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

/3/ - 3DCG


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File: 552 KB, 1350x794, WIP Frenzy.jpg [View same] [iqdb] [saucenao] [google]
417634 No.417634[DELETED]  [Reply] [Original]

Old thread stopped bumping. New WIP thread right here : End of Days addition.

>> No.417701

where is alioto when you need him

>> No.417714
File: 761 KB, 858x823, Capture2.png [View same] [iqdb] [saucenao] [google]
417714

Am I kawaii, /3/?

>> No.417716
File: 505 KB, 1600x778, Tenegu Monk Face.png [View same] [iqdb] [saucenao] [google]
417716

>>417714
> depositphotos

>> No.417720
File: 457 KB, 1031x746, Capture.png [View same] [iqdb] [saucenao] [google]
417720

Organ vending machine
I've been procrastinating on this way too hard.
Hopefully I can finish texturing by Monday.

>> No.417721

>>417720
That's pretty witty.

>> No.417722
File: 645 KB, 622x3066, Head Armor Baked.jpg [View same] [iqdb] [saucenao] [google]
417722

Baked this just the other day.
672 polys, 2048x maps

>> No.417728
File: 15 KB, 179x281, images (1).jpg [View same] [iqdb] [saucenao] [google]
417728

>>417720
>Coca-Colon

>> No.417732
File: 373 KB, 1000x666, 1395594214913.png [View same] [iqdb] [saucenao] [google]
417732

>>417720
>organ vending machine
>coca-colon

10/10 for creativity anon

>> No.417743

>>417634
We already have one that didn't reached bump limit: >>412875

>> No.417749
File: 56 KB, 508x514, WKG.png [View same] [iqdb] [saucenao] [google]
417749

A ghoul.

>> No.417752
File: 365 KB, 1600x900, Screenshot (4).png [View same] [iqdb] [saucenao] [google]
417752

>> No.417754

>>417743
We don't want your censored whip.

>> No.417757
File: 138 KB, 870x536, WKG.png [View same] [iqdb] [saucenao] [google]
417757

>>417749

Hes head.

>> No.417758

>>417754
Too bad, it applies to ALL WIPs:

-If it have nudity, censor it: Currently this is a Family friendly board (SFW). However, we're trying to convince Moot and other admins to either make this NSFW, or create a CGI board for NSFW works.

-Give constructive feedback; no "It's good" or "it's shit". Just list what you like about the model and what you hate about it (redline it, if you must). It's also nice that you give suggestions on how to improve it.

-Ignore non constructive feedbacks, they're obviously trolls; don't feed them.

-Talk only about the artworks posted on this thread, not the criticism itself.

>> No.417759

>>417758
Besides, If you don't want this WIP then you're free to spam on the thread until it hits bump limit so that you don't have to deal with it. Though if you don't your nude works to be taken down, you better discourage anyone from using the report button.

>> No.417764

>>417759
>>417758
Stop being so entitled, you do not speak for all of us.
Go away.
You are not the moderator, nor the janitor, nor will you continue to be even if you are, and you certainly don't represent more than a minor fraction of /3/.
To say that your shit rules apply to "ALL WIPs" implies that you have any power over us, and makes you incredibly entitled. Perhaps you should check your own privilege before you check ours for us.
If you still do not understand the purpose of /3/ being a blue board, then your autism is of the highest magnitude, and you should enjoy inadvertently creating a new NSFW CGI board filled with nothing but crude 3D pornography and zero OC. /3/ is not meant to be a porn board nor a prune board you massive faggot, it is an art board.

>> No.417765
File: 2.59 MB, 1920x1200, Series.png [View same] [iqdb] [saucenao] [google]
417765

I have a fantasy, somewhat of an escape(the cliche'd X-island), where it is just me, in a small room, with nothing but a bed, a cat and a high-res, large monitor. The monitor is connected to an extremely powerful PC, which contains terabytes of videos, archived websites, video games, movies, television shows, cartoons, etc. Enough to keep me content for years.

I have finally gotten around to modeling what it would look like to me. I have drywall for the structure, and a good fabric texture. To test it, I have the monitor playing a SBEmail @ 24 FPS.

What I need to fix is the bevel on the screen, which makes an obvious box along the walls, the sheets and add the cat.

How would I go about making good looking, but optimized wrinkles in the sheets? It takes about 4 minutes to render each frame, and there are 6400 frames, so I don't want to spend a month rendering. I tried a displacement map but that tripled the render time.

>> No.417768 [DELETED] 

>>417764
>If you still do not understand the purpose of /3/ being a blue board, then your autism is of the highest magnitude, and you should enjoy inadvertently creating a new NSFW CGI board filled with nothing but crude 3D pornography and zero OC. /3/ is not meant to be a porn board nor a prune board you massive faggot, it is an art board.
Like I said, I'm not going anywhere, and neither is this thread: >>412875

Not until you report me.

>> No.417769

>>417749
Holy shit fix the arms

>> No.417770 [DELETED] 

>>417764
>Perhaps you should check your own privilege before you check ours for us.
Confirmed for Social Justice Whore

>> No.417771 [DELETED] 

>>417764
>If you still do not understand the purpose of /3/ being a blue board, then your autism is of the highest magnitude, and you should enjoy inadvertently creating a new NSFW CGI board filled with nothing but crude 3D pornography and zero OC. /3/ is not meant to be a porn board nor a prune board you massive faggot, it is an art board.
Artistic Nudity is also banned on blue board, which is the point of the whole /3/ argument to begin with.

>> No.417772

>>417764
>Go away.
Never.
>You are not the moderator, nor the janitor, nor will you continue to be even if you are, and you certainly don't represent more than a minor fraction of /3/.
So?
>To say that your shit rules apply to "ALL WIPs" implies that you have any power over us, and makes you incredibly entitled. Perhaps you should check your own privilege before you check ours for us.
These rules were created so that Shit critique doesn't flood the WIPs. Also, Privilege Checking is a Red Flag for Social Justice Whores.
>If you still do not understand the purpose of /3/ being a blue board, then your autism is of the highest magnitude, and you should enjoy inadvertently creating a new NSFW CGI board filled with nothing but crude 3D pornography and zero OC. /3/ is not meant to be a porn board nor a prune board you massive faggot, it is an art board.
It's not the Porn, but the Artistic Nudity that got /3/ stirred up in frustration.

>> No.417777

>>417772
>Never
Go away
>So?
You shitposting all of the time doesn't give you power over us. You have very little respect for what little culture we've managed to produce over these few years and just because you're persistent doesn't mean that anything you do is right
>shit critique
Why do you give a shit? Get a thicker skin if you're offended that people want to tell you "It's shit" and nothing more. You're welcome to complain that people aren't giving proper critiques, but you have explained nothing about why nudity is bad and why it should be banned.
>artistic nudity got /3/ stirred up
You got /3/ stirred up. Not nudity. You did. Don't shift the blame on a concept that has existed for hundreds of years without problem.
Kindly explain to me why you think artistic nudity is counterproductive on an artistic board. If you try to come up with some bullshit like "this is a blue board, rules are completely inflexible, blue backgrounds and penises don't look right together" I will have to call you a retard.

>> No.417783

>>417777

be careful anon, this is nazi land now. people are getting banned for speaking their minds.

that being said, i wish we had more people like you. /3/ is a special place and far too few people work hard to keep it enjoyable. the vast majority just wants to enrage.

i want this to be a place where people can discuss cg in the set of mind that 4chan represents. i want to call your work shit and you a cunt, and i want you to improve so i can call your work less shit and you less of a cunt. i want to have threads dedicated to dick rigs, because where else on the internet can you do that?

but then people create issues out of thin air, and not just anybody, fucking janitors. at this point i dont even know why im trying. maybe the old tripfags werent so retarded after all. who knows, if i come back in a year this place will be different. i feel like a cunt for even saying that.

>> No.417788

Reading this thread my conclusion is that we really need to get rid of the janitor, but if this Melonhead is the janitor we REALLY need to get rid of the janitor.
The kind of people who apply for administrative positions never seize to baffle me.

>>417764
>To say that your shit rules apply to "ALL WIPs" implies that you have any power over us, and makes you incredibly entitled.

The thing to understand here is the janitor has power to do so and we have no way of stopping it unless we get our shit together and topple his miserable reign.
At this point in time he has those powers and he is actually entitled to it as it's been granted to him.
What makes this power troublesome is that he fails to justify it for us and thus turns turns into a dictator figure instead of a vanguard.
Since he's already clearly informed he is immensely unpopular and doesn't budge it's evident direct diplomacy with him won't make any difference.

>> No.417789

>>417783
>. i want to call your work shit and you a cunt, and i want you to improve so i can call your work less shit and you less of a cunt.

I want you to STFU, but I want you to realize you should do this on your own rather than have anyone put the gag on you.
Well not really, if I could see a way of removing the cancer that is you from this board without harming it's integrity I would,
but choosing between shitposters and the presence of entitled enforcers like Melonhead acting with impunity I choose you shitposter.

>> No.417791
File: 117 KB, 448x533, WKG.png [View same] [iqdb] [saucenao] [google]
417791

>>417769

What's wrong with the arms?

>> No.417793

>>417791
Looks good to me, that anon probably thought the super developed under arm looked crazy but since this looks like a climber monster I think it's within reason.

>> No.417795

>>417793
Nah, there is some issues with it.
>>417791
I think the biggest issue is your wrist not lining up with your forearm. Take a look at your own arm, the hand on that model is rotated to the floor too much. Also, due to the size of the brachioradialis muscle, combined with the bad hand rotation, it almost looks like that muscle contains your forearm bone, flowing directly into the hand.

>> No.417801
File: 95 KB, 1280x720, Galil.jpg [View same] [iqdb] [saucenao] [google]
417801

Third person weapon model, high poly.

>> No.417802
File: 742 KB, 1920x910, Green City Unity 2.jpg [View same] [iqdb] [saucenao] [google]
417802

Updated this scene.

>> No.417804
File: 377 KB, 642x501, Zzz.png [View same] [iqdb] [saucenao] [google]
417804

>>417802

Too rough. Smooth it.

>> No.417805

>>417801
I like it, but personally it looks a little on the soft side.

>> No.417806

>>417802
All the geometry looks pretty basic; adding some more detail to stuff like the highway lights so they catch the light would instantly make the scene more interesting. Also dropping a matte painting of some buildings in the background would help.

>>417805
Thanks, the softness is mostly intentional since it's a third person model. I want the edges to look soft even from a reasonable distance. Although I've just noticed the front of the grip is pretty undefined, I'll fix that.

>> No.417808

>>417777

>Go away
Not till you report me.
>You shitposting all of the time doesn't give you power over us. You have very little respect for what little culture we've managed to produce over these few years and just because you're persistent doesn't mean that anything you do is right.
You could've done the same with the previous thread, but now this one suffers because you persisted.
>Why do you give a shit? Get a thicker skin if you're offended that people want to tell you "It's shit" and nothing more. You're welcome to complain that people aren't giving proper critiques, but you have explained nothing about why nudity is bad and why it should be banned.
1. To prevent conversations like this from ever happening, since you could've ignore this and move on.
2. I didn't make the rules on Nudity on Blue boards.
>You got /3/ stirred up. Not nudity. You did. Don't shift the blame on a concept that has existed for hundreds of years without problem.
I'm not the asshole Janitor that deleted post that have tits nipples and dicks, along with visible cunts.
>Kindly explain to me why you think artistic nudity is counterproductive on an artistic board. If you try to come up with some bullshit like "this is a blue board, rules are completely inflexible, blue backgrounds and penises don't look right together" I will have to call you a retard.
Like I said, I'm all for artistic nudity on /3dcg/; but since this is a blue board, it's not allowed.

>> No.417809
File: 615 KB, 1920x910, Green City Top.jpg [View same] [iqdb] [saucenao] [google]
417809

>>417804
Are you sure if it would worth the polygon count ?
>>417806
I'm trying to keep it as basic as I can, because I'm planning to make a huge city out of it and more detail would cause lag while playing. It should be like 15 times bigger than the current area. The buildings are like 600-1k.

I'll post the Unity build soon so you can test it yourself.

>> No.417810

>>417809
Didn't realise it was a realtime scene. Still, that's what LOD models are for - you can have a high detail copy of the streetlight and distant models will revert to a basic version.

As for the road, I would at least add a single chamfer where it starts to raise up. The rest probably wouldn't be noticeable as long as you're at a distance.

>> No.417826
File: 306 KB, 652x526, WKG.png [View same] [iqdb] [saucenao] [google]
417826

>>417809

>Are you sure if it would worth the polygon count ?

Definately yes. Render your wire, and I'll show you where you can reduce polygon count.

>> No.417827
File: 1.22 MB, 2268x1226, Wires.jpg [View same] [iqdb] [saucenao] [google]
417827

>>417810
I should probably fix the overpass. the ends don't fit perfectly with other road sets. As for LOD's, I'm not sure if I should use them. I'd rather use a distance culling since there's fog in the city and you have very limited vision. That way I don't think you will see more than 1-2 million in one shot. The current tri count is 229k.

>>417826
Wires delivered.

>> No.417828
File: 217 KB, 1920x1032, Untitled.png [View same] [iqdb] [saucenao] [google]
417828

>>417788
>>417783
I tried guys. the #faggot made his decision.
Also, if you want this decision to change you're going to have to spam emails at him, that's the only way to get him to notice anything.

>> No.417829

>>417804
It's not that it's bad that it's too rough, it's that he has texture seams in his road.
Fix those texture seams and the roughness will be less obvious.

>> No.417830

>>417828
It's funny that you two have been going back and forth, defending your points to death, when there's an easier solution called image spoilers.

Moot should instate image spoiler tag option for /3/, that way people will be able to post works that contain any kind of nudity, and it will remain as a NSFW board.

>> No.417833
File: 427 KB, 532x1024, Zzz.png [View same] [iqdb] [saucenao] [google]
417833

>>417827

Take this.

>> No.417834
File: 429 KB, 585x404, Zzz.png [View same] [iqdb] [saucenao] [google]
417834

>>417827

And also texture is mirrored in some parts of the road.

>> No.417840
File: 18 KB, 381x568, Screen Shot 2014-04-05 at 12.32.03 PM.png [View same] [iqdb] [saucenao] [google]
417840

First thing I've done in a couple of weeks. My tablet is unavailable right now, so I think I'm just going to have to have to mess with photoshop for a while.

>> No.417842

>>417830
I will accept this if a crude rendering of a penis is made the "spoiler" thumbnail image.

>> No.417845
File: 48 KB, 871x725, Don'tSkipLegDay.jpg [View same] [iqdb] [saucenao] [google]
417845

>> No.417847

>>417845
Stop cutting in so much main forms, the chest and biceps look weird thx to that

>> No.417851
File: 119 KB, 640x480, snowmanland.jpg [View same] [iqdb] [saucenao] [google]
417851

How's my snowman of the mountain ?

>> No.417854
File: 297 KB, 927x536, WKG.png [View same] [iqdb] [saucenao] [google]
417854

>>417851

10/10. Would fuck.

>> No.417855

>>417851
You forgot to make the special snowflakes

>> No.417857

>>417804
Its not bad, but theres a sharp increase in angle at the base. Id probably add an extra loop or two there to smooth the transition from flat to angled.

>> No.417858

>>417845
some forms are wierd, but I like it otherwise

>> No.417859
File: 550 KB, 1024x768, forest.jpg [View same] [iqdb] [saucenao] [google]
417859

just an environment for another model to stand around in

>> No.417865
File: 600 KB, 1278x4998, Green City SS.jpg [View same] [iqdb] [saucenao] [google]
417865

>>417829
>>417833
>>417834
>>417857

Thank you for the criticism. I did not have the time to fix the polys and the overpass just yet, but I'll get back to it soon. And It would be great if you got some suggestions into what kind of urban elements I can add to the scene, like a variety of different buildings, an underpass, traffic lights and such.

Meanwhile, here's a slightly old build so you can walk and jump on it. There's a huge quad for the ground hitbox so you can't just climb on the overpass yet, but you can get to the structure with the stairs and the red light.

Download and play :
www.mediafire.com/download/62lichcipyb3lf6/Green_City.rar

>> No.417889

>>417865
I think it's very nice. Feels like good old games.
But i'm too lazy to download it.

>> No.417927

>>417865
it looks early 2000s but very cozy never the less.

>> No.417936

I have a quick question;
About to start making characters for an animation I plan on doing; do I make and keep the skin/base model, or do I just connect the pieces of clothes together to make the character?
I'm a little confused about it, because I know vidya mostly has characters made of combined clothing pieces, but don't know about animation.
I don't plan on using any sort of gravity/physics effects on clothing.

>> No.417944

>>417936
If you don't plan on simulating cloth, then you can just build your clothing into the model like vidya. No sense in making more work for yourself. Personally, I keep the forearms/hands as separate meshes from the shirt so I can rig the forearm twist separately from the shirt sleeve forearm twist.

>> No.417951

>>417936
No need for the base model, far easier to animate with the hands directly fused with the clothes etc.

>> No.417961
File: 739 KB, 1695x1060, walker.jpg [View same] [iqdb] [saucenao] [google]
417961

Started modelling a Walker, but I'm kinda stuck!
How do I model these doors and indentations all around the body? I could put them on later in the texturing process but I don't want to do that

>> No.417962

>>417961
the way i've tried it doesn't seem to work out very well

>> No.417963

>>417961
Personally I'd use bump/normal maps. But if you want it to be actual geometry why not do it with floating geometry instead?

>> No.417964

>>417963
That's what you would do to make a normal map in the first place, If you want a high poly asset for rendering you'd need to make it more advanced and actually go in there and model it.
Which is obviously something that lies beyond this posters expertise at this point in time.

>>417961
It's done using standard 'hard surface' modelling techniques, which is to be considered advanced tier modelling.

>> No.417965 [DELETED] 

Did a break from sculpting, little color test.

>> No.417966 [DELETED] 
File: 701 KB, 2266x1839, render1.jpg [View same] [iqdb] [saucenao] [google]
417966

Did a break from sculpting, little color test.

>> No.417967

>>417963
I don't even know what floating geometry is...
>>417964
Alright! Maybe a few hard surface modelling tutorials is in order

>> No.417968

>>417967
This polycount tutorial on occlusion baking has some examples of what floating geometry is
http://wiki.polycount.com/AmbientOcclusionMap

It's pieces of geo disconnected from your model that appears to be on the same plane as the rest of the surface once baked into a texture map,
while the example is on occlusion but it works much the same for baking normal maps. It's basically a trick for speeding up workflow when
making game assets where the high-poly is a throw away used only to generate the maps.

>> No.417975
File: 645 KB, 1133x2444, Fix'd roads.jpg [View same] [iqdb] [saucenao] [google]
417975

Fix'd the roads kinda. They have a smoother ramp now. And the seams don't appear in the gamplay.

>> No.417987

>>417975
I really like this piece, the previous renders reminds me a lot about 'ghost in the shell' because of the feel the filtering gives to the scene.
This clean render is highly reminiscent of gran turismo's special stage, which I must have driven thousands of times.

https://www.youtube.com/watch?v=UfSMnYHxtJ8

>> No.417993
File: 854 KB, 1920x902, Desert Cartoon 01.jpg [View same] [iqdb] [saucenao] [google]
417993

>>417987
Thanks. Here's another thing I'm working on btw. Recreating all my Max scenes inside Unity again.

This is a sand shader I made with shader forge, and the dunes are created in max. I swear when I figure out how to put a mobile car inside unity, the first thing I'll do is to ride in all these places.

>> No.417995
File: 781 KB, 1920x1080, fin.jpg [View same] [iqdb] [saucenao] [google]
417995

Learning mental-ray.

>> No.418008
File: 24 KB, 600x436, by.gif [View same] [iqdb] [saucenao] [google]
418008

just found out I can get blender software for free !!

I am trying to figure out the import / export file system so I can use work from other programs

Microsoft paint
Flash MX ( old as fuck! )
photoshop 3

trying to blend 3d and 2d to see what I can do

>> No.418027

>>417951
>>417944
Thanks anons.

>> No.418032

>>417993

Nice colors.

>> No.418057
File: 1.00 MB, 1920x2706, Desert Cartoon 01.jpg [View same] [iqdb] [saucenao] [google]
418057

>>418032
Thanks. Here's more.

>> No.418066

>>418057

is that world machine? the sand grains are way too huge.

>> No.418070

>>418066
Nope. Made the sand dunes in Max. Made the little dunes and the sand grains normalmap with after effects. All rendered realtime in Unity. But if the grains are smaller it just looks like noise and flickers.

>> No.418073

>>418070

not the wm anon then, gotcha.

weird that it flickers. have you played around with the mip maps and whatever else unity import offers?

would be a shame if this was the best possible result.

>> No.418075
File: 1.12 MB, 1920x1844, grains.jpg [View same] [iqdb] [saucenao] [google]
418075

>>418073
Well here's even more tiled sand grains. Yes I enabled mipmaps, and set the filter to Kaiser so it catches more details. It's just that when you make the tiles more dense, the mipmaps eat out all the far away sand detail.

Here's a before and after shot

>> No.418078

>>418075
looks better to me actually. still too big for my taste. you wouldn't see every grain far away in real life.

i was thinking the opposite, maybe disable the mipmaps. will make it much more rough but maybe that's what you need.

but youre listening to someone who has no idea, im figuring this out as i go. how does the bump map look? post that

>> No.418079
File: 271 KB, 512x512, Noise Buff.jpg [View same] [iqdb] [saucenao] [google]
418079

>>418078
this is the bumpmap which gets converted into the normalmap in unity. so it's pretty coarse

>> No.418082
File: 147 KB, 512x512, 1.jpg [View same] [iqdb] [saucenao] [google]
418082

>>418079

looks like what i expected, but im not sure if that's the issue. there's tons of neighboring pixels that have a similar darkness so you end up with these big clusters that shouldn't be there. try these two on.

1. random photoshop noise.

>> No.418083
File: 106 KB, 512x512, 2.jpg [View same] [iqdb] [saucenao] [google]
418083

>>418082

2. filter forge render

>> No.418084

>>418082
I actually started with pure noise like that one, but it was too uniform and noise-ish instead of grainy.

>> No.418085

>>418079
>>418082
>>418083
Look who just graduated from photoshop preschool

>> No.418086

>>418084

forget 1, try 2 then.
kinda curious how to make nice sand in unity now. cant be that hard.

>> No.418088
File: 803 KB, 1920x906, noise 2.jpg [View same] [iqdb] [saucenao] [google]
418088

>>418086
The noisemap you posted have seam issues.
My main problem is not the sand really. It's to get a giant map inside unity with handmade dunes. Just feel like it would cause a massive lag.

>> No.418090

>>418088

didnt seem to make much of a difference. aside from those hideous seams obv.

last thing i can think of is to increase the tiling of the map. but im sure you tried that too. thanks for entertaining me anyways.

i've had 2048x maps on a terrain without any lag, dont see an issue there. but you can always just try and see how that goes.

>> No.418125
File: 74 KB, 1280x720, SW629.jpg [View same] [iqdb] [saucenao] [google]
418125

More third person stuff, some details will be done in nDo since I can't be bothered to deal with floating geo.

>> No.418126
File: 113 KB, 1280x720, TP-Bison PP19.jpg [View same] [iqdb] [saucenao] [google]
418126

>>418125
112 28859986

>> No.418137
File: 63 KB, 981x590, Mudbox toast.jpg [View same] [iqdb] [saucenao] [google]
418137

patata little test on Mudbox. Huhu

>> No.418148

>>417964
>It's done using standard 'hard surface' modelling techniques, which is to be considered advanced tier modelling.
I can't seem to find any tutorial showing off this "trick" would you be so kind as to link me a video or explain how to do it? I feel rather stuck not knowing how to proceed..

>> No.418152

>>418148
It's not really a trick, just general hard surface modelling. Details like doors and panels are best handled with floating geometry.

>> No.418155

>>418088
might wanna see if this helps you on your quest.
not sure how it cooperates with shader forge though.
http://amplify.pt/unity/amplify-texture/

>> No.418157
File: 2.62 MB, 600x338, 1396389474903.gif [View same] [iqdb] [saucenao] [google]
418157

>> No.418159
File: 795 KB, 1440x810, untitled.png [View same] [iqdb] [saucenao] [google]
418159

Made a bookcase in Sketchup, exported to .obj, imported into Blender.
I'd like to make some procedural wood in Cycles, but it's just above me.

>> No.418175
File: 1.01 MB, 1920x1120, Mask.jpg [View same] [iqdb] [saucenao] [google]
418175

>> No.418176
File: 871 KB, 1920x2733, Desert Cartoon 01.jpg [View same] [iqdb] [saucenao] [google]
418176

>>418155
Wow, I forgot about this for some time thanks. Unfortunately this only helps with optimising texture data :\
Here's a sunset shot btw.

>> No.418183
File: 899 KB, 1920x1080, Rexpede.png [View same] [iqdb] [saucenao] [google]
418183

Should I add more legs?

>> No.418185
File: 135 KB, 1280x720, G36C.jpg [View same] [iqdb] [saucenao] [google]
418185

>> No.418187

>>418185
ref on that suppressor?

>> No.418189

>>418187
Google "KAC Quick Detach Suppressor"

>> No.418192

>>418189
huh, interesting. ty

>> No.418195
File: 439 KB, 1491x800, WKG.png [View same] [iqdb] [saucenao] [google]
418195

1156 tris.

>> No.418206

>>417961
edge loops and extrusions?

>> No.418208
File: 601 KB, 1410x710, xbowktm.jpg [View same] [iqdb] [saucenao] [google]
418208

Made the car base.

>> No.418212
File: 820 KB, 1920x1080, GEARS.jpg [View same] [iqdb] [saucenao] [google]
418212

>mfw can´t think of a way to make this look better and quicker to render
sadfrog.avi.gif.mov.jpg

>> No.418214
File: 1.77 MB, 350x335, 1390328024936.gif [View same] [iqdb] [saucenao] [google]
418214

>>418212
>look better
Make functioning gears.

>> No.418215

>>418212
>look better
>quicker to render

choose one. deffo needs a spec map thou, thats for sure

>> No.418220
File: 1.51 MB, 806x720, chair4.png [View same] [iqdb] [saucenao] [google]
418220

Newbie here please don't shoot me.
Trying to figure out how to use mental ray, so I made a chair of some sort.

>> No.418221
File: 76 KB, 480x270, engrena010002.jpg [View same] [iqdb] [saucenao] [google]
418221

>>418215
Ok, im pretty sure i don´t know what a deffo is (3ds max user here).

>> No.418222

>>418221
it obv means that you need a spec fo shizzle mah nizzle

>> No.418226

>>418183
add some useless small legs that don't even touch the ground

>> No.418240

>>418195
Could I see the UV mesh?

>> No.418241
File: 261 KB, 991x501, Zzz.png [View same] [iqdb] [saucenao] [google]
418241

>>418240

Sure.

>> No.418247
File: 2.60 MB, 1920x2718, Desert Cartoon 03.jpg [View same] [iqdb] [saucenao] [google]
418247

Few more shots

>> No.418248

>>418195
Good that you got a workflow worked out, but you should work on your modeling and texturing.

>> No.418251

>>418175
Very nice, is this based on the animation? Do you plan to do anything with it?

>> No.418262
File: 27 KB, 450x220, 1347635400_4977_mk6[1].jpg [View same] [iqdb] [saucenao] [google]
418262

>>418251
Thank you. Yes, it's from the Adventures of Mark Twain, you can easily find it on yt. I'm planning to do whole scene. Currently working on body.

>> No.418263

>>418247
how are you supposed to drive that thing on sand

>> No.418264

>>418263
very very carefully

>> No.418279

>>418212
Lower poly meshes with baked normal maps.

>> No.418284
File: 590 KB, 1812x920, 3ds max hair and fur.jpg [View same] [iqdb] [saucenao] [google]
418284

I'm trying to control hair using splines and the Recomb From Splines functionality of 3ds Max's Hair&Fur tool. Problem is the hair isn't following the splines. I suspect this has something to do with the geometry I'm using to grow hairs from. How do I solve this problem? I know for certain it's not the settings within the hair modifier.

>> No.418313

>>418263
It just looks like sand anon, my game takes place in a fictional universe where the evil intergalactic ruler, an alien named Zorg W Buzh,
has stranded you on a planet made out of concrete. Ontop of it he's allowed his minions to glue sheets of sandpaper.

At first this is a huge mystery so you must make this epic road trip, only there is no road, and drive from the equator to either of the poles of the planet to discover this,
because there the sheets don't fit and it all becomes revealed for what it is.
spoiler: (But it's really hard because the "desert" is so large players will run in circles forever unless they start navigating by the stars.)

>> No.418325
File: 302 KB, 528x562, rambo.png [View same] [iqdb] [saucenao] [google]
418325

Crits welcome

>> No.418333

>>417749
he looks exactly like a protoss. well, a badly sculpted one, but still.

>> No.418334
File: 128 KB, 1693x1057, mofo.png [View same] [iqdb] [saucenao] [google]
418334

started texturing this mofo

>> No.418335

>>417993
damn thats pretty. you're quite impressive anon, i like your creative side when it comes to these environments. The green city feels like something from the matrix, and this has lovely colours. Would be interested in seeing more work if you feel like posting.

oh, this is /3/, uh - it's shit.

>> No.418336

>>418247
is that a KTM Crossbow?

also make it a dune buggy or something. Think you could implement tire tracks and sand kicked up behind the wheels for driving? Would be a pretty sweet little driving sim.

>> No.418337

>>418333
>he looks exactly like a protoss.

not even almost. What makes you say that? the tarsal jointed biped leg?
Those are super common in creature designs and probably about as old as art itself.

I think it's a pretty good design looks like a typical werewolf type transformation, turned necro undead instead.
Perhaps not very high production value but a promising piece, if someone can make something that good
anatomically stylized, hollywood tier skills are within reach if you keep pushing yourself.

>> No.418338

>>418337
no, just the face, but then i continued down the face and it changed a lot so i take it back.

the end results looks nice but i thik the texture colours could do with a bit tweaking, they look a bit flat and over-saturated. Even with rendered lighting they look a little cartoony. If you look at zombies or monsters from modern games they look a lot more grey and mud-splattered.

However if the guy was going for a PS2-style model then it's very nice (i know that sounded like an insult but I honestly don't mean it like that, it's a nice model.)

>> No.418339

>>418338
*continued down the thread
apologies, i haven't slept in a while, brain isn't working.

>> No.418347

>>418125
>>418126
>>418185

stop trying to sculpt hard surfaces.

>> No.418351
File: 360 KB, 790x610, -.png [View same] [iqdb] [saucenao] [google]
418351

Quick model for fun.
The character is not my.
>>417995
Looks good.
Render time?

>> No.418356

>>418351
10 minutes or less.

>> No.418357

>>418351
btw, post side view. It looks flat.

>> No.418360
File: 656 KB, 1920x909, Cartoon Scene Unity.jpg [View same] [iqdb] [saucenao] [google]
418360

>>418335
Hey thanks ! Here's some cartoonish scene I've been working on. After all the lowpoly art threads we had here and there, I decided to make a actual lowpoly scene that the player can walk and navigate on. This one would look much better if it's more interactive and dynamic. All the post processing is done inside Unity btw, no shoops :>

>> No.418363
File: 58 KB, 540x553, SideView.png [View same] [iqdb] [saucenao] [google]
418363

>>418357
Lowpoly staff-thing are flat.

Less polys on bag and more on stuff.
And check other people's "cloaks" later.

>> No.418365

>>418347
>sculpt
I think you dont know what that word means, you should look it up.

>>418351
flat as a 12yo girl, work on proper roundness to the shapes

>> No.418367
File: 62 KB, 470x639, KTM-AX[1].jpg [View same] [iqdb] [saucenao] [google]
418367

>>418336
Wow, didn't assume people knew about KTM's. That was the KTM X-bow. KTM has a supersexy desert buggy version called AX. Should be much better if I just go with this one.

>> No.418373

>>418367
wow, yeah go with that. looks sexy as fuark.

also i am a disgusting pleb and i saw the KTM on top gear, that's where i knew about it, although i am a little bit into exotic cars. mostly how they look, i like making images of them, i've not driven any unfortunately.

>> No.418380

>>418360
Hey I have been making a game in this style recently and while I have the trees down I cannot seem to make the rocks look right. I usually just start with a subdivided cube and try to just sculpt with the vertices but it never come out looking quite like a rock. Do you have any tips? This looks really good.

>> No.418382
File: 80 KB, 1267x906, girl wip.jpg [View same] [iqdb] [saucenao] [google]
418382

Any advice on this? Feel like I'm doing some shit wrong.

>> No.418385

>>418367
shit dude, that's real? looks futuristic as fuck

>> No.418389
File: 539 KB, 1920x909, Cartoon Scene Unity 2.jpg [View same] [iqdb] [saucenao] [google]
418389

>>418380

I actually start with a low segmented geosphere, and move the verts around. That way everything will be made of triangles and have a blobby uniform structure.

Post the game you've been working on. I made a few additions in the scene, a little foliage never hurt anyone.

>> No.418390
File: 286 KB, 1600x1200, oboi_KTM_AX%20concept%202009_02[1].jpg [View same] [iqdb] [saucenao] [google]
418390

>>418385
I think it is. They are mostly conecptual and unknown but all vehicles of KTM has that futuristic vibe. I haven't seen a sexier buggy in my life.

>> No.418391

>>418390
damn, that's nice

>> No.418393

>>418382

Too long limbs, too manly nose.

>> No.418394

>>418390
God damn I want that thing so bad.

>> No.418395

>>418393
Both Limbs? Arms and legs?

>> No.418422
File: 1.67 MB, 697x518, Zzz.gif [View same] [iqdb] [saucenao] [google]
418422

>> No.418440

>>418422
am i supposed to be giggling?

>> No.418448

>>418422
I can almost hear it
"Work 'dat ass baby"
"Just gotta walk off 'dat limp boy 'joo be okay"
"This club ain't for poor rusty ass nuggahs like you, go on, git"

>> No.418449

>>418220
The upholstery needs more work, especially where the cloth material meets the edges of the chair frame. Some leather-like specular wouldn't hurt either.

>> No.418452
File: 146 KB, 1499x697, dunjinwalls.jpg [View same] [iqdb] [saucenao] [google]
418452

Trying to make a tileable dungeon set while I procrastinate doing any actual classwork. Just trying to find a method for creating seamless 3D tiles that works.

>> No.418454

>>418452
>seamless 3D tiles
You mean like placing them next to each other? Geometry instancing like this is a well researched technique

>> No.418455

>>418454
Making something that a procedural world generator will be able to piece together without creating noticeable seams in the geometry/texture.

>> No.418456

>>418455
Again... something tileable. This is nothing new lol, it's Game Modeling 101.

>> No.418457

>>418456
Gimme resources then, all my googling has brought up is tutorials for tiling 2D textures.

>> No.418461

>>418457
With physical geometry, it's even easier, just match up the fucking edges m8. Hell, you've even got fucking dividers on your tiles that make it dead simple.

>> No.418462

>>418461
Oh, I knew that. The only thing I'm actually worried about is matching up seamless textures in cases where the UV map doesn't make a perfect square and making visual variation on tiles in certain tilesets where I won't be able to use cop-outs like dividers - ie. caves and such.

>> No.418481
File: 131 KB, 676x618, top_lel.jpg [View same] [iqdb] [saucenao] [google]
418481

Hard work today ! I try the 3dsmax viewport canvas

>> No.418487

>>418422
i laughed way to hard at this...

>> No.418489
File: 9 KB, 191x263, 1363476036266.jpg [View same] [iqdb] [saucenao] [google]
418489

>>418422
Gold.

>> No.418496
File: 561 KB, 930x701, epicsimplyepic.webm [View same] [iqdb] [saucenao] [google]
418496

>lock down all movement and rotation
>it moves anyways when I apply the scale :)

don't you just love it when your software breaks its own rules?

>> No.418497

>>418496
if that were max i'd tell you xform

>> No.418498

>>418365
ok, stop using zbrush to try and make hard surface modeling easier.

should have said stop using sculpting programs to hard surface.

>> No.418501
File: 1.18 MB, 1920x1279, MS1.jpg [View same] [iqdb] [saucenao] [google]
418501

Have to add some details (upper armor, left hand), but more or less he's sculpted (if I won't notice something later). No maps applied. Thoughts?

>> No.418502
File: 206 KB, 1511x1054, progress.png [View same] [iqdb] [saucenao] [google]
418502

made some progress, far from finished though

>> No.418503

>>418501
the bottom part of him looks "smeared" out, the shapes disappear a bit.
but i'm loving the design

>> No.418504

>>418501
how are you going to animate the face changing?

>> No.418506

>>418503
It seems I missed some places without alpha. Will have to fix this.

>>418504
I wasn't going to animate this at all. On the other hand, originally I wanted to make only mask, now doing whole scene so maybe later I will give a try with animation. For now I have his angry mask, working on calm and death variant. I don't now shit about animation.

>> No.418508

>>418506
I thought I saw you say you were going to animate the whole scene.
Are two people making this?

>> No.418511

>>418508
No man, only me. I said somewhere earlier it was based on animation, so maybe that's why.

>> No.418671
File: 237 KB, 1511x1058, progress2.png [View same] [iqdb] [saucenao] [google]
418671

thread going slowly so i might as well post progress on my shitty sword texture!

>> No.418678
File: 832 KB, 1920x1111, Islandwip.jpg [View same] [iqdb] [saucenao] [google]
418678

Making flora in progress.

>> No.418681
File: 403 KB, 1511x1058, Untitled-1 copy.jpg [View same] [iqdb] [saucenao] [google]
418681

>>418671
Next time make forms more dynamic. This sword could use some wider blade.

>> No.418730

>>418347
>sculpt

What? Don't use words you don't know the meaning of.

>> No.418731
File: 487 KB, 2037x843, g36.png [View same] [iqdb] [saucenao] [google]
418731

>>418730
Wait, ok..
>>418498
So you're just an idiot, and think they're sculpted for some inane reason. Nope.

>> No.418737
File: 631 KB, 1920x1080, Pokebal_Render1.jpg [View same] [iqdb] [saucenao] [google]
418737

An old project of mine I recently started touching up. Had a lot of fun imagining the inner workings of this.

I'd apply some smoothing, but my laptop would catch on fire.

>> No.418738

>>418737
> 2014
> pokemons

how old are you manchild ?

>> No.418741

>>418175
http://youtu.be/Puph1hejMQE

>> No.418742

>>418506
Naah, imo the way it is with the fucky alpha and the sorta stone texture makes it look OG af. Like, terracotta soldier tier breh.

>> No.418768

>>418737
Very cool.
I like that you added detail without resorting to greebles

>> No.418773

>>418768
Actually those are greebles, the term really refer to nonsensical details you slap on to make a surface more visually interesting.
It was first coined by ILM back in 1977 doing kit bashing for the original star wars flick.

>> No.418775
File: 297 KB, 2208x868, fullbodyscan_f02p01_08 (1).jpg [View same] [iqdb] [saucenao] [google]
418775

>>418382
use ref pics

>> No.418776
File: 315 KB, 1780x1000, 1360803795599.jpg [View same] [iqdb] [saucenao] [google]
418776

>>418775
>>418382
and another that might help you

>> No.418777

>>418501
>>418503
I like how the detail get cut off at the bottom
Gives some more organic realistic feeling to it, like it was cut out of foam and the or the mold was fucked. leave it

>> No.418778

>>418768
>greebles
Why do you use this word as something negative ?
Its used to describe process of making things look more interesting and helping visualize the supposed scale of the object, it dosnt mean pointless detail.

>> No.418788

>>418738
Pokemon is part of geek/nerd culture, it's not just for kids.

>> No.418789

>>418788
I think any self-identifying geek/nerd would agree that a manchild label is quite warranted.

>> No.418791

>>418788
a big percentage of geek/nerd stuff is primarily dedicated to children.

>> No.418795

>>418791
>a big percentage of geek/nerd stuff is primarily dedicated to children.
This sentence makes no sense at all.

>> No.418794

https://www.youtube.com/watch?v=cfz--wkuFEk&list=UUYesxOjtj3vtIru94gfuzzA

animation of a warped wall jump

>> No.418796

>>418794
at around 1 s he is literally at 90degree angle and floats in horizontal way and still menages to jump up ? He would ether flip around or fall to his back
Anyway is this supposed to be realistic or cartoonish ? looks a bit like an awkward mix of both.

>> No.418797

>>418795
geeks like pokemons, animes, ridiculous sci-fi crap, lazorbeam dragon dildos and mlp. which are mostly intended for below 12 age audience.

>> No.418798

>>418797
Thats a crazy generalization, some do, but its a small % of people.
Also the word geek has a pretty abstract meaning to begin with.

>dragon dildos
>for kids below 12

Do you even read the shit you are about to post ?

>> No.418799

>>418798
> that desperate autism denial
> confirmed for manchild
wow. so you actually thought I stated that children use dragon dildo products. You're a special one sloick.

>> No.418800

>>418798
Building dragon penises isn't really a sign of mental adulthood slocik,
I remember how me and my childhood friends used to sneak out back in the 80's at winter to build penises onto every kids snowman in the cover of darkness.
We we're perhaps 10 years old, facination with imagry of massive genitals is a phase many of us go trough at some point in our lives.

Not saying dragon cocks are just for kids, just saying you need nothing more than the mind of a child to appreciate a dragon cock.

>> No.418802

>>418798
I nominate you the new resident retard of /3/

>> No.418803

>>418799
Well to be fair to slocik you explicitly went on record stating that dragon dildos and my little ponies was mostly intended for people below the age of 12.

>> No.418804

>>418803
mlp is for children and autistic individuals. dragon dildos are kind of a grey area.

>> No.418807
File: 359 KB, 960x1555, untitled.png [View same] [iqdb] [saucenao] [google]
418807

gon make some r34

>> No.418809
File: 859 KB, 2016x888, Frozen Faces.jpg [View same] [iqdb] [saucenao] [google]
418809

>>418807
fix the goddayum face

>> No.418810
File: 23 KB, 500x377, 1325286444871.jpg [View same] [iqdb] [saucenao] [google]
418810

>>418807
>gon make some r34

>> No.418811
File: 42 KB, 801x827, The_Penguin.jpg [View same] [iqdb] [saucenao] [google]
418811

Hey /3/ first time post first time working with mudbox but what do you think? its the penguin from batman. I plan on adding in eyeballs, a top hat, a monocle and a cigarette pipe thingy

any pro tips would be helpful

>> No.418812
File: 23 KB, 320x400, PenguinS[1].jpg [View same] [iqdb] [saucenao] [google]
418812

>>418811
First of all, which Penguin from which Batman? Post reference. Are you aiming for realism or want to make him more cartoonish? For now, ears, mouth and especially eyes are painful to watch. Also, he has no neck and (if we are talking about Danny de Vito) head shape is totally different.

>> No.418813
File: 61 KB, 631x335, despicable-me[1].jpg [View same] [iqdb] [saucenao] [google]
418813

>>418811

>> No.418814
File: 570 KB, 960x1555, untitled1.png [View same] [iqdb] [saucenao] [google]
418814

>>418809
fuck. this is fucking harder than I thought. never modeled from reference before just kinda made things up.

advice in general?

>> No.418815

>>418814
Don't work too long on one thing, because you won't be able to notice shit.

>> No.418816
File: 109 KB, 575x484, content_penguin-blog-3.jpg [View same] [iqdb] [saucenao] [google]
418816

>>418812

I started from this drawing and then started to get off track because i'm a bad person.

I don't think this will get anywhere its just practise at the moment

>> No.418818
File: 413 KB, 960x540, untitled1.png [View same] [iqdb] [saucenao] [google]
418818

>dat dof

>> No.418819
File: 198 KB, 801x827, Penguin.jpg [View same] [iqdb] [saucenao] [google]
418819

>>418816
Figure out what's wrong.

>> No.418827

>>418799
>wow. so you actually thought I stated that children use dragon dildo products.
No, i thought you are too stupid/disconected form reality to create even a single sentence that makes sense, and seeing lack of any retort to my post other than a childish insult i guess i was right.
>>418800
>Building dragon penises isn't really a sign of mental adulthood slocik,
But using sex toys designed for adults is, not to mention that you have to buy them ether personally in a sex shop or have a credit card and buy them online.
Sure you could get someone to throw some $ at your paypal and use that, but i seriously doubt a child of age <12 would do that.
Bottom line, those sex toys are designed for adults.

>you need nothing more than the mind of a child to appreciate a dragon cock.
You need some kind of maturity to be secure with your sexuality enough to use specialized toys to pleasure yourself.

>>418802
stop samefagging

>> No.418828

>>418807
face isnt there
>>418811
where jaw ends the ears are
overall lackluster anatomy, use ref pics pls, pinguin is jsut a guy with long nose,
>>418814
watch thsi whole series
http://www.zbrushworkshops.com/lessons/how-to-design-appealing-characters-part-4

>> No.418829

>>418819
its a jew

>> No.418831

>>418802
He definitely is.

>> No.418832
File: 624 KB, 1140x675, 54325432.png [View same] [iqdb] [saucenao] [google]
418832

Any thoughts? I'm still learning ZBrush, this is the first thing I actually put some effort into.

My main concern is the hair, and some sculpting techniques if you guys have any you wanna share. I am aware the eyebrows are out of this world and the head shape is a little off, everything else is intentional but if you have any comments I'm all ears.

>> No.418835

I made a Blender animation. The main character-guy took me a long time to make, it's been the bulk of my learning how to get good at Blender, but now that there are things that I know now that I didn't know when I first started making him, I want to remake the character after this and I feel I could make him much better. I was able to slap together the beach scene in like 10 minutes. The way I lip-synced I just sorta talked back the lines as I was hastily keyframing it and then I recorded the audio afterwards.

I really like the Freestyle effect, it's that effect you see with the black outlines, but I hate how inconsistent it can be. I need to figure out if there's a way to make the Freestyle lines always appear in the places I want it to.

I have lots of ideas for 3D cartoons and I think I can do better after this. Be nice ;_;

https://www.youtube.com/watch?v=pAWVDNtNOH0

>> No.418837

>>418835
Experts say that this is one of the best animations that can be done with blender's capabilities. The developers agree that this masterpiece truly states what blender it all about and they are proud of the artist.

>> No.418839

>>418835
Ah yes, the classic "I want to yell but I don't want my family to hear me yelling" loud whisper
I know it all to well

>> No.418841

>>418839

It was more like when I tried yelling it was poppy and bad on a crappy microphone

>> No.418842

>>418832
https://www.youtube.com/watch?v=cjrNOULABjA

>> No.418847

>>418731
that is some nice fuckin topology man

>> No.418851

>>418681
I agree! I make the swords fast so I can focus on the texturing part of it

>> No.418869

>>418827
Wait, what? are those dragon cocks on mail order or something? I thought it was just a sketch.

>> No.418871
File: 130 KB, 800x856, image.jpg [View same] [iqdb] [saucenao] [google]
418871

>>418814
Looks perfect to me

>> No.418872

>>418776
should you really be using references that are obviously flawed (back). Seems like bad practice.

>> No.418874

>>418872
You should take LOTS of photo references to improve.

>> No.418878 [DELETED] 
File: 618 KB, 1920x1080, shader.jpg [View same] [iqdb] [saucenao] [google]
418878

This is beta plasticine shader I did for Mysterious Stranger. It took me awhile since it's my first one. Tips?

>> No.418879

>>418871
>>418814
Does anyone even see a difference between these two? If you do, your just nit picking and youll be a noob forever

>> No.418880
File: 310 KB, 1280x720, shader.jpg [View same] [iqdb] [saucenao] [google]
418880

This is beta plasticine shader I did for Mysterious Stranger. It took me awhile since it's my first one. Tips?

>> No.418890
File: 319 KB, 960x1555, untitled2.png [View same] [iqdb] [saucenao] [google]
418890

>>418814
some progress?

maybe I should actually start reading some Lumis.

>> No.418891

>>418890
Looking better already. With some soft lighting and SSS, it's gonna look much closer to her.

Btw can you rig the face ?

>> No.418893
File: 263 KB, 960x1555, untitled3.png [View same] [iqdb] [saucenao] [google]
418893

>>418828
this is very helpful. thanks.
>MOAR?

>>418891
Thanks. I was planning to just use shapekeys since I wasn't going to animate her a whole lot.

Some angles still look off tho.

>> No.418903
File: 364 KB, 1522x603, Annafix.jpg [View same] [iqdb] [saucenao] [google]
418903

>>418893

Well, for starters if I were you, I would download 1080p Frozen and take screenshots of Anna from the profile, from 45 degrees a and front to make an ortographic projection. That would help you much more with getting the proportions right. For the current model :

1 ) Tip of the nose should be sharper and the bridge should be perfectly smooth
2 ) There should be more space for the eyelid before the cheek starts
3 ) The mouth and lips are a little more bigger and upfront. You embedded them a little inside the face.
4 ) The jaw looks too pronounced, but that may look like that because of the lighting

Not bad so far tho.

>> No.418924

>>418506
>maybe later I will give a try with animation
not with that mesh lel

>> No.418925

>>418325
Is that John Rambo?

>> No.418946

>>418903
You will never be able to reproduce the skin, sorry.

>> No.418955
File: 530 KB, 1152x933, untitled4.png [View same] [iqdb] [saucenao] [google]
418955

>>418903
fixed what you mentioned, tweaked the cheeks a lot, they're so hard to get right.
>implying they're right

>>418946
yeah, I saw the frozen skin thread a while ago and wouldn't dare try. Just the modeling part is overwhelming enough.

>> No.418967
File: 2.32 MB, 720x368, m249-2.webm [View same] [iqdb] [saucenao] [google]
418967

Been learning how to develop and animate for Arma 3 for the past 3-4 months.

Critique? What are F-Curves exactly? I can manipulate them, but how do I use them to my advantage? What do they do for you?

>> No.418973
File: 149 KB, 1458x1057, hardsurface.png [View same] [iqdb] [saucenao] [google]
418973

attempt at the first weeks hard surface modelling challenge on polycount.
not smoothed yet though

>> No.418975 [DELETED] 
File: 143 KB, 950x602, 1397414619223.png [View same] [iqdb] [saucenao] [google]
418975

Front

>> No.418992

>>418967
Curves in animation are generally useful for acceleration or how exactly you approach your next keyframe from your previous key. They're super useful and acceleration and deceleration anims as well as loops. Adding in slight variations in the curves is also a really useful way to get overlapping action without keying every goddamn frame.

>> No.418993
File: 186 KB, 1582x874, progress.jpg [View same] [iqdb] [saucenao] [google]
418993

I'm not sure if anyone remembers that bunny I posted before. But I'm just going to update on my progress with that project.

I'm still in school going for a 2 years bachelors in computer animation, so it's definitely not that great.

>> No.418995
File: 283 KB, 2048x1536, bunnybuns.jpg [View same] [iqdb] [saucenao] [google]
418995

>>418993
That shot takes place in the glove box on the nightstand of this shot

>> No.418996
File: 153 KB, 383x679, qT2Xp1T.png [View same] [iqdb] [saucenao] [google]
418996

>>418995
and that character is this guy, normally wearing his gloves that he puts away in the box which has it's own little self-contained glove universe.

(still have to work on the lighting inside the rabbit hole)

>> No.418997
File: 18 KB, 520x739, rd91hD7.jpg [View same] [iqdb] [saucenao] [google]
418997

>>418996
and here's that same character being faggy.

Anyway, /3/ has really helped me tremendously in getting to the point that I'm at, and I just felt it'd be appropriate to come back with an update after several months of working on this animation since the last time I posted my shit and got absolutely ripped apart

>> No.418999
File: 319 KB, 892x513, caf18aab939a51196eb2401ed4f2b3f3.png [View same] [iqdb] [saucenao] [google]
418999

How do you guys handle texturing?
Can you point me some good tutorials on how to do it and some nice tips so I can improve?
I'll get better with proportions but for now I can't grasp a good method on how to do light fresh cut beards and eyebrows as you can see by the image

>> No.419001

>>418159
Procedural wood is super difficult. Just use photos or paint it.

>> No.419090

>>418678
I love you for doing this.

>> No.419152

>>418678
yo are you redoing the entire thing?
That would be a great project

>> No.419154

>>418925
yse

>> No.419178

>>418422
he totally looks like he shat his pants

>> No.419183
File: 45 KB, 1068x732, ss (2014-04-14 at 03.36.15).png [View same] [iqdb] [saucenao] [google]
419183

So for clothing do most people texture it or is it its own layer?

>> No.419185

>>419183
Do whichever's more appropriate for your use case.

>> No.419204

>>419183
On that character it would be too obvious. You need to model the shirt separately and possibly use some cloth physics.

>> No.419224

>>419183
Depends on limitations in general, but in this case Mechazawa's uniform hangs off him, so you should model it. It's a simple shape anyway

>> No.419225

>>419224
I should add that you could get away with his red shirt as a texture on his body, but a modeled uniform is a must.

>> No.419226
File: 854 KB, 1800x900, mechaswagger.jpg [View same] [iqdb] [saucenao] [google]
419226

>> No.419240

>>419224
I was looking in to ncloth but when i make it the stanard meter size instead of centimeter the cloth drops at a really slow rate as if the gravity has been set to the moon or some shit.

Anything I should be adjusting for larger cloth size? In the tutorial theirs drops right away...

>> No.419296
File: 200 KB, 1645x1057, edge copy.png [View same] [iqdb] [saucenao] [google]
419296

can't figure out where to put a holding edge to make this edge be square

>> No.419297

>>419296
its the lines on the corners.

>> No.419303
File: 230 KB, 1645x1057, 1397590887879dada.png [View same] [iqdb] [saucenao] [google]
419303

>>419296
Come on man, basics of box modeling
Divide the outside cylinder by 2 and you have twice the edges to work with and keep the clean topology.

>> No.419304
File: 236 KB, 1645x1057, 1397590887879da.png [View same] [iqdb] [saucenao] [google]
419304

>>419296
or since you are already using triangles, slap in there a loop a

>> No.419305
File: 801 KB, 1600x900, Screenshot (12).png [View same] [iqdb] [saucenao] [google]
419305

>> No.419306
File: 23 KB, 403x545, 222.jpg [View same] [iqdb] [saucenao] [google]
419306

Damn posted this in the other thread. Currently working on this /3/

>> No.419353

>>418967

>gun floating in shadow
>timing of the piece needs to be faster that fist slamming on the gun is unconvincing
>Don't just make the ammo disappear you can see it clearly
>animate movement in the gun while he takes the ammo out its a bit static there
>hands and arms follow arcs fix this when he is taking the (invisible) ammo away
>make sure the hand that cranks the gun is parented or something so it doesn't slide next to the gun crank (such technical terms)

>> No.419355
File: 396 KB, 1280x720, security2.jpg [View same] [iqdb] [saucenao] [google]
419355

bleh

>> No.419360

>>419355
it's shit, but i like it

>> No.419362
File: 902 KB, 374x227, Kim-Booty.gif [View same] [iqdb] [saucenao] [google]
419362

>>419353
..but what about the ass crank?

>> No.419395
File: 287 KB, 480x720, hd.png [View same] [iqdb] [saucenao] [google]
419395

>>418351

>> No.419396
File: 193 KB, 1280x260, hdt.png [View same] [iqdb] [saucenao] [google]
419396

>> No.419437

>>418946
SSS isn't hard.

>> No.419476
File: 711 KB, 1920x1080, Merkava_Render5.jpg [View same] [iqdb] [saucenao] [google]
419476

First attempt at a vehicle

>> No.419479

>>419306
What the fuck

>> No.419483

>>419395
You got the Unwrap for that that i could take a look at? I'm trying to better myself in unwrapping and seeing someone else's may help me see what i'm doing wrong

>> No.419485

>>418851
texturing is fun, kids.
but srs i really am starting to like painting my own textures, particularly is a similar style to how you're going about it.

>> No.419487

>>419183
Any progress on Mechazawa?

>> No.419488

>>419487
Yup, im actually running through a full tutorial on ncloth right now. Gonna Try and make a shirt once I get it down.

>> No.419489

>>419488
Good speed, mate.

>> No.419492
File: 630 KB, 1750x1241, 1397732855545.jpg [View same] [iqdb] [saucenao] [google]
419492

>>417634

>> No.419503

>>418776
The fuck is wrong with her back?

>> No.419508

>>419492
>no thongs

>> No.419516

https://www.youtube.com/watch?v=O-GPqENRlCQ&list=UUaJnVge-edrXgF99ubuuEEA

Here's a turntable I did of a model I've been working on.

>> No.419517
File: 230 KB, 512x512, -.png [View same] [iqdb] [saucenao] [google]
419517

>>419483
UV is kinda crap. Just auto unwrap with tonns of wasted space.

>> No.419554

>>419485
it's a lot of fun, but hard!
do you have anything you want to share?

>> No.419560
File: 279 KB, 2400x1190, MystStranger_web.jpg [View same] [iqdb] [saucenao] [google]
419560

>>419090
>>419152
Thanks. I was changing hardware (with problems along the way), so I had make a little break. Getting back to modeling now. This is finished Satan with colours.

I'm going to make floating island, but without kids for now.

>> No.419561
File: 2.12 MB, 1232x1400, Anna and Elsa.jpg [View same] [iqdb] [saucenao] [google]
419561

>>418955
Its looking great! although it might just be the expression I feel the mouth should be a little bit wider and the lower lip slightly thinner.
Other than that I look forward to seeing the finished product.

>> No.419566
File: 37 KB, 673x639, 2eaba2be2ba4bf1c463a078928a52f61.jpg [View same] [iqdb] [saucenao] [google]
419566

>>419560
Cool material, looks such real, except that real plasticine, always with some trash.

Dudes, I am close to export my model from blender to zBrush. How I can export it all, that way, so all the parts became subtools? Is here another way, except exporting all parts one by one.

I guess it's stupid way, firstly, modeling high-poly in blender and then move it to zbrush, for adding some details, and then move it back some where else to make retopology. But right now its looks normal for me, cuz i have only low laptop and not know much zbrush. lol.

Sorry for my bad english. My chan are down.

>> No.419568

>>419560
looking great! just out of curiosity, how long does it take for you to render that image?

>> No.419579

>>419566
Never used Blender, but I guess you could export it as one with one poly group for each object and split it in Zbrush to subtools.

>>419568
Thanks. Well, I usually render 5000x2813 - 5 minutes one shot. For last pic I rendered 10000x5k-something (just out of curiosity) and this took about 30 min for one. Combined all 3 shots in PS and re-sized to 2400xsomething for posting.

5000x2813 is completely enough though.

>> No.419586

>>419395
still seems rather flat
>>419560
Bake some subtle cavity map in zbrush into the texture, unless you have no uvs on that thing, will make the forms pop out a bit more.

>>419566
make separate random uv island for each part, export, go into
tool>polygroups>auto groups with uvs

now tool>subtools>split>group split

>> No.419591

>>419492
die in a fire

>> No.419610
File: 182 KB, 908x640, Wooden Stairs.jpg [View same] [iqdb] [saucenao] [google]
419610

Made this lowpoly wooden stairs for muh summer resort scene

>> No.419636

>>419610
try to add a bit more grain. I think it would look better. (or tone down the deformation. it looks quite extreme imo)

>> No.419639

>>419610
what software is that?

>> No.419640

>>419639
unity

>> No.419641

>>419640
thanks

>> No.419652
File: 40 KB, 502x686, ss (2014-04-18 at 06.56.24).jpg [View same] [iqdb] [saucenao] [google]
419652

Got my n cloth attached but what is the best way to put some tiny wrinkles in the t shirt?

When I play in the timeline it doesnt really create any. I tried some wind but it didnt work.

>> No.419656

>>419652
A bump map or a normal map could work if you know how one works. They're pretty easy to figure out if you look them up.

Cool Mechazawa btw

>> No.419668
File: 1.65 MB, 1920x1814, Stairender.jpg [View same] [iqdb] [saucenao] [google]
419668

>>419636
I'm not sure. The texture and heavy lighting already eats up all the normal detail.
>>419639
Unity indeed

>> No.419670

>>419668
Unitys standard shaders handles normals very poorly, one need to rewrite them if you want real depth to occur.

>> No.419673
File: 775 KB, 1920x1080, RexColorScheme2.png [View same] [iqdb] [saucenao] [google]
419673

I dont know where to go with the texture. I just hit a dead end when trying to make this thing look "fierce".

>> No.419674

>>419560
This shit looks great man. Holy shit, that's good.

>> No.419679

>>419673
did you just get the t-rex model from softimage or something?

>> No.419680

>>419673
Give it character, man. Scars, missing scales, it looks plastique right now.

>> No.419682

>>419673
>sss
>on a creature this big

The sss effect in skin is half a thumb thick at best, on a dino as big as a house you would never see it, so drop that for starters.

>> No.419683
File: 385 KB, 940x795, -.png [View same] [iqdb] [saucenao] [google]
419683

Another one pixiv-animu-robo-girl.

>> No.419692
File: 906 KB, 720x368, m249blend.webm [View same] [iqdb] [saucenao] [google]
419692

>>419353
>gun floating in shadow
You mean the shadow of the player cast onto the gun?
>don't just make the ammo disappear
Arma weapons can't be rigged. The only thing that is rigged is the player model and the master weapon bone. Everything else has to be animated via a config file that works more like an excel spread sheet.
As for the bolt "gun crank" matricie I need to speed it up.


Here's a newer one.

>> No.419695

>>419692
terrible,m no weight to it, the gun just floats there isnt heald by the hand, slow and clunky hand moment
try getting your hands on a real big gun and try holding it straight in one hand, good luck

>> No.419696

>>419695
give an example of an m249 reload that feels heavy

I've looked at all modern shooters and they don't have the guy "quiver". I've also watch many military videos where they are reloading while standing, they don't quiver around either.

>> No.419697

>>419696
what you will see in modern games is usually a heavy lift up of the gun and shift of the weight to the shoulder rather than the forearm, this is the only way you can hold a big gun one handed

still, point stands, "it looks just as bad elsewhere" wont make it look or feel better.
Maybe instead of games for reference find videos of real guns getting realoaded ?

also modern shooter have small fov, so you dont see much often.

>> No.419699
File: 230 KB, 2078x453, Masks.jpg [View same] [iqdb] [saucenao] [google]
419699

>>419674
Thanks. Here's little bonus,

>> No.419708

>>419679
I made it from scratch

>>419680
Scars and missing scales. Roger roger.

>>419682
What is sss? I'll drop it as soon as I figure out what it is.

>> No.419709

>>419708
SSS - Sub-Surface scattering.
It basically approximates what happens when light hits materials that are not completely solid such as skin. As the other guy pointed out its not really necessary on a large scale.

>> No.419710

>>419656
Ty,

I would like to rig him and have real cloth dynamics. From the tutorials I checked out they tell you all about transform constraints and such but they only used a flag as an example.

I really just want to run a few frames to get those wrinkles in rather than modeling it myself but Im not sure how to hold up the shirt because it jsut drops all crazy like.

>> No.419730

>>419560
Lets make this clear.
I never lurk /3/, i don't know shit about 3d or design or anything.
I misclicked and got in this thread.

Now that i made my excuses: that piece looks awesome. I have no idea what im looking at, or if its well made acording to /3/ experts but i love it.

Also, the skull mask was very cool too.
Now i bid you farewell, i'll return to the piss ocean of /b/.

>> No.419737
File: 26 KB, 640x391, 640px-The_Dolls[1].jpg [View same] [iqdb] [saucenao] [google]
419737

>>419699
I don't like the concept, but I like the masks. Reminded me these guys from cabin in the woods.

>> No.419738

>>419737
it reminds you of a generic face mask?

>> No.419982

Bump Limit Reached.
New Thread: >>419980

>> No.421050

>>417788
>positions never seize to baffle me

cease

>> No.421466

>>418334
...That sword would be so physically fragile.