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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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File: 1.34 MB, 1500x882, WIP.jpg [View same] [iqdb] [saucenao] [google]
389018 No.389018[DELETED]  [Reply] [Original]

Thread got fucked xD

>> No.389019

What makes you think this thread won't get fucked?

>> No.389020

>>389019
because I can feel the power of Christ.

>> No.389022

These threads need to stop. They are just like a CHAT thread between dumbass #1 and kid #1. Its pathetic

>> No.389023

what's with the image?

>> No.389024

>>389022

Nah, they serve a valuable purpose, they're just slow.

>> No.389025

>>389023
it signifies a CHAT thread where you can CHAT about whatever you want with other unintelligent people

>> No.389028

>>389025
most of /3/ lives in that cave

>> No.389039
File: 206 KB, 1507x936, Rhino.jpg [View same] [iqdb] [saucenao] [google]
389039

Just got my tablet and did a little work on this Rhino.

I'm shit at detail.

>> No.389040
File: 255 KB, 2000x1200, sil-robos.jpg [View same] [iqdb] [saucenao] [google]
389040

Are there any anons who design and make their own characters/models for concepting practice? I come from a 2d background and find I can concept faster in PS like pic related rather than straight into zbrush like I see a lot of people like ben mauro etc doing. I guess I'm interested in what other peoples workflows are like who are more pro with zbrush. I'll post a sculpt of one of these in the thread next and see how it looks...

>> No.389044
File: 149 KB, 839x953, Mech Study.jpg [View same] [iqdb] [saucenao] [google]
389044

>>389040
It's good to get create a general form in your head, but if you did not master the 3D tools, you will new step up to the 3D modelling level.

>> No.389050

>>389039
next step is to look at a rhino

>> No.389087

Hey folks, i have a problem. At my home desktop computer, i am unable to see bump textures in my viewport. When i render the model, i can see it, but i need to see it in the viewport, too.

I've already ticked "show in viewport" in the material editor, and in the viewport, i use shaded view, going to materials -> show realistic materials with maps (or any other option in that menu) doesn't do anything for me .
I've tried changing to Nitrous Direrct 3D 9, instead of 11, but that doesn't help, too.

What confuses me even more is the fact, that on my Laptop everything works just fine. I apply a bump map on a material, apply the material to the object, tick "show realistic materials with maps" and i can see the bump map in the viewport. The only thing i noticed was a massive fps drop, from around 250 - 300 to 35 - 50, is this normal?

I am using 3ds Max 2014 on both systems, though on my home desktop i have SP 3 and on my Laptop SP 2.

>> No.389088

>>389087
>I am using 3ds Max 2014 on both systems,

ha ha ha ha ha

>> No.389089

>>389088
yeah i've already heard about it being a pretty terrible release, but because it was working totally fine on my laptop i installed it on my home system, too. and minus this annoying problem it is working normally for me, but this problem sucks

>> No.389090
File: 158 KB, 1162x780, scr.png [View same] [iqdb] [saucenao] [google]
389090

>>389044
I'm throwing in some shapes with a vauge idea of a genero design based on one of the sketches I did by putting chunks together as seperate subtools, but because I started with a polysphere I cant seem to insert new spherical polysphere subtools. Only repeats of the one I'm editing. Can I get around this?

>> No.389098
File: 316 KB, 963x720, chinesefood.png [View same] [iqdb] [saucenao] [google]
389098

is this the WIP thread? here's my doge

>> No.389099

>>389098
I like it.

>> No.389102

>>389098
I don't like it.

>> No.389101

>>389099
<3

>> No.389104

>>389099
>>389102
I'm on the fence about it.

>> No.389105
File: 626 KB, 1433x841, MRAP.png [View same] [iqdb] [saucenao] [google]
389105

Just beginning on an Oshkosh M-ATV

>> No.389108
File: 554 KB, 2560x960, Sleeping Bag.jpg [View same] [iqdb] [saucenao] [google]
389108

I made sleeping bag :\
320 poly

>> No.389109

>>389108
wouldpunchajokeractionfigurethroughastackofthose/10

>> No.389114

>>389050
It's stylized.

>> No.389115

>>389108
I wanna kick punch and stab that thing so bad

>> No.389132

>>38910810/10 would sleep

>> No.389135
File: 999 KB, 500x500, 1361071916285.gif [View same] [iqdb] [saucenao] [google]
389135

not WIP but I don't want to make a whole thread about it....

How are things like this made?
>see gif

>> No.389136
File: 600 KB, 500x500, 1361071715895.gif [View same] [iqdb] [saucenao] [google]
389136

>>389135

>> No.389137
File: 989 KB, 500x500, 1361072521302.gif [View same] [iqdb] [saucenao] [google]
389137

>>389136

>> No.389138
File: 649 KB, 500x500, 1361072019569.gif [View same] [iqdb] [saucenao] [google]
389138

>>389137

>> No.389139
File: 895 KB, 500x500, 1361072108754.gif [View same] [iqdb] [saucenao] [google]
389139

>>389138

>> No.389140
File: 852 KB, 500x500, 1361073166155.gif [View same] [iqdb] [saucenao] [google]
389140

>>389139

>> No.389145
File: 5 KB, 251x168, 1291956235110.jpg [View same] [iqdb] [saucenao] [google]
389145

>>389114

>> No.389146

>>389135
lattice deformers

>> No.389148

>>389139
is this also a lattice deformer? this looks pretty interesting.

>> No.389164

>>389148
possibly animated displacement there?

>> No.389167

>>389135
actually its lattice deformer with wave modifier applied. I think

>> No.389174
File: 1.41 MB, 1080x1080, 60+.png [View same] [iqdb] [saucenao] [google]
389174

>> No.389178

>>389174
specs off mind me

>> No.389179
File: 283 KB, 1280x619, walkthrough.jpg [View same] [iqdb] [saucenao] [google]
389179

I made a shitty demo of this.

http://www.mediafire.com/download/uqqv2ccl3tbl75g/walkthrough.7z

Press 2 to jump around a lot.

>> No.389181

>>389179
how about just making a video dumbshit.

You cant expect anyone to click that

>> No.389184 [DELETED] 

>>389179
post x64 version xO

>> No.389186

>>389179
post x32 version xO

>> No.389187
File: 1.86 MB, 1080x1080, snotton.png [View same] [iqdb] [saucenao] [google]
389187

>> No.389188

>>389181
I already made videos. This is a demo.
>>389186
I can reexport it but does it seriously only work on x64 architecture?

>> No.389189

>>389188
where are the videos dicklick?

>> No.389190

>>389189
www.youtube.com/watch?v=fT4AryKLCVY
Those are older videos but I dont feel like uploading a new one. That would take another half a day on my connection.

>> No.389191

>>389188
my PC is x32 and it gives error because the program is incompatible with x32 machines

>> No.389192

>>389190
why the fuck would it take you a half a day to upload a video? Its called compressing it down. Are you this stupid?

>> No.389193

>>389192
I have getto shit internet.
>>389191
Did not realise the export option was even available in 64x. Thanks, I'll export a 32x verison tomorrow or sometime.

>> No.389196

>>389193
export now xO

>> No.389197

>>389196
but I wanna go to bed :(

>> No.389201

>>389197
>:O
cum on duud. it wont take long

>> No.389207
File: 81 KB, 306x491, mouseo.png [View same] [iqdb] [saucenao] [google]
389207

>> No.389220
File: 97 KB, 971x644, muhanimuh01.jpg [View same] [iqdb] [saucenao] [google]
389220

just for fun, speed modelling a anime head to try out texture as eye look suggested in >>389003

>> No.389233
File: 105 KB, 643x835, muhanimuh02.jpg [View same] [iqdb] [saucenao] [google]
389233

>>389220

finishing up the shape of the head, fast construction focusing on surface structure and rapidly shaped using FFD's and soft-selection

Captcha: anecdotes buttimp

>> No.389241
File: 376 KB, 1922x1114, muhanimuh03.jpg [View same] [iqdb] [saucenao] [google]
389241

>>389233

Out of time for now, but a fun exercise. I used to model anime stuff way back in the days and it used to take me days to get worse results than this.
perhaps I tackle hair tomorrow night if I have time. I think the natural drawn look of the eyes help immensely to lessen the '3D-pig-disgusting' factor of it.

>> No.389275
File: 546 KB, 2560x1440, thread.jpg [View same] [iqdb] [saucenao] [google]
389275

Created a metro tunnel in 3ds max.
This is my first project ever since i really got into 3d. Just need to figure out how to lay out UVs and texturering because it's all a little vague at the moment. This way i can fix the lightning i hope? needs to be alot darker

>> No.389290
File: 2.20 MB, 1920x1080, 6sofurfaces.png [View same] [iqdb] [saucenao] [google]
389290

came W. tints like u c.
so is colors eye-ball.
soft specs of each type has
averages
guess get a loose cucumber
u know match to grae-scale?

>> No.389302
File: 972 KB, 1080x1080, suityou1.png [View same] [iqdb] [saucenao] [google]
389302

>>389290
specs 35791113
0.5,0.55,0.6,0.65,0.7,0.75
spec-gray same
add hards if can.
same number*511 in fuego

>> No.389304

>>389302
sure object can be black or anythin'
as lone reflects lite acordin' 2 mater
gloss is shit 2 match

cycles reflects them grays in difuse

>> No.389339
File: 49 KB, 404x510, rx78.png [View same] [iqdb] [saucenao] [google]
389339

Making a Gundam based on its 70s animated appearance. Planing to do a garage kit with it after I 3D print a prototype.

>> No.389419
File: 662 KB, 633x356, 999999999999999999999999999.png [View same] [iqdb] [saucenao] [google]
389419

>> No.389431

>>389419
This is the worst thing I've ever seen.

>> No.389482

>>389431
see >>383042

>> No.389500
File: 807 KB, 969x1301, waifutopo.png [View same] [iqdb] [saucenao] [google]
389500

>> No.389508

>>389500

very nice, was the topo done in zbrush?

>> No.389509

>>389500
Lower lip is too masculine
Cheeks too hollow
2/10 it's OK

>> No.389512

>>389500
looks good
>>389509
jealous and talentless

>> No.389513

>>389512
just not blind
stop samefagging you pathetic twink

>> No.389514

>>389500
>>389512

>>389513
not samefag. post your shit if you're so good.

>> No.389515

>>389514
My own skill has no impact on my capacity to judge the work of others

>> No.389516
File: 4 KB, 368x139, faggot.png [View same] [iqdb] [saucenao] [google]
389516

>>389513

>> No.389517

>>389515
actually it does. shitty people are more easily impressed with shitty stuff due to not having a trained eye and are also more prone to be bitter and troll. nice try though

>> No.389518

>>389508

Thanks. Topo was mostly done in topogun off of a sculptris mesh (lulz). Anatomical fixes and other sculpting were mudbox.

>>389509
I'll see about the lip when I get into the detail sculpting for them. Cheeks are pushed because I find they don't read well otherwise once the model has shaders and lighting applied.

>>389512
Thanks!

>> No.389519

>>389515
Well by that logic you must be able to go SCAD and get a job as an art professor

>> No.389521

>>389517
You realize how stupid you look right now after having implied that a flawed model is flawless
faggot

>> No.389522

>>389521
do you struggle with the english language by any chance. nowhere did i say it was flawless. you're just digging yourself a bigger hole buddy.

>> No.389523

>>389522
lol look at this faggot doesn't even know the difference between saying and implying
what a joke

>> No.389524

>>389523
no - you read like your first language is not english

>> No.389525

>>389523
my exactly words were 'looks good.' nowhere did i imply it was flawless.

seriously bud look into some esl courses

>> No.389526

>>389525
>>389524
Wow you fags me chuckle, can't even capitalize shit but ready to lecture people about English. Don't leave school kid, you still need it

>> No.389528

>>389526
>nitpicking on grammar

you know when you're wrong when

>> No.389530

>>389528
simply epik :)

>> No.389531

god i wish this faggot would stop shitting up threads with his broken overly verbose engrish

>> No.389538
File: 960 KB, 828x1080, d.png [View same] [iqdb] [saucenao] [google]
389538

made a trophy

>> No.389545

>>389538

dem highlights are too bright and you need to reduce that refraction/reflection a tinsy winsy bit.

>> No.389556
File: 73 KB, 696x693, rx782.png [View same] [iqdb] [saucenao] [google]
389556

>>389339

>> No.389609
File: 1.25 MB, 1534x3000, styate.jpg [View same] [iqdb] [saucenao] [google]
389609

>>389201
I got around to exporting the x32 version.

http://www.mediafire.com/download/qdq977oy8ea46j5/forest-X32.7z

Eventually, I'm gonna add 2 more object adder managers that will add large and small objects in a different set. That way, I can keep larger objects existing at a distance and small objects only existent near the player. This should be another huge performance boost for me to play around with.

>> No.389612

>>389609
the texture should either be bigger or tiled more times or tiled more times with some overlaying secondary textures on top (or procedurals)
the scale of the texture makes the character/camera feel like an insect

>> No.389615

>>389609
A couple of things. First off, I can't see the foliage anywhere, which was one of the main reasons I wanted to play. The ground needs some variety, maybe you can use a mask to change ground textures from area to area. I realize some parts were snowy but it needs microdetails. Trees look wierd and jaggy I think you should find another solution for the trees.

Btw I love that when you press 2 you start running very fast and sorta bounce on the map. Please don't remove that function.

And lastly, can you import custom OBJ models with textures and self-illumination maps into blender to place them around and create a huge map you can navigate on ? Also can Blender handle high poly counts such as a million.

>> No.389616

>>389615
Oh, and whats that white nipple in the sky ?

>> No.389617

>>389612
The leaf map right? Will do

>>389615
Yeah, I havent gotten around to filling the entire world with objects yet. I'm more preparing the way that the world is loaded at this point. Once I have that done, I can add objects around more efficiently.

There wasnt supposed to be any snow... Glitch maybe? Sounds cool though. I might add snow and rain later on.

I'll see what I can do about the trees. Cant really use something like a speed trees solution. afaik, blender cant handle that many image billboards at once very well.

I don't understand your last question. That's what I'm trying to do right now. I want a massive world I can walk around in. Blender cant handle this many objects in the scene at once. It would crash immediately. I set up a system that records objects orientation and location and saves them into chunk files. Once you play the game these files are read and interpreted as game objects. You can see the way that's structured in the "data" directory of the file I posted.

The nipple is a moon but I accidentally extruded a face on it and forgot about it.

Blender might be able to handle a million in game. I haven't tried that or kept track of it. I know it can handle around 4k or 5k objects in a scene at once pretty well. With an LOD script, you can do a lot with that.

>> No.389619

>>389615
>>389612
Oh thanks for downloading, btw

>> No.389625
File: 1.72 MB, 1280x3016, Foliage General.jpg [View same] [iqdb] [saucenao] [google]
389625

>>389617
I can give you lowpoly plants with textures btw. I made these a while ago and theyre just sitting around with no use right now.

>> No.389626

>>389625
Those look absolutely beautiful. Makes me realize what a shitty job I did on my plants. I'd love to try them out. you sure you're ok with me using them? Here's my email if you are.

>> No.389629

>>389626
Tbh your plants looked good in the screenshot, but again, they weren't visible in the game. I just saw the ground terrain. The top 4 plants has a trick though, their normal maps are edited, so if you're going to use them, you should use 'as is' or they will lose the soft shading feature.
My favourite is the 12 poly instance one. It's lowpoly but looks very rich and tropical. I'll send you that one with the textures, plz post a screenshot of how they look anytime u can.

>> No.389638

>>389629
I'll be careful with your plants, dont worry. thanks.

But wait what? DId you say that you didnt see anything but the terrain? is anything loading at all? trees, rocks, grass, logs? nothing?

>> No.389641

>>389638
Well, I saw no grass, rocks or plants. The trees look like lowres planes and they dissapear whenever I go near them. It feels like the engine only loads the LOD objects and not the closeup ones.

>> No.389642

>>389641
The big ass landmass rocks are always there though, its obvious they dont have LOD meshes. And they look awesome btw. The ones I didn't see are the small rocks and pebbles spread on the ground.

>> No.389643

>>389641
>>389642
fuck. That means nothing's loading at all and the object adder isnt doing anything. If the data folder is still in the game directory, it should work. Maybe you have to have python installed for the game to work, I dont know.

I'm gonna run some tests with a virtual machine and see what kind of problems I can run into.

thanks for the feedback and the plants. I'll make good use of them!

>> No.389670

>>389625

requesting download link on those plants

>> No.389672
File: 505 KB, 1280x960, wall panels.jpg [View same] [iqdb] [saucenao] [google]
389672

Made a panel wall texture. I love them alpha channels.
>>389670
I haven't compiled them

>> No.389692

>>389138
love it, creeps me out

>> No.389696

>>389500
pretty decent, but pay a closer atention to scull forms
specially your colapsed edge of the eyebrow/eyesocket and the area just around the eye.
Also the eyelid should go a bit lower, make sure to put some eyes in there for better reference.

>> No.389699
File: 158 KB, 969x1301, 138264525293523.jpg [View same] [iqdb] [saucenao] [google]
389699

>>389500
>>389696
oh yeah, a pic for whats off

>> No.389760 [DELETED] 

>>389518
The top of the head is shaped really badly, temples don't go in like that in anime. Also from the side it looks like she's leaning forward in intense concentration or something(the shape), I think the head should be a little further back on the neck/"resting" more on it. Seems like it would look pretty good if you shaped it a little better.

I really don't see why you'd want to just use a texture, though unless you're going for a game model. It's not like anime modelling is very strict on topology, especially not with the other techniques in that thread.

>> No.389761

>>389518
The top of the head is shaped really badly, temples don't go in like that in anime. Also from the side it looks like she's leaning forward in intense concentration or something(the shape), I think the head should be a little further back on the neck/"resting" more on it. Seems like it would look pretty good if you shaped it a little better.

I really don't see why you'd want to just use a texture, though unless you're going for a game model. It's not like anime modelling is very strict on topology, especially not with the other techniques in that thread.


>>389146
>>389136
This seems more like metaballs or something. It seems like getting spherical protrusions on a mesh using lattice deformation might be a little difficult.

>> No.389762

>>389761
How the fuck did I mess the quote up twice, Jesus.
The first quote is supposed to be at >>389241

>> No.389766

has few thoughts on a renderer shud. very few.
hasta be betha

>> No.389771

>>389766
mirror has specular. is the lite it reflects on surfaces
specular is cone-shaped discharge of excess lit the material can"t contain as difuse-lit.
gloss-amount afects to this cone-shape.

a specular can be any strength...
sure a caustic must be

might not mean much
but a 1% of lit you can see

bull....meqnwhile think bounding-box'-sizes

>> No.389777
File: 941 KB, 1920x919, fedaykin.jpg [View same] [iqdb] [saucenao] [google]
389777

Fedaykin Death Commando,
I love the Dune universe

>> No.389795

>>389777

although the character design looks stupid, you did a good job texturing/modeling so: 7.5/10

>> No.389807

>>389777
your texturing is fantastic. do you mind giving a little insight to your workflow? do you recommend any tutorials or programs?

>> No.389808

Sumilidon I choose you.

>> No.389809
File: 367 KB, 960x540, texture_Color_Render.png [View same] [iqdb] [saucenao] [google]
389809

>>389808
I forgot the image. Texture sucks but had lots of fun modeling.

>> No.389814

>>389795
Yeah, I see what you're saying. But I feel like the shitty character design is my fault; the concept was great, but some of the pieces were unclear so I took some liberty. Thanks, btw
>>389807
And thank you, I appreciate that a lot. As for workflow? I'm not sure what to say; its all hand-painted, so as far as work flow goes, it basically consists of layers upon layers of grim/dirt with layer masks, upon which I tweak out to vary up the level of details. I can muster up some breakdown images if you want

>> No.389815

>>389814
Not the same guy but I can't even tell what's sculpted detail and what's texturing.

>> No.389816

>>389815
its all sculpted besides the grime/dirt, and a lot of other texturing tricks to effect the spec/gloss

>> No.389820

>>389696
>>389699

Cool, thanks for the quick draw over, I'll try to get the fix done tonight.

>> No.389833

>>389556

Nobody's replied to you yet but i think this looks really cool. I hope you finish it man.

>> No.389840

>>389771
>>389766

errr....
say a" sunlite," :
actually very.
make travel infinite.
if not dispersed by the non-gloss'-surfaces
later think hoe
show specs meanin' this lite

has few....alpha very
but weight-angles divided very
accordin' 2 boundin'-box'-sizes
into yes'&no'. so reflects.
so angles.
can't be visible.
small object might du W. 1°'s.

think this spec'-lite makes 100 at max.
so "white"
gotta stick 2 this infinite. can"t show else

>> No.389843

kerkythea. is what is. insert a point-light. name sun.
has a sun

>> No.389846

>>389840
direct lit seems 2 be 100%, so "white"
not direct lit them 50-say 75%
gems mo', jade 80% etc.
so this goes over diffuse-lit are speculars already

stare walls if has no other du you

>> No.389871

>>389846
so! thinkin' direct lit surface so white has no lite?
it releases very stupidly 2% to direction
so has no gloss that is.
1/2 glossy 8% only.
say 60-% to 100 so white
=40%.
has 50-folded that 40% litevisible
sunlite say 150 watts square-meter
this says lit surfaces so emits 3 watts has no gloss
sure all directions
gloss has reflects
mirror ~90% gloss 135watts square meter it's lot other side the street
so has lot lite gray-to-"white"
and is enuff
amen!

>> No.389873

>>389871
>>389846
spheremirror flatten gloss no gloss

>> No.389897
File: 290 KB, 1280x720, Comp.1.jpg [View same] [iqdb] [saucenao] [google]
389897

A character I'm working on. Can't quite get the normal map and diffuse map on his face to line up, not even by default.. Rendered with Mental ray, softimage 2014 sp2

>> No.389919
File: 148 KB, 1273x736, help.png [View same] [iqdb] [saucenao] [google]
389919

I'm a total beginner.

Could you guys tell me what this means and why can't it be selected?

>> No.389922

>>389897
You should add some asymmetry to the mesh and material. No face is completely symmetric.

>> No.389923

>>389919
The dotted face? The last element to be acted upon becomes active. There is an option to transform about the active element and can also be used to indicate the center of rotation for the camera in some settings.

>> No.389926 [DELETED] 

>>389919
Are you talking about that quad in the middle that is grayed out? I think that's just your "first" polygon in the mesh. Some modifiers need to know which polygon is "first" to work correctly. But the polygon itself is no different from the others.

>> No.389930
File: 384 KB, 900x574, abandoned.png [View same] [iqdb] [saucenao] [google]
389930

Was working on this jet thing. It was for a shmup-like game and the idea was for that big hole in the middle to have a rotating turret inside it. But then the gameplay changed completely and now I have to start something completely different.

>> No.389931

>>389926
>>389923
Thanks.

I thought it was a sign that i made some kind of mistake when playing around with vertices or something.

>> No.389932

>>389290
I know these posts are just some spambot, but that image looks like "things not to do when texturing"

>> No.389937

>>389930

Nice gladiator.

>> No.389939
File: 100 KB, 303x238, gladiator.png [View same] [iqdb] [saucenao] [google]
389939

>>389937
Say what?
What gladiator are you referencing?

>> No.389940

>>389939

Star Citizen

>> No.389942
File: 58 KB, 828x698, Hornet.jpg [View same] [iqdb] [saucenao] [google]
389942

>>389940
Ah, cool.
Maybe more like this though.

>> No.389964
File: 269 KB, 1892x1196, GrenadeFlimsy.png [View same] [iqdb] [saucenao] [google]
389964

why is this flimsy shit suddenly happening? All I did was creating a cylinder to make a sprint, zoomed in on the cylinder, and when I zoomed out this happend. I have tried reopening the project and restarting Maya. Nothing changed.

>> No.389965

>>389964
Check your camera clipping plane settings.

>> No.389971

>>389965
didn't understand what you meant, so I made a new perspective cam, and it worked

>> No.389972
File: 28 KB, 132x123, bale feys7.jpg [View same] [iqdb] [saucenao] [google]
389972

>>389964
> blenderp

>> No.389986
File: 769 KB, 3052x1200, kerri.jpg [View same] [iqdb] [saucenao] [google]
389986

>> No.389989

>>389986
it iiiiisss.....SHIT !

>> No.389990

>>389972

but that's Maya

>> No.389991

>>389989
Do you mind explaining why?

>> No.389992

>>389991
I would but I'm too tired atm.

>> No.389993

>>389991
Face proportions are fucked and she looks ugly. The rest is okayable

>> No.389994

>>389993
I agree.

>> No.389999

>>389992
You are one funny guy heh.

>>389993
Thanks, but that does not really help. Proportions are fucked, where?

>> No.390001

>>389999
lips are okay. a bit angelina jolie-ish but okay. the chin should be straight and without the blob, because it makes her look old and fat. theres a small unnatural inset around the nose, makes her look ugly. the eyes look a bit far away and the ears are anatomically wrong

>> No.390003

>>390001
Thanks a lot :) Really helpful.

>> No.390005

>>390003
NP :))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

>> No.390009

>>389971
In the camera attributes, check near / far clip plane. Zbuffer fuckups like this can be fixed by making the near number a bit higher, and the far number lower. Don't take them too far, otherwise stuff will get clipped, and not drawn if you zoom in / out too much.

>> No.390010

>>389986

It seems her torso is a bit too short. I dunno, she's got nice long arms and legs, but it seems her body is just slightly too short. I dunno, maybe that's just personal preference.

>> No.390012

>>390010
Thanks for the feedback dude, i gonna check this.

>> No.390015

>>390012
>>390012

No problem. Check out Veronica Zemanova for ref, she's got that certain hip flare happening that I think you might be aiming for.

(nsfw)

http://galleries.penthouse.com/galleries/ph20936L-3/L/06.jpg

>> No.390022
File: 1.62 MB, 1920x849, waifu_shaded.png [View same] [iqdb] [saucenao] [google]
390022

>>389699

Ok here's the shaded and wip-textured head with an attempt at the changes you suggested. I ended up almost going in circles with some of it, pushing things around, rendering, being unhappy and then reworking a few times. At this point I really just wanna say "fuck it", and call the major forms good enough, but I'd rather get /3/'s honest opinion first.

>> No.390028

>>390022
ugly, poorly shaded looks skin looks like paper, eyebrows are terrible

>> No.390032

>>390022
she looks a little crosseyed. what do you use to do the skin/eyes? they're looking pretty great

>> No.390034

>>390032
thats all he can do i an eye. The rest is the same old ugly "waifu". He can never get anything past this rat faced "thing"

>> No.390035

>>390015
Thanks a lot man ! Indeed a good ref. I can see why my girl's body can look short now.

>> No.390036

>>390035
oh god kill it with fire

>> No.390038

>>390022
looks very stupid

>> No.390039

>>390036
Typical /3/ douchebag. Why don't you go fap on /b/ where you belong and let the men practice.

>> No.390040

>>390036
Hey show your work so we can all laugh at you, scum.

>> No.390041
File: 36 KB, 279x368, attachment.jpg [View same] [iqdb] [saucenao] [google]
390041

>>390036
>>390036
that guy

>> No.390042
File: 225 KB, 1315x839, eyegeo_and_maps.jpg [View same] [iqdb] [saucenao] [google]
390042

>>390032

Yeah, I think she's a bit crosseyed in those renders. I just rotated them equally, and so they're kind of derping out. Pic shows the basic setup, should work in most any renderer I think. Skin is just the sss skin shader that comes with arnold, which is a lot like the one in mental ray. There's a few decent tutorials on how to setup the mental ray version, and they can explain it much better than I can.

>> No.390043

>>390042
skin looks terrible, like paper. Face looks like shit.

The end

>> No.390044

>>390043
you're a joke

>> No.390047
File: 6 KB, 348x145, download.jpg [View same] [iqdb] [saucenao] [google]
390047

>>390022
Its looking nice, but you should add more tones to the face; like, add some layers of a pinkish-red to areas of the skin that are thinner, and blood vessels are more visible. Then, go over those same areas with a bit of blue. Make sure these are on layers, because you'll want their opacity to be next to nothing. After I make those passes, I usually take a desaturated flesh tone and do a light pass over the whole face to tone down the reds and blues a bit. Also, you need some temperature to her face. This image describes what I'm talking about, but whoever did this went overboard; its something thats supposed to be subtle, which is the only thing you're missing right now all the subtle shit

>> No.390053

>>390042
thanks a lot man.

>> No.390054

>>390047

Cool, I'll try that out, thanks for the pic. I'm guessing i'd have to do something similar for subtle things like the arteries near the temples? That's probably going a bit too far at the moment... I'll focus on just getting the tonality working first.

>> No.390055
File: 1.91 MB, 3200x1674, render.jpg [View same] [iqdb] [saucenao] [google]
390055

Came out a bit more crisp than I'd liked in Marmoset but the ingame result sure made the time and effort worth it!

http://files.gamebanana.com/img/ss/wips/526c2cb653fd9.jpg
http://files.gamebanana.com/img/ss/wips/526c2cba86c81.jpg
http://files.gamebanana.com/img/ss/wips/526c2caf6f7a4.jpg

Still going to tweak here and there some more to get it even better in-game, but well I'm as good as done with this one.

>> No.390056

>>390055

Really noticeably better resolution than the gloves, might want to tone the quality down a bit.

>> No.390057

>>390055
what a shitty design

>> No.390058

>>390057

It looks like some sort of mall-ninja garbage, but it's actually made by a pretty legit company. Not cheap either:

http://www2.knifecenter.com/item/MT1051GR/microtech-105-1gr-jagdkommando-fixed-tri-edge-dagger-od-green-black-aluminum-sheath

>> No.390064

>>390058

What the fuck is the point of that?

>> No.390066
File: 1.74 MB, 1280x2160, 014.jpg [View same] [iqdb] [saucenao] [google]
390066

still a work in progress...

taking me a while cuz i have to model and texture everything my self.. anyway this is 3 dif shots of the same env. id really appreciate if somebody knew where i can get some sweet ocean-side or beach stores or shacks. also where i can get some carnival or amusement park rides/games that would be great..

thnx brothers

>> No.390067

>>390064

From what I've read, triple edged knives make for wounds that are very difficult to stitch back up. I thought this sort of shit was banned during ww1, they had bayonets with a triangular cross section, fucked people up real good. Anyhow, I guess someone figured it would be fun to take that concept and corkscrew it for even more stabby-shanky goodness? Seems impractical to me, how the fuck do you sharpen that shit?

>> No.390069

>>390066
needs more CA

>> No.390070
File: 509 KB, 800x979, sandbake.jpg [View same] [iqdb] [saucenao] [google]
390070

>>390066
Trash container is okay, looks too clean though.

Tires also look good I wouldn't change anyting with them. Although the dock support logs need some detail, they should be more then tapered cylinders.

I assume you used a noisemap for water. You'll get a much better result if you use turbulent noise to displace the water mesh, and an extra normal map for water surface material.

The beach sands look like plywood. And the wooden fences are too similar and simple. You might want to create a bunch of varying wooden planks and arrange them irregularly to create a rich scene. The foliage also need some work, but you can fix that later.
Here's what I do for sand.

>> No.390072

>>390070
thnx for the help, looks great. also how did you make that sand? sand looks great!

>> No.390073

>>390072
I took a highpoly turbulence map (like 1M), used multiRes to decrease the polygon count to like 7k while keeping the form of the sand dunes, and just baked the highpoly detail to lowpoly.

>> No.390097
File: 208 KB, 1507x936, 4537345.jpg [View same] [iqdb] [saucenao] [google]
390097

so much shit to fix still I hate hands and feet so I have been blowing off unfucking them until tomorrow.

>> No.390099
File: 31 KB, 201x160, 1381806325893.png [View same] [iqdb] [saucenao] [google]
390099

>>390097
>You will never suckle dose hips

>> No.390100
File: 13 KB, 320x180, mqdefault.jpg [View same] [iqdb] [saucenao] [google]
390100

How long did it take for you guys to understand how uv mapping works?

I'm doing this for the first time and it's pretty confusing. When using the checkerboard, does it have to make perfect squares for it to work properly when texturing?

>> No.390105

>>390100
Try following along with this, it's how I started
http://www.polygonblog.com/unwrapping/

>> No.390107
File: 15 KB, 530x191, _4.png [View same] [iqdb] [saucenao] [google]
390107

a**....?. !...
gloss cud be betha like this treated.
might not du for bumps though.
.

>> No.390116
File: 424 KB, 1920x1080, Frame0611.jpg [View same] [iqdb] [saucenao] [google]
390116

The render times on this motherfucker jesus christ

>> No.390138
File: 45 KB, 400x594, 1378242_10200631860990724_134102663_n.jpg [View same] [iqdb] [saucenao] [google]
390138

>> No.390140

>>390099
where is this pic from

>> No.390147
File: 652 KB, 1920x1200, Screenshot - 27.10.2013 - 15:38:46.png [View same] [iqdb] [saucenao] [google]
390147

An old relic from the Doom Bible.

>> No.390149
File: 666 KB, 1920x1200, Screenshot - 27.10.2013 - 15:46:47.png [View same] [iqdb] [saucenao] [google]
390149

>>390147
I actually like these node things.

>> No.390152
File: 789 KB, 1000x1000, dark_tree.png [View same] [iqdb] [saucenao] [google]
390152

>>389040
Seems someone else found recently a concept art course on gfxdomain (or another warez site) ;)

I actually think about buying a Wacom after watching some of these courses, but used my trackball until now. The general technique seems to be quite simple, make the silhouette, then shade it, add some details, finished. It's interesting and some nice counterpart to all the 3d stuff.

>> No.390153

>>390147
crap

>> No.390155
File: 292 KB, 1920x1200, Screenshot - 27.10.2013 - 15:57:29.png [View same] [iqdb] [saucenao] [google]
390155

>>390152
And it may be really useful to preserve ideas. Often you imagine something you want to model in some way, but forget it later.

Actually it would make you more independent from computers, all you need is good marker or some pastels and some paper. The drawing techniques are working witout photoshop. Just have to remember that you draw on paper from bright to dark, instead from dark to bright, generally.

>> No.390157

>>390153
So, what are your proposals, dear Sir and gentlemen?

>> No.390161
File: 243 KB, 2027x872, fullbodyscan_f02p02_08.jpg [View same] [iqdb] [saucenao] [google]
390161

>>390022
instead of giving you long winded comment i will just post a 3d scan witha simillar face to what you are going

I wnat you to look at 3 places mostly.
First is hwo big your jaw is and how collapse your end of masseter muscle is. Move teh end of teh jaw a bit up and smooth the are around teh ear so she dosnt look liek an alien form teh front view.

Another is your lower forehead, there is always a bump there where eyebrow muscles should lie, it was called something but i dont recall what.

And You need to work on the sides of the eyes and the skull, your temporalis muscle is lacking, the eyebrows should be pushed forward and to the sided a bit in mass, it looks weird form teh 45degree angle now.

And lastly the edges of the mouth, theres always this down going line of muscle and flesh.

Oh and the neck, man, the strenocleidomasters or what ever it is called ends up right behind the ear, so the line from the clavicle to it should be pretty straight and defined in mass.

>> No.390162

>>390157
give up 3D, go flip burgers or some shit

>> No.390163
File: 272 KB, 1920x1200, Screenshot - 27.10.2013 - 16:23:06.png [View same] [iqdb] [saucenao] [google]
390163

>>390162
I do not earn my money with 3d.
I do not want to become one of these (wannabe) artists working as slaves for a media/movie/gaming company.

>> No.390164

>>390163
yeah, instead you'll be unemployed and live on the streets sucking dick.

>> No.390165

>>390164
Well, Sir. I said i do not earn my money with 3d, and i do not plan to do so, since this kind of job is relatively shitty as an profession. I already have a work, and it is not on a street.

But 3d is one of my hobbies, and i will proceed with it.

>> No.390166

>>390165
> since this kind of job is relatively shitty as an profession

how is being in the entertainment industry relatively shitty? I assume you're an engineering *student*? You're going to max out at about $100k a year. Thats something that us top artists find behind our couches.

>> No.390169

>>390166
>I assume you're an engineering *student*
Your assumption is wrong.
My student times are over for more then six years. How i said, i am already a working member of the society.

And there may be some 'top artists', but most 'artists' in the entertainment industry a far away from top positions, and receive shitty payments. And the kind of job has many other downsides, for example there is not a bigger company of the games or media industry at every corner. I personally want to stay in my area.

Sorry, 3d is a hobby thing (for me), i do not even want to join this 'industry'.

>> No.390170

>>390169
>And there may be some 'top artists', but most 'artists' in the entertainment industry a far away from top positions, and receive shitty payments.

if you are far away from the top that means you suck. If you suck, you shouldnt be rewarded. This isnt communist russia. There are many ways to succeed

>> No.390171 [DELETED] 

>>390170
There can be only a few leading, top positions, that makes the other ones not automatically bad artists. But it makes them im many cases slave workers with lots of work hours per week. Face it, even if you think you're a hotshot, you may end as some unknown guy in the dungeons of some gaming company. Like AE or so. And i never said something about rewards and economical systems, i am not interested in the business of game/movie/gfx art. As i said, this is just hobby.

>> No.390172

>>390170
There can be only a few leading, top positions, that makes the other ones not automatically bad artists. But it makes them im many cases slave workers with lots of work hours per week. Face it, even if you think you're a hotshot, you may end as some unknown guy in the dungeons of some gaming company. Like EA or so. And i never said something about rewards and economical systems, i am not interested in the business of game/movie/gfx art. As i said, this is just hobby. 3d as business or daily work is not interesting for me.

>> No.390174

>>390172
No, thats not what you said. You said that this is a shitty career then backpedaled into strawmen

>> No.390175

>>390174
Yeah, the work as artist for company is generally a shitty way to earn money, at least for my prefernces. But if you like it, try it to get some of the few better paid leading positions. I do not care.

>> No.390176

>>390175
You sound like the proverbial stick in the mud raging at artists. Engineering not treating you right huh?

>> No.390177

>>390176
I do not rage against artists.
I said i do not want to become one working for a company, because i do not like the kind of work as profession and i do not like the working conditions. I said i do 3d as a hobby and do not want to earn my money with 3d. What's your problem? If you think 3d as profession is your big thing, do it, it's not my life time.

>> No.390178

>>390177
the only company i work for is myself, even if i work for someone else. Get real kid

>> No.390179

>>390178
WTF are you talking about? I do not understand what your problem is. What problem do you have with someone which does not want to become some commercial working artist, but does some 3d just as a hobby?

>> No.390180

>>390179
i wouldnt have had a problem if you hadnt said that this is a shitty career choice while giving me strawmen examples and talking about how everyone should be paid equally like a communist

we do have a problem. You need to leave.

>> No.390181

>>390180
>we do have a problem. You need to leave.
To be correct, YOU have a problem. I stay.

3d as business is shitty, that's my opnion. You can have every opinion on the entertainment industry as you want and work for this industry as you want, i do not give a fuck.

>> No.390183
File: 990 KB, 1600x1800, Sand Texture.jpg [View same] [iqdb] [saucenao] [google]
390183

>>390070
>>390072
>>390073

I also made a seamless bumpmap and diffuse for sand material, although its not really like a beach sand, but more of a desert sand.

>> No.390184

>>390181
people who say they dont give a fuck always do, or else they wouldnt even have typed the sentence.

leave /3/

>> No.390187

>>390184
Believe what you want to believe.

But i am wondering who's the real kid or student here is. As the pro as you claim you are, you should be right fine with someone not joining your beloved industry. Less concurrency for you. I think you, as a self proclaimed (beside of the fact i never talked about equal incomes, but of shitty earnings of the most artists in the business instead) capitalist this must be the best thing that can happen to you.

I am also wondering why you think i have to take care of your life or your work. Are you a such intersting person, or what? I don't think so.

>> No.390188

>>390187
Tell me what your native tongue is troll so i can be more clear in telling you to leave this place. Is it mexican?

>> No.390189

>>390188
I am still here.

>> No.390190

>>390183
Crap.

>> No.390192

>>390183
That's pretty fuckin amazing ! Probably the best sand normals I've ever seen.

>> No.390193

>>390192
>Probably the best sand normals I've ever seen.
>I've ever seen.
Probably.

>> No.390204

>>389114
That thing looks like a gorilla with a horn and fucket up ears. That doesn't qualify for stylized by a mile.
To begin with no rhinos have forward pointing eyes.

>> No.390208
File: 106 KB, 1024x683, facepalm.jpg [View same] [iqdb] [saucenao] [google]
390208

>>390204

>> No.390211
File: 185 KB, 1936x1198, Screen Shot 2013-10-27 at 7.44.57 PM.png [View same] [iqdb] [saucenao] [google]
390211

from which game?
also, is this shit?

>> No.390213

>>390211
shit

>> No.390214
File: 81 KB, 640x400, aloneinthedark2.gif [View same] [iqdb] [saucenao] [google]
390214

>>390211
>from which game?
Looks like Alone in the Dark 1, 2 or 3.

>> No.390215
File: 185 KB, 1120x763, blops.jpg [View same] [iqdb] [saucenao] [google]
390215

A quick female head sculpt form a sphere, and fuck me i need to make a custom ear brush, making ears from scratch is the worst thing ever and i already got frustrated with it.

>> No.390216

>>389098
It's objectively good

>> No.390217

>>390215
looks good anon. don't give up on the ears, just take your time and they'll get done

>> No.390218

>>389098
It's objectively terrible

>> No.390222
File: 311 KB, 963x720, 3doge.png [View same] [iqdb] [saucenao] [google]
390222

>>389098

>> No.390230

>>390222

wow such skill
so originul
such meme
very edge flow

>> No.390233
File: 154 KB, 1118x840, blops2.jpg [View same] [iqdb] [saucenao] [google]
390233

>>390217
yeah i did, but i cheated used zbrush base ear mesh.
And i decided to slap some tits on her, why not.

>> No.390236

>>390233
looks like gollum

>> No.390238
File: 45 KB, 779x812, Gollum-smeagol-gollum-5995703-779-812.jpg [View same] [iqdb] [saucenao] [google]
390238

>>390236

We don't looks like that!

>> No.390239

>>390211
soften the edges brah

>> No.390240

>>389018
alright whats the deal with this
last time i was on /3/ was like 3 years ago.

is someone still working on this fucking hill? or is it just the go to image?

>> No.390242

>>390240
its the traditional WIP thread poster

>> No.390244
File: 112 KB, 1118x840, blops3.jpg [View same] [iqdb] [saucenao] [google]
390244

>>390236
>not being into gollum
son, are you gay ?

>> No.390245

>>390240
its a collaborate /3/ hill work
maybe you didnt notice but we managed to add few rocks here and there, by my estimate we will be done by 2019

>> No.390247
File: 275 KB, 980x1203, Chewbaccaheadshot.jpg [View same] [iqdb] [saucenao] [google]
390247

>>390245
Is there somwhere a *.blend file of this?

>> No.390248

>>390244
Oh god, it's baby face retarded fish frog guy. Your faces all look like they are sculpted from the same base, a base that has too extreme of forms, it looks a bit silly.

>> No.390251

>>390248
Which is ironic since i always start fresh

its just you faggots have a weird idea of what human face looks like, perfectly smooth and shit, when in fact there is a lot of different defined forms
But yeah, i guess if i made anime aguu perfect round heads everybody would be happy

>> No.390253

>>390251
you cant accept criticism. Your faces are always bad, ratlike, subhuman. Dont listen to the crits at your own peril,

>> No.390255
File: 113 KB, 864x864, quorra3qtr.jpg [View same] [iqdb] [saucenao] [google]
390255

>>390251

There's forms for sure, but they're way more subtle than what you've sculpted.

>> No.390256

>>390255
ugh i puked!!! i puke !!!

>> No.390257

>>390256

That's ok, Olivia Wilde forgives you.

>> No.390258

>>390257
ughhhh shes hideous, looks like an alien irl

>> No.390260

>>390251
Go take a look at human face scans once in a while and learn some things. The forms are not that defined, human features are a lot more subtle. Your forms are very extreme. The shoulder area just looks silly, it's like she had surgery done to remove pectoral muscle and it left a huge divot under her acromion/clavicle. The cephalic vein leads up to the bone there, not far under it. And the curvature of the bottom lip looks extremely silly. It's like you just watched a bunch of face sculpting videos and stopped at the part where you define the major forms, not going to the face where you tone them done and smooth things out a bit.

Try working with some other shaders once in a while too... They will help show the weirdness of your model.

>> No.390261
File: 750 KB, 1018x1440, Slide16_Large.png [View same] [iqdb] [saucenao] [google]
390261

>>390253
Oh but im quite open to criticism, i will gladly hear which part of the face is overdefined, what form is underdeveloped or where there is an anatomy mistake.
But since twats like you can just say "lol manface" your input is as worthless as all the shitposting thats going on here.

>>390255
Yeah, would make sense if you didnt post another 3d model as a proof of your claim.

Lets take look at an actual 3d scan will we ?

Still, i guess i could smooth some shit out, but its hard to do at low poly levels, since there is not enough geometry for smooth transitions.

>> No.390262
File: 108 KB, 864x864, tron3qtr2.jpg [View same] [iqdb] [saucenao] [google]
390262

>>390258

Yeah she's an odd looking one, and yet somehow she's an "actress" or whatevs.

Different example, but same artist (dunno if these are scans or if the guy's a goddamn cyborg or some shit).

>> No.390263

>>390261
>But since twats like you can just say "lol manface" your input is as worthless as all the shitposting thats going on here.

you are butthurt about anons not loving your rat faced abominations that you constantly spam

>> No.390265

>>390261
>Still, i guess i could smooth some shit out, but its hard to do at low poly levels, since there is not enough geometry for smooth transitions.


Huh? How is that an argument... It's even harder to create sharp forms like that early on with dynamesh than it is smooth forms O_o. But regardless, you shouldn't be going to that kind of detail level on the face with dynamesh if you're going to be meshing in a body afterwards. Bring it so you have the major forms, like eyelids are just barely working, mesh your body and then zRemesh it and start adding your details. This way you have division levels to work with.

>> No.390264

>>390258
which makes her ubersexy

>> No.390268

>>390264
no, it doesnt. Shes pig disgusting, worse than a chinese. and old, too.

>> No.390274

>>390268
cool opinions kid

>> No.390276

>>390274
you have shit taste. how u like dem apples?

>> No.390277
File: 130 KB, 1034x580, blops7.jpg [View same] [iqdb] [saucenao] [google]
390277

>>390265
Argument ?
My stating how i work isnt an argument its just how it is ...

Anyway what you want to do, at lest what i like to do is overdefine stuff early on to know where to put what later, regardless if i start from a sphere or from a base.

>>390260
Thats why it not connected yet, not finished, still i have no idea what you find wrong with the lower lip.


I guess next update should be last, with some wrinkles and shit, only the neck bothers me now.

>> No.390278

>>390276
And who do you consider smexy ?

>> No.390280

>>390278
who do you think?

>> No.390279

>>390278
stop getting trolled plox

>> No.390282

>>390280
nice answer kid. keep hiding from the question like a fag

>> No.390283

>>390277
Is that a man with tits ?

>> No.390285

>>390277
That mans sure got some boobie trouble there bro

>> No.390286

>>390282
no, im genuinely curious - assuming i dont like that manpig who else do you think i like?

>> No.390287

>>390286
> ill try to insult your tastes and not offer my own because im afraid of your judgement.
thx for letting us know lol

>> No.390288

>>390287
stop avoiding and just answer already

>> No.390289

This board is fucking awful and you should all be ashamed.

>> No.390290

>>390288
> resorting to imitation
oh god this is sad...

>> No.390292

>>390289
Hey were having a huge internet fight here, so why don't you fuck off if you don't like it.

>> No.390291

>>390290
cmon i know you can do it :)

>> No.390293

>>390285
>>390283
haha, fuck me, that obvious same fagging
I have actually spilled my coffee laughing

>> No.390294

>>390293
>2k13
>still can't tell samefags

>> No.390295

>>390183
Tutorial plz

>> No.390296
File: 44 KB, 468x364, 3dcgpoopmonkeys.jpg [View same] [iqdb] [saucenao] [google]
390296

>>390289

I'm sorry, I forgot to put up the sign. Enjoy your stay, and mind the poop.

>> No.390297
File: 544 KB, 1252x851, Oxkasier.jpg [View same] [iqdb] [saucenao] [google]
390297

>>389833
Thanks, ive made some progress since then, but im working on something else at the moment.

>> No.390298

>>389964
Definitely check your near and far clip plane settings in your perspective camera. It seems to me like it's just a display error. Maya's viewport can go wacky like that sometimes - especially if you're working at a larger scale. You could also try switching your viewport to high quality or viewport 2.0 if you've got the hardware for it.

>> No.390300

>>389556
fucking stupid

>> No.390303
File: 112 KB, 756x500, wipviews.png [View same] [iqdb] [saucenao] [google]
390303

Be honest /3/, how badly have I fucked up so far and how can I do better with the rest of the body?

>> No.390305

>>390303

I'm modelling from a clothed body BTW, which is why the calf looks so weird.

>> No.390308
File: 202 KB, 1034x580, 1382915299473_2.png [View same] [iqdb] [saucenao] [google]
390308

>>390277
>still i have no idea what you find wrong with the lower lip

Really? Look at the huge ridge you have going down from the side of the lips down around the chin, nobody's lips work like that. Maybe a 70 year old lady's skin will sag and start to protrude like that, but then it's supper wrinkly. You seem to also be forgetting about teeth, looking at your side profile. You look at the chin, and draw a line up, and then see just how silly far that bottom lip is sticking out compared to the bone structure that should be underneath...

>> No.390309
File: 199 KB, 732x547, Bruiser___WIP1_by_Anaxagorous.jpg [View same] [iqdb] [saucenao] [google]
390309

>>390305
heres a low poly body very similar to what youre doing. this should help if youre not tarded.

>> No.390340

>>390309
How do the arms look like when the character is in a T or Y pose. Doesn't look like they'd deform properly.

>> No.390345
File: 31 KB, 432x226, tutSkin01_MeshStart.jpg [View same] [iqdb] [saucenao] [google]
390345

>>390340

Yeah, the shoulders don't look like they'd deform cleanly. Maybe something more like this pic?

>> No.390356
File: 73 KB, 321x327, 1379987578999.jpg [View same] [iqdb] [saucenao] [google]
390356

>>390297
when are you going to finish Turbo Run? i check your page and tumblr 24/7 i love all your work but you need to finish Turbo Run dude

>> No.390363

>>390345
third party here.
That's the same topology if you havent noticed.

>> No.390364
File: 597 KB, 1920x1018, 1.jpg [View same] [iqdb] [saucenao] [google]
390364

Finished my M1 Carbine

>> No.390365

>>390364
It's beautiful but I'm gonna nitpick because this is /3/.

It looks garbage. Start over.

>> No.390367

>>390364
Wood looks like a wallpaper instead of actual wood. Ever heard of a bumpmap kid ?

>> No.390368

>>390363
second post was another person. but then were all anonymous so who gives a shit.

>>390364
I think your wood likes like plastic.
other than that look like gun to me.

>> No.390369

>>390367
Not him, but that really depends on the type of sanding and polish job you do.

>> No.390371

>>390368
I know it was another person. How would it make sense if it were the same person? I just don't like noobs giving other noobs advice on how to noob harder.

>>390367
It looks fine. You have a disease that's making you think that any 3d model should look grimy and bumpy enough to look "next gen".

>> No.390378

>>390371
no, I just know that wood is bumpy and doesn't look like fucking plastic. rest of the gun has scratches and dents, which means the wood must have perished even more.

suck on that gayboy

>> No.390392

you need to add some wood grain to your specular right now the lights bouncing off it way too much making it look like a plastic.

You could probably get a job with work like that but the object is way to clean this is something I don't understand about modelers. Give the object some sort of story some marks a bit of scuffed up edges someones name carved into the side some cloth wrapped around the butt so it's more comfortable for the person using it.

Modelers can never seem to think of the setting the item will be used in and just focus on a 1:1 copy of an object people have 3d scanners for that.

>> No.390395

>>390392
>You could probably get a job with work like that

yes, sucking dicks in an alleyway in the slums of india

>> No.390396
File: 1.01 MB, 562x533, test.gif [View same] [iqdb] [saucenao] [google]
390396

Hows muh cycle?
it feels a tad faster then it actually plays back because gif cam is a bitch and can only record 33 when actual playback is 30.

>> No.390397

>>390396
terrible

>> No.390399

>>390396

very jerky IK on them legs even though they are nowhere near locking out (where that shit always happen), I'm guessing your hip animation compresses down on the IK and cause the flicker.

>> No.390401

>>390396
I've seen worse. Keep going. Use less keys.

>> No.390413

>>390396
i like the hip and torso movement. experiment a bit to try to get rid of that jerkyness. maybe lower the torso a bit?

>> No.390423
File: 248 KB, 1680x670, Bee-Bird Creature.jpg [View same] [iqdb] [saucenao] [google]
390423

Okay guys I am fairly new to 3D, but have been on this board for pretty long posting occasionally, so please don't flame me for this (okay I'm expecting some)...but I'd like help.

I'm kind of wondering on how to do the head for this ostrich/bee creature I'm working on...It's VERY early stages. But I can't seem to find a foothold for how to even start the topology of the head, I may need more poly's to work with but I wanna keep it as low poly as possible, and I know I'll need to delete a few edge loops on the legs, and they need a lot more detail to give them structure. I subdivided early on and regret how high poly it is

This is a WIP thread so yeah it needs a lot of work

>> No.390426
File: 135 KB, 960x540, scene.png [View same] [iqdb] [saucenao] [google]
390426

I started this, I mainly want to work on different light passes with this so I don't want big scene but I'm thinking about making the other end of the room as if it were outside with a forest or a beach.

>> No.390440

lite. render. atomic-scale. second bounce no. atoms rotate same direction
etc.

>> No.390454

>>390395
>butthurt /3/ fags who don't have the skill or people skills to get a job

>> No.390491
File: 438 KB, 889x572, TurboWagon3Dprint.jpg [View same] [iqdb] [saucenao] [google]
390491

>>390356
Thanks, but I cant program. I have tons of art for it, but until I can hire a dedicated programmer nothings going to happen with it.

>> No.390567

>>390176
Wow, you are mad butthurt because this guy pointed out that you're gonna make way less money than an engineering student. Why are you so... upset?

>> No.390568

>>390356
OLD CITY BLUES

>> No.390599

>>390356

that image looks rad. is it part of an anime/manga? if so, link pls.