serious critique.

>> No.361620

>>361616
inb4 'criticism'

>> No.361621
File: 42 KB, 628x442, soon nigga-yusuf soon.jpg [View same] [iqdb] [saucenao] [google]
361621

>>361616

post da fucking wires you idiot.

>> No.361623
File: 69 KB, 931x661, constructive_wire.png [View same] [iqdb] [saucenao] [google]
361623

>>361621
Muhammad christ

>> No.361624

>>361623
ha.
haha.
ahhahaahhah.
heuheuheuheuheuheu,

Thanks for the laughs.

>> No.361625

>>361624
so it's fucking useless I take it.

>> No.361628

>>361613
I like this :p

>> No.361630

>>361513
Cool :D

>> No.361632

>>361614

You're not explaining yourself very well at all and your image is pretty worthless. But from what I gathered, your plan is to make a 3d scan of a set then use a depth pass to create the mattes instead of keying out a green screen? Uh... yeah I guess that would work (kinda). But why do it? Keying a green screen is easier and cheaper than 3d scanning a whole set. Like you said, it wouldn't work with actors which is a huge part of why green screens are used anyway. So what's the point?

>> No.361645

>>361625
No, its not.

I mostly do my models same way, I do low poly basic model as basic start and then just make high poly over that.

If this is your model, well them you need more training all around.

>> No.361652

>>361623
Keep at it man. Right now, yes, it does look like shit, but it does look like you have learned some good basics there.

Most of it is correctly structured at least and you can see what you are going for. I take it you model it freehand? You need to get more experience with mechs and how they are constructed. How the hydraulics work etc. Also you seem to model everything in one go. Try model each of the larger parts separatly.

>> No.361721

>>361628
thanks :D

>> No.361729
File: 186 KB, 800x512, cozycoupe.png [View same] [iqdb] [saucenao] [google]
361729

>> No.361745
File: 38 KB, 960x540, wip.png [View same] [iqdb] [saucenao] [google]
361745

guys, do I'm getting right the animu style?

>> No.361753
File: 766 KB, 1440x900, waifu wires.png [View same] [iqdb] [saucenao] [google]
361753

>>361745

>> No.361757
File: 42 KB, 960x540, wip.png [View same] [iqdb] [saucenao] [google]
361757

>>361745

>> No.361765 [DELETED] 

>>361745
>>361753
>>361757
I'm not sure if this is a joke or not but you have some work to do. Part of the problem could be that your reference... does not look very good(but it's hard to tell). The topo seems workable for an NPR style but it could be better and the pole placement is a little odd.

>> No.361766
File: 60 KB, 960x540, wip.png [View same] [iqdb] [saucenao] [google]
361766

>>361765
wut is pole placement?

>> No.361767

>>361766
this is awful, I suggest you to delete this shit and make a new one again.

>> No.361768

>>361767
this is beautiful, I suggest you frame that shit.

>> No.361769

>>361767
>awful
do you mean the hair?

>> No.361770

>>361769
No the whole fucking thing is terrible.

>> No.361774

>>361770
see
>>361753
I think the face topology doesn't suck so much.
could you please be more specific outside all is shit?

>> No.361777

>>361623
lmfao.

>> No.361808

>>361358
You are one dumb mother fucker. Replicate his gun in one hour, and I will give you 100USD by Paypal.

>> No.361827
File: 414 KB, 916x649, meeeehwip.jpg [View same] [iqdb] [saucenao] [google]
361827

>>359775
Meh. Could anyone help a nigga out with a fake really goddamn fast SSS shader? Even something with a lightramp would be cool.

>> No.361836

>>361808
Im not a trained industry modeller, sry. There are plenty who are, but im not one of them. Modellers are a dime a dozen, so wave your stick around polycount.

>> No.361842

And then I read one of these threads and I remember WHY I don't post my wips. Same reason I don't post my game progress stuff in AGDG threads X(

>> No.361843

Why that particular OP image? Why is it always the one that gets used?

>> No.361845

>>361842
Why's that?

>> No.361846

>>361845
I am not a good modeller, or programmer, and I end up feeling harrassed by people who think I should be godlike at one thing or another, especially having modelled since 97 and programmed since 93. Or earlier, if we include BASIC...

But no. I peaked in both early on and just rarely improve. I'm happy with my level of knowledge in modelling at least, except for being unable to model people at all. I have fun; I object to people telling me I shouldn't be because I'm so bad.

>> No.361847

>>361843
there's no reason. it's just a random pic that eventually stuck.

>> No.361869

>>360244
>What is that glue stuff for?
I think it's a side effect of shittons of low level renovations with no real overhaul. Patchwork basically. Filling pothole after pothole after pothole and never actually redoing anything.

>> No.361902
File: 336 KB, 960x1619, 9.png [View same] [iqdb] [saucenao] [google]
361902

A telescope, it's my first project so I was trying something extremely simple

>> No.361904

>>359866
Redo the face/head/hair, look at the elbows, and perhaps make the feet smaller.

>> No.361953

>>361836
Then stop posting about his model, you ignorant ditz. You obviously have no further knowledge of how anything is done, so piss off faggot.

>> No.361956

>>361953
Ive watched his tutorial on youtube where he models and textures a gun. The "Ithaca". I know exactly how he works. Cry about it.

>> No.361958
File: 95 KB, 1086x543, Untitled.jpg [View same] [iqdb] [saucenao] [google]
361958

Dinosaur i'm modeling
i know the topology isn't perfect, that's why its a WIP

And no, not aiming for it to be atomically correct,

>> No.361962

>>361958

Even if you're not going for perfect anatomy, if you make hte tail thicker it'll balance out the model a lot more visually.

I'd also move the hump on the back towards the neck so it looks more like its linked to the shoulders.

>> No.361964

>>359867
'Double click the symmetry modifier and you can move the symmetry modifier's pivot.

>> No.361965

>>361962
cheers for the advice :)

>> No.361970
File: 90 KB, 988x528, rapt.jpg [View same] [iqdb] [saucenao] [google]
361970

Update.

>> No.361972
File: 213 KB, 960x720, walking[1].jpg [View same] [iqdb] [saucenao] [google]
361972

>>361970

That's a move in the right direction :)

I'd pay a little attention now to the thickness of your limbs. Your limbs are so slender that they look incapable of supporting the body on top of them. Picture every bone you've ever seen; they flare out at either end. Keeping that in mind, look at the joints on your model. Where you have skinny limbs the joint should be larger, if only for the shape of the bone underneath.

I understand you said you're not aiming for perfect anatomy but remember that animals take their different shapes for a reason, Their bodies are shaped to accomodate their gait and weight.

Look at this fella, the pangolin. He's not as lean as the raptor you're making but he has a broad thick tail. to counterbalance his body's weight, which is what allows him to walk on his hinds legs like he does.

It's still looking pretty solid though, model wise. Just pull your verts around until his body is shaped for the part.

>> No.361973

>>361972

https://www.youtube.com/watch?v=gz4HXyxcess Just a little video because i love these little guys

>> No.361974

>>361972
Cheers! Coolest animal ever btw.
Yeah, I'm struggling between trying to make it look realistic, but stylistically slim.

I know it's hard to see, and it wasn't my initial reference, but if you had to compare it to anything, it'd be the dinos in this scene. I just like the way that their heads, legs and arms all maintain a slim quality.

http://www.youtube.com/watch?v=8LFQun4HQj8

Skip to about 1:00 in to see.

>> No.361975
File: 784 KB, 2045x1535, velociraptor_3d_model_wip_by_chrismasna-d46e57n.jpg [View same] [iqdb] [saucenao] [google]
361975

>>361972
also found this, a little more what i'm aiming for

>> No.361982

>>361974

Even in that scene the necks and tails are quite thick at the base.

Think about it like this. That's 2 metres of muscle and bone it's gotta whip around to balance itself. It needs some thick muscle to keep it lifted.

Same with the neck, It's got a big fat head and thick jaws that need to be thrown around.

You don't have to make it thick, but if you put a little beef where the tail and neck meet the body it'd go a long way.

Raptors have a very slim overhead silhouette as well. If you're doing this for a game you could have them run with their head and shoulders a ltitle lowered to highlight that, or if its just for renders you can take good shots.

If its just for practice do what you want but its good to think about these things as a designer :)

>> No.361983

>>361982
Cheers again, that's a good way to look at it. I'll add some bulk around the tail and neck then. Nah, it's not for games, i'ts more practice. I'll model it, sculp it, texture it, render it, make a pretty picture i guess.

Then i'll probably model another one (after learning through this one) and rig it

>> No.361989 [DELETED] 
File: 144 KB, 1920x1080, try2.png [View same] [iqdb] [saucenao] [google]
361989

>>361983
Try number 2 for >>359822
Found a better reference.

Are there any websites that have tutorials for making textures for you to use, so that I could have like a library of shit at 2048^2 or whatever ready to go

>> No.361990
File: 144 KB, 1920x1080, try2.png [View same] [iqdb] [saucenao] [google]
361990

Try number 2 for >>359822
Found a better reference.

Are there any websites that have tutorials for making textures for you to use, so that I could have like a library of shit at 2048^2 or whatever ready to go

>> No.361998

>>361983

Sounds good man, best of luck. I'll keep an eye out

>> No.362002

>>361990
The rail and the front bead are way tiny. Also you're probably not done but the pistol grip and trigger

>> No.362007
File: 265 KB, 1894x1214, Raptor_prog.jpg [View same] [iqdb] [saucenao] [google]
362007

Another update, sorry about the wait between all these, had to go to out for a bit.

I wanna thank the bloke whos been giving me constructive feedback for the last lot of posts too, i'm about to add more muscle shapes in now.

I shoved a couple of point lights above the model to show off the defining line I put on the side of the body. I've kept the Tris to a minimum, and so far i'm happy with it.

The arms, legs, fingers and toes could probably be a little straighter, but it's not going to be rigged, just posed and rendered, so i'm not too fussed.

>> No.362008

>>362007
actually, my mistake, went over my model quickly. There are no tris or ngons, only quads :)

>> No.362009
File: 269 KB, 1894x1214, haha.jpg [View same] [iqdb] [saucenao] [google]
362009

saw this as i was modeling, had to post

>> No.362010

>>361956
link, nothing stands out with a quick search.

>>361306
are you assuming that you only have one job as a 3d modeler, make the guns and get the fuck out? take a look at everything in a game, all of that, its all made by someone and usually isn't just a canned model.

even if they use a canned model they still have to alter it.

though it is a fact that teams of art and game design finish up at different times.

Its why some of the games that got kickstarted start another kickstarter before the first game is done... the team doing shit for one game is done and sitting on their hands because they don't have the skills to do another.

in a big developer you are always doing/making shit so you aren't sitting on your hands.

>> No.362054
File: 228 KB, 543x659, 2013-06-21_0907.png [View same] [iqdb] [saucenao] [google]
362054

Face pretty much done, blocked in hair.

>> No.362135

>>361721
shutup dmiritry.

>> No.362143
File: 224 KB, 1920x1080, gffg.png [View same] [iqdb] [saucenao] [google]
362143

Well that went to shit fast