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/3/ - 3DCG


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File: 255 KB, 1355x793, gw02.jpg [View same] [iqdb] [saucenao] [google]
425720 No.425720 [Reply] [Original]

wip thread
less talking more working edition.

>> No.425721
File: 53 KB, 1081x531, stun_wip.png [View same] [iqdb] [saucenao] [google]
425721

>>425720
Working on a stun gun of sorts. As you can see the vertices in the back somehow got messed up and I have to redo that.

>> No.425736
File: 190 KB, 944x478, holes.png [View same] [iqdb] [saucenao] [google]
425736

/3/ I am haeving proeblems

How would I go about creating holes or indentations on a rounded surface?

>> No.425737
File: 99 KB, 1400x646, Derp001.jpg [View same] [iqdb] [saucenao] [google]
425737

>> No.425739
File: 1.49 MB, 1574x1332, makarfinal.png [View same] [iqdb] [saucenao] [google]
425739

I love windwaker, so I made this yesterday. C&C is welcome. Should I animate it? Should I give him a normal map?

>> No.425740

>>425739
Animate it, but please do not give him a normal map.
Looks solid as is. If you wanted more depth do it in the diffuse

>> No.425741
File: 24 KB, 60x95, 1395722334272.gif [View same] [iqdb] [saucenao] [google]
425741

>>425736
- Make it out flat then use a bend modifier
- Boolean then clean up
- Make it a reasonable resolution then cut and move some vertices around

>> No.425746
File: 47 KB, 789x682, holes.jpg [View same] [iqdb] [saucenao] [google]
425746

>>425736
Like this

>> No.425747
File: 674 KB, 1622x1497, holes2.jpg [View same] [iqdb] [saucenao] [google]
425747

>>425736
Actually like this is may be better, a bit like this anon said >>425741

>> No.425764
File: 632 KB, 1920x1080, Tronrace 02.jpg [View same] [iqdb] [saucenao] [google]
425764

Extending this map

>> No.425771

>>425739
Animate yes, normal map no

I'd also get rid of the specular and maybe even add toon shading. The specular kinda breaks the cartoon feel

>> No.425774

>>425764
UE4 ?

>> No.425779

>>425737
Stylish but you need to randomize those trees a bit man. Randomly scale each a tad and throw some fucking bend on there bro.

>> No.425781

>>425739
Looks neato so far, Though I'd say the leaf has at least twice the polycount it needs.

>> No.425790
File: 240 KB, 1649x1414, wut.jpg [View same] [iqdb] [saucenao] [google]
425790

Something i'm working on out of work and school.

>> No.425791

>>425790
Bad.

>> No.425792

>>425790
Pretty neato man. More shots?

>> No.425793
File: 363 KB, 3689x1530, 4Ddude0.jpg [View same] [iqdb] [saucenao] [google]
425793

>>425791
Thanks

>>425792
Sure thing, dude

>> No.425795

>>425793
I really dig this! Do you have any speedsculpt videos by any chance?

>> No.425796

>>425793
Looks cool overall, I'd like to see more functional strapping on him though, like some stuff to hold those totems in place.

I give it a bretty great out of 10, keen to see more progress as you go.

>> No.425799

>>425795
Thanks, dude!
I actually don't, but I'm a huge fan of FunkyBinnies channel, on youtube.
I highly recommend it, and hope to achieve it someday.
http://www.youtube.com/watch?v=W-7psbsSWJk

>>425796
Thanks, dude!
Do you happen to have some strapping suggestions? I want to make it look cool and functional, i'm still learning how, though.

>> No.425800

>>425799
I'll do a quick paintover with suggestions. give me 5.

>> No.425801
File: 1.20 MB, 320x180, IM SO EXCITED.gif [View same] [iqdb] [saucenao] [google]
425801

>>425800
You're awesome.

>> No.425802
File: 451 KB, 2537x1251, straps basic.jpg [View same] [iqdb] [saucenao] [google]
425802

>>425800
>>425799
>>425801

really straight forward suggestion, just have some extra straps attached to likely points.

There's a few other things, like the pattern in his bandolier, if I were you I'd pinch up that sawtooth groove and even add little stiches to it to really make the detail pop. It's extra mile shit like that that will make it really be insane.

>> No.425803
File: 198 KB, 1680x886, OffsetProblem.png [View same] [iqdb] [saucenao] [google]
425803

>>425721
After redoing the cylindrical base, I've run into an extruding problem. Can anyone tell me why these faces aren't being offset together?

>> No.425804

>>425803
Nevermind.

>> No.425805

>>425802
Great ideas, bro!
Thank you a lot for that.

>> No.425806

>>425805
Was literally no big deal. Look forward to progress.

>> No.425811

>>425781

thanks, and yeah you are probably right with that. And it had even more polys before, I guess I should reduce it a again.

Btw, I have a question. Is it possible (in Maya) to extude a face while preserving the UV`s? I know that I can move components while doing that but I haven´t seen an option for that in the extrude tool :I

Thanks a lot

>> No.425812

>>425799
>>425800
>>425802
>>425805
>>425806
I fucking love this side of /3/

>> No.425817

>>425771

Ok, I think I will animate it since I need practice with skinning a mesh. I always struggle with that...

I originally intended to give the figure more of a "trophy" feel, likee the figurines in Windwaker, so I left the specularity on, but since I'm giving it life now, Im going to remove/reduce the effect.

>> No.425818

>>425812

This is what WIP threads should be dedicated to, becoming better artists as a community, lets try and keep this type of spirit going through WIP threads and not regress down to where we have been.

>> No.425819
File: 91 KB, 500x325, 2face.jpg [View same] [iqdb] [saucenao] [google]
425819

>>425720
Oh SHIT
I just realized this is a whole new angle of the famous WIP scene. Did you make this scene or found it on /3/ ?

>> No.425822

>>425818
Amen

>> No.425824
File: 241 KB, 1920x905, Tronrace 04.jpg [View same] [iqdb] [saucenao] [google]
425824

>>425774
Nope. It's actually the good ol' Unity.

>> No.425825
File: 2.12 MB, 1080x1920, cover_art_cg_low.png [View same] [iqdb] [saucenao] [google]
425825

just working on this.

>> No.425828

>>425812
>>425818

Amen, my 3rothers.

>> No.425841

>>425739
Too shiny IMO. I think it should have more of a clay texture look. Keep the fresnel though.

>> No.425843

>>425825
I like how you turned this from a really nice art piece into a horror picture that shows no artistic talent.

>> No.425845

>>425843
At least he made something. You didnt :(

>> No.425846
File: 797 KB, 1166x637, WebM.webm [View same] [iqdb] [saucenao] [google]
425846

We webm now?

>> No.425847

>>425843

well it is a piece for a horror game....

anyway, care to elaborate on what I should change to improve it.

>> No.425848

>>425846
holy shit no anatomy. What teh fuck

>> No.425849

>>425848
You do realize that he made a GAME model right?

>> No.425851

>>425849
so what if its realtime with opengl or offline with mental ray? Its laughably bad.

>> No.425852

>>425851

your jealousy is showing, that is a great model and the animation is bretty gud to boot.

>> No.425853

>>425851
It is choppy but saying that it is anatomically incorrect is fucking stupid. It's a game model fuck face.

>> No.425854

>>425853
again, who cares if its real time or off-line, "fuck"?!

>> No.425855

>>425846
Loving the style, she's cute as fuck. Keep it up.

>> No.425858

>>425846
that huge thigh gap makes my cervix hurt

>> No.425873

>>425847
not that anon, but i don't see any open wounds, you were probably also to early on the blood paint as how he got the wounds, being glass and razor wire, don't fit the pattern that is there.

>> No.425874

>>425852
animation... i need more context as to why she is moveing like that to comment.

model itself... the texturing looks ok, but the arms are literally a cylinder, i cant see the face enough to comment, but it looks like she has no ribcage and no inturnal organs because of how thin she is.

im going to assume that there s a nude model somewhere, i don't know if 3 still trying to pass itself off as a sfw board, but cover the nips and vag in case and post if they are in the texture.... if there is no nude, than i can tell you exactly where you went wrong.

>>425858
depending on how thin you are, there is a gap there, and with how thin the rest of this character is, the amount of gap may actually be correct,

>>425855
if it is a style and not just a mistake, than i have to say its a bad style.

>> No.425878
File: 98 KB, 1076x701, 1.jpg [View same] [iqdb] [saucenao] [google]
425878

Working on a Gothic cathedral. This is tricky as hell to model

>> No.425879
File: 52 KB, 684x550, 2.jpg [View same] [iqdb] [saucenao] [google]
425879

>>425878

>> No.425880
File: 768 KB, 1920x1080, Atomic.jpg [View same] [iqdb] [saucenao] [google]
425880

I had just finished this yesterday.
I'm not really sure if this is the best place to post this but I don't want to make a new thread for it.

A friend of mine asked me to do a wallpaper for him, the one he had before was similar, but he didn't like it all that much.

I tried to keep it "somewhat" realistic. And I use that very loosely (atoms don't emit light/ random dust). But the atom is based off of a carbon atom, 6 protons/neutrons and 6 electrons. The little wireframe sphere is just an imaginary border for the electron cloud.

Anyway, I'd like to know what you all think. Or if you have any other ideas for things I can make. I'd like to make more science based art, but I can't really come up with ideas to use that well.

>> No.425882
File: 118 KB, 1461x548, Gun_Final.png [View same] [iqdb] [saucenao] [google]
425882

This is my second serious model.

What could I do to make it nicer other than texturing?
If I want to add vfx to it to make it look like it is shooting electric pulses, what program should I look for?

>> No.425883

>>425882
progress of
>>425721

>> No.425899
File: 384 KB, 1280x720, 010.jpg [View same] [iqdb] [saucenao] [google]
425899

I need some help with my car paint.
Here I used the standard MR Carpaint material in 3dsmax.
But the car is supposed to be from before 1980. I'm not sure if they used the same car paint as they do now. Any tips?
c&c on other aspects are also welcome. Deadline is next week
(ps: I don't know anything about cars)

>> No.425900

>>425899
Also, camera position and lightning are not final

>> No.425901

>>425899
Looks nice mane.

Few cnc's:
>Hubcaps look to be plain white? might be lighting.
>Car paint looks fine but maybe too glossy? Again probably angle and light.
>There's a load of noise in the render, probably not your fault. Just FYI.

>> No.425902
File: 51 KB, 1024x633, Cathedral_schematic_plan.png [View same] [iqdb] [saucenao] [google]
425902

>>425878
the chorus needs to be longer for a gothic style church i think

>> No.425904

>>425901
Thanks
About the rims, I have to turn it in a rally car with stickers and etc, so I chose for white painted rims. It looks kinda ridiculous atm.
Noise is because of render settings, just for testing.
I'll see if reducing the glossiness of the car paint will improve it.

>> No.425905

>>425904
I should have mentioned that the gloss on the windscreen looks great as is, it's just the paint seems almost as reflective, which doesn't work so well for me.

Good work though I'm keen to see more

>> No.425906
File: 51 KB, 649x292, ful031[1].jpg [View same] [iqdb] [saucenao] [google]
425906

>>425899
Sieht schon gut aus. Deine Farbe ist aber heller als die Originalfarbe. Cooles Teil - OPELGANG

>> No.425907

>>425906
Thanks, though I don't know why you would assume I understand german

>> No.425910
File: 81 KB, 800x503, 800px-Opel_Rekord_C_Caravan_front_20080403[1].jpg [View same] [iqdb] [saucenao] [google]
425910

>>425907
Sorry, I was on the wrong path. It looks cool, I think it's a
'opel rekord c caravan leichenwagen'.The color on my pic is the original black color. I'll bumb u some more. They didn't got those metallic looking paint in the 1966-1972. Go on - nice work :-)

>> No.425911

>>425899
http://en.wikipedia.org/wiki/Opel_Rekord_Series_C

>> No.425913

>>425911
A tuned-up one
http://www.mun-performing.de/rekordc1971t.htm

Original brochures ages ago
http://www.focus.de/auto/gebrauchtwagen/oldtimer/tid-24153/45-jahre-opel-rekord-c-commodore-a-mittelklasse-fuer-millionen_aid_682643.html

>> No.425914
File: 82 KB, 960x540, cubeuv.png [View same] [iqdb] [saucenao] [google]
425914

>> No.425915

>>425910
>>425911
>>425913
Yeah, you're right. An Opel Rekord C Caravan.
And thanks for the links and advice

>> No.425918
File: 83 KB, 515x740, image07.jpg [View same] [iqdb] [saucenao] [google]
425918

>>425899
what you've got here is one hard light, and the rest of its too dark. you need some ambient lighting or something large and soft the light up (reflect off) the rest of the car.
some dirt would be nice, just to give it more realism.

dirt map related.

>> No.425928
File: 395 KB, 992x685, opel-rekord-c-caravan.jpg [View same] [iqdb] [saucenao] [google]
425928

>>425915
Ralley 1

>> No.425929
File: 177 KB, 650x433, Opel-Oldtimer-Grand-Prix-2013-Nurburgring_TheCarAddict+(10)[1].jpg [View same] [iqdb] [saucenao] [google]
425929

>>425915

>> No.425931
File: 189 KB, 650x433, Opel-Oldtimer-Grand-Prix-2013-Nurburgring_TheCarAddict+(8)[1].jpg [View same] [iqdb] [saucenao] [google]
425931

>>425915

>> No.425932

>>425929
>>425928
>>425931
Nice !
Really appreciate these, thanks!

>> No.425939

>>425846
Great attack animation.

>> No.425940

>>425939
>Great

It's shit.

>> No.425941

>>425939
If you say so.

>> No.425946

>>425883
>>425882
looking good so far! post wires?

>> No.425965
File: 616 KB, 1247x571, other angles.webm [View same] [iqdb] [saucenao] [google]
425965

>>425939
eh, I guess you can't see the lightning all that well.
It's meant to be a spell cast animation.
>>425940
What's wrong with it, critique pls.

>>425874
>>425858
>>425855
>>425853
>>425854

Just as a heads up I didn't model the character, the rig came with an animation tutorial course from 3d motive. Oh by the way I had to reskin the shit out of the character because the rigger didn't pay any attention to how human necks work and never attempted to make her raise her arm all the way up like I have.

Hate character artists with no understanding of deformation for animation and I hate riggers that have no understanding of where bones should be placed for accurate deformation.

The only things I did was the sword and anim.

This is just a playblast in maya, the character and rig are made for UDK.

I give up with this thing anim, it looks horrible.

>> No.425967
File: 47 KB, 1204x828, 1978514_10152274035506141_7399966647495260595_o.jpg [View same] [iqdb] [saucenao] [google]
425967

Working on a demon bust.

>> No.425977

>>425967

The bulge on the side of the jaw where a muscle should go all the way up to the side of the head maeks little sense anotmoically. Upper pectorals/clavical area isn't very readable.

>> No.425985

>>425965

ok, so you didn't model the character, so you get a pass there. sword is very basic, but apparently that isn't what you were doing it for...

as for the animation, i believe this looks like a power up deal, if thats the case, make the lightning come from the blade not to the blade, but if you want the power to go into the blade,the moment that the lightning hits, you should have her brace for impact or something.

if you are not doing anything more with it, keep that for future reference.

>> No.425991

>>425985
Erm, that was actually useful and insightful.
I'm meant to be working on this with a vfx artist (So the lighting actually looks cool) but he's being really lazy and so I think I'll throw this on the back burner.

Thanks

>> No.425995

>>425985
I actually don't like the power up idea. If you are receiving a power up, I think you would want the energy to come to you and not out from you.

I'd just have it buff the sword and that's it.

>> No.425996

>>425967
Jaw muscles are off, ear too far forward
Clavicle doesn't make any sense, looks almost muscular
Abdominals look like bricks under the skin instead of actual muscles

>> No.426019
File: 28 KB, 854x604, genericmonsteralienbustthingy.jpg [View same] [iqdb] [saucenao] [google]
426019

>> No.426020
File: 664 KB, 1011x811, ALIENRENDER.png [View same] [iqdb] [saucenao] [google]
426020

First time ever using sculptris. Decided to make an alien animal. Thoughts?

>> No.426023

>>425819
Why is it infamous

>> No.426024

>>425995
>I think you would want the energy to come to you and not out from you

if you want it to come to you, than brace for impact, and if it comes from you, in a lot of cartoons and shit, the moment you release power shit happens.

>> No.426025
File: 120 KB, 1324x517, StunGun_wires.png [View same] [iqdb] [saucenao] [google]
426025

>>425946
here ya go.

>> No.426029
File: 539 KB, 1020x1080, doctor_progress.png [View same] [iqdb] [saucenao] [google]
426029

Working on this,

supposed to be some mutated doctor type guy.

>> No.426030

>>426029
Really digging the goggles. Are you going to add an arm attachment or something for the smaller lens or leave it like that?

>> No.426032

>>426030

right now it is on a little rotating hinge, but what exactly are you meaning, if something looks cool I might add it.

>> No.426033
File: 15 KB, 286x270, 5028801_std.jpg [View same] [iqdb] [saucenao] [google]
426033

>>426032
This is the closest thing I could find.
With your design, I would definitely go with something more complex than just a rod with a magnifying lens connected to it - if you choose to put it on of course.

>> No.426035
File: 130 KB, 960x540, fafa.png [View same] [iqdb] [saucenao] [google]
426035

>>425720

most recent blends

is this where i post these for cnc

>> No.426036
File: 401 KB, 960x540, aa.png [View same] [iqdb] [saucenao] [google]
426036

>>426035
fuckin 10,000 passes and i still get choppieness on the cloth through the glass

>> No.426039

>>426036
just open it in photoshop and use the blur tool
nobody has to know

>> No.426069
File: 368 KB, 1280x720, 013.jpg [View same] [iqdb] [saucenao] [google]
426069

c'nc on new composition and lightning please.
The scene now has 5 mr skyportals surrounding the vehicle. Also decided to keep the default settings of the car paint.

>> No.426074

>>426036
>Tfw never did the glass bowl tutorial

I feel like I'm missing out on something.

>> No.426081

>>426069
I like this render
>>425899
so much better except for the amount of noise that it has.

/3/, I'm trying to texture
>>426025
but when I export it as a .fbx into mudbox, I got a lot of errors based on my topology. Is there a way that I can bypass my topology problems and just color it?

>> No.426085

>>426074
Yeah same here, I feel like theres some sort of magic attached to it 0_o

>> No.426086

>>426081
Why don't you just texture it inside of 3ds max?

>> No.426087

>>426086
I guess I could go into photoshop and make them myself but I'd much rather use Mudbox.

Since I've never done this before is there like a go-to tutorial that a lot of people use to start texturing/coloring?

>> No.426123

>>425967
>unhuman, demon face
>human body

lol okay

>> No.426127
File: 471 KB, 960x540, audir8-render.png [View same] [iqdb] [saucenao] [google]
426127

still working on this.

>> No.426186
File: 34 KB, 739x392, fuck.jpg [View same] [iqdb] [saucenao] [google]
426186

Why are my bitmaps so small on the model?
I can barely see anything.

>> No.426190

>>426186
wait nvm I'm retarded

>> No.426205
File: 554 KB, 1920x1160, PA-1.jpg [View same] [iqdb] [saucenao] [google]
426205

Feel like I've hit a plateau in terms of my texture work. The results are fair, but I just keep thinking that something is missing. Anybody got some tips or can explain how they got their work to the next level?

>> No.426210
File: 225 KB, 1517x731, area51wip.jpg [View same] [iqdb] [saucenao] [google]
426210

>> No.426211

>>426205
your texture looks exactly like what it is, photoshop filters. Start over and this time, try using a photo reference or make it look a little more realistic with scratches and rust. If that's supposed to look like red paint peeling off, you should try a little more to make it look like that. because it doesn't. handle looks okay though, except for the red letters.you should give it a little depth because now it looks like a sticker.

>> No.426214

>>426205
Maybe post a reference picture

>> No.426215
File: 1.30 MB, 640x400, animation.gif [View same] [iqdb] [saucenao] [google]
426215

Isn't it fantastic?
Where's my Bachelor of Arts?

>> No.426217

>>426205
Your texture lacks structure. Read Racer 445's tutorial and his definition of structure.

>> No.426223
File: 71 KB, 1280x770, anim_spoded2.png [View same] [iqdb] [saucenao] [google]
426223

Doin a motherfucking animation for a motherfucking trailer for my motherfucking indie videogame.

>> No.426227

>>426223
Make a webm then. Do you want us to crit a still image of an animation?

>> No.426230

>>426215
Lost in time with your deprecated gif technology

>> No.426241
File: 64 KB, 817x596, babbysfirstmodel.jpg [View same] [iqdb] [saucenao] [google]
426241

First attempt at a humanoid figure in blender.

Based of the "Giant Soldier of Stone" yugioh card.

Thoughts?

>> No.426242
File: 249 KB, 817x596, paintover14323.jpg [View same] [iqdb] [saucenao] [google]
426242

>>426241
Welcome to /3/d comrade.

Thoughts;
>First off, at least you're building something.
>You're using way more geometry than you need to. See paintover.
>Do some beginner modelling tutorials. There's loads. Don't just try to make shit yet, it'll end up burning you out.

Keep going brohaim, we all start somewhere.

>> No.426244

>>426242
>>426241
I would give you tutorials to do but I'm not a blenderfag. Check the sticky.

>> No.426245
File: 32 KB, 616x344, not quite final buddy.jpg [View same] [iqdb] [saucenao] [google]
426245

>>426242
Funny I usually get criticized on this board for making stuff too simple. Pic related.

Anyhoo thanks for the detailed analysis, hands for me have always been a bitch and I try hard to get them right. The chest is a bit much I'll admit.

>> No.426252

>>426245
"too simple" plus "a bunch of unnecessary geometry" does not equal "good modeling"

>> No.426253

>>426252
Yeah I'm starting to realize this. In the middle of tidying it now, will post results in a bit!

>> No.426254

>>426230
I will lel like fuck after the first webm-exoloit ruins your computer.

>> No.426255

>>426254
You'll be laughing from the past

>> No.426265

>>426242
Looking a bit tidier. Got rid of most of the extra edges.

>> No.426266
File: 48 KB, 806x573, 88888.jpg [View same] [iqdb] [saucenao] [google]
426266

>>426265
Forgot pic. Silly me.

>> No.426267

>>425720
guys, what do yall run?

like, 3ds max, what year is competent?

looking to get started but with all the versions, dunno what to get

>> No.426271

>>426266

There's still a lot of weird looking stretching and pinching left over, not to mention n-gons. If possible, everything should be done with 4 sided faces. Triangles are okay if need so long as they don't affect the model. 5+ sided faces are not allowable in almost any case though. When you deleted the extra loops did it leave behind vertices?

>> No.426272
File: 1.84 MB, 1568x1040, babbysfirstmodel.png [View same] [iqdb] [saucenao] [google]
426272

>>426271
Eh it's looking okay now. I might come back to this, or not. Maybe move on to a full human figure.

Thanks anyway /3/ been a big help.

>> No.426289
File: 316 KB, 1920x1080, screenshot004.jpg [View same] [iqdb] [saucenao] [google]
426289

My Hollow Armoured Knight, just need to do his weapon/ shield and he's more or less done I hope

Thoughts?

>> No.426298

>>426289

Not big on fidelity, are you? The cuirass shouldn't really look like this... ending with a thick iron girdle? If it was supposed to look as a seperate picece it doesn't. The Chainmail bits make no sense, you use it in place of a tunic basically. Normally if chainmail was sticking down out of you it meant you were wearing a full suit of it but there's none to be found on him besides as crotch and ass coverings - it's also unfortunate the guy has nothing but leather torn form a couch protecting his legs while there's metal dangling nearby. The gloves would suit a full body of gothic armor but the bracers protect only the outer side of the forearm? Kind of inconsistent. What are those blue things? A tunic? Why are there shovels in place of shoulder guards? I mean there are tall shoudler guards with a sort of poped collar thing going on but they sure don't look like your's and your's don't look like functional either. How would you intend to animate this guy with those segmented-but-bolted-stiff things in the way of his head moving and viewing things? Can't determine how the helmet's constructed or opened/put on which in effect makes it seem lot less believable. Also the main body of the helmet is kind of goofy in the way that it's shaped. Like it was something elastic that you pull onto your noggin. The mask thing would also need some tweaking.

Go look at some source materials. Look at stuff like Kuman, Mamluk, Kipchak etc. helmets, those were used with masks. Look at how they were used in combination with lammelar or chainmail hoods, chainmail attached to the lower rims of the mask and helmet, mask with a clamp that attached it to the helmet etc. For feet og look at ornate gothic armor.

Your problem is you're not looking at/recalling authentic armor but the stuff someone else processed already in their work and you don't recognise the functionality of the elements you do or don't depict.

PS I dont want to shit all over you, I'm not saying it's all shit.

>> No.426300 [DELETED] 

>>426298

>Kuman, Mamluk, Kipchak

Oops, Kuman means Kipchak. I also meant top mention Varengian and Cataphract masks. That style was popular in Middle East and Around the Great Steppe at one point (except for the Chinese who had their won shit going on)/

>> No.426303

>>426298

>Kuman, Mamluk, Kipchak

Oops, Kuman means Kipchak. I also meant to mention Varengian and Cataphract masks. That type of armor was popular in Middle East and Around the Great Steppe at one point (except for the Chinese who had their own shit going on).

>> No.426307

No worries, I posted this expecting to be torn apart but your criticisms are all fair and honest which I appreciate.

You were spot on with the not looking at authentic armour thing, I made this thing up mostly straight from what I thought looked cool in my head and I wasn't really concentrating on realistic set of armour, more of a silly high fantasy vibe (which I failed at as well)

I sadly forgot to include the head of this character as it's the same as the feet, cracked stone.

Thanks for the criticisms though, one thing I've been getting a lot is to look at references more often and to be frank its something I really need to remember to do and not just dive right in!

>> No.426315

>>426307

While were at it: you should mind your proportions. I didn't realize that was supposed to be his body, because those feet are really thick for someone his height in heads.

His arms/forearms are long enough for him to almost scratch his knees.

All that combined with a broad bell of the helmet gives me the (subjective?) impression that he's 5'3 even though he's around 6 heads tall. Without dirrect refference he won't be very imposing. And with refference that black bulb looming over someone might end up looking comedic.

>> No.426318

>>426315

PS now when I look at it again: the feet mightve convinced me the knees are further up than they really are. under the guards.

>> No.426328

>>426245
Add another light at 1 oclock so the background isn't dark.
Get higher res on them playing card textures also, add a normal map to give it a material like finish (Most playing cards feel smooth but have a texture too them)
Drop a turbo smooth to them dice yo.

>> No.426340

Question : What is the WIP thread image? Where does it come from? How did it become a thing?

>> No.426357
File: 247 KB, 1463x701, 17.jpg [View same] [iqdb] [saucenao] [google]
426357

>>426340

It's from a 4 year old polycount forum thread.

http://www.polycount.com/forum/showthread.php?s=41b5c51826ee9ea69398cab1dd0858c0&t=76177

>> No.426359

>>426357
!!

>> No.426362
File: 176 KB, 868x799, f6546d586e86034e12c516f63d0e15ba.png [View same] [iqdb] [saucenao] [google]
426362

Just bought zbrush and I can't believe how awesome this program is wtf

>> No.426365

>>425965
kinda looks like an extremely epic "go fuck yourself" gesture

>> No.426367

>>426340
long-ass time ago when we were actually counting these threads (late 2010/early 2011) some guy from polycount posted a similar image.
Eventually we just sort of ran with it.
People would add stuff to it occasionally.

>> No.426370
File: 178 KB, 669x527, ct1.png [View same] [iqdb] [saucenao] [google]
426370

>>425720
Trying to into dynamics, first attempts using ncloth, no idea what I'm doing but it's fun to run simulations and see how things change as I mess around with settings. (Model's not mine, ripped it off of Digital Tutors)

>> No.426381
File: 208 KB, 1918x1032, frog.png [View same] [iqdb] [saucenao] [google]
426381

objective: model a character before work
objective complete

>> No.426382

>>426362
very good for first try

>> No.426394

>>426205
Wow, looks like The Forrest is spreading...

>> No.426396
File: 681 KB, 2190x820, Untitsadsadsadasdsaled.png [View same] [iqdb] [saucenao] [google]
426396

right now I'm pretty satisfied with the front view but the side view and especially 3/4 view look pretty weird. I can't quite figure out what's wrong with it. Any tips?

(nevermind the ears and hair I'm mostly just trying to get the body and face right for now)

>> No.426397

>>426396
looks like terrible lordosis.

>> No.426398

>>426396
I am no expert on anatomy, so this is just my 2 cents, but I think it could be due to the back being to arched, as in it's sticking too far out.

>> No.426402
File: 323 KB, 543x906, Chris_Sanders_Jungle_Girl_by_3monks.jpg [View same] [iqdb] [saucenao] [google]
426402

>>426397
>>426398
yeah... I'm going for a chris sanders kind of style so I want at least some lordosis in there

>> No.426406

>>426396
>>426402


You made the shoulders too massive for stylised figure like that. Everything about her should be shaped like a drop.

>> No.426412
File: 246 KB, 1466x735, Capture.png [View same] [iqdb] [saucenao] [google]
426412

Does anyone know how I could unwrap these pieces so they are aligned, and not curved?

>> No.426413

>>426412
Cylinder projection

>> No.426414 [DELETED] 
File: 17 KB, 340x514, Capture.png [View same] [iqdb] [saucenao] [google]
426414

>>426413
I feel like this is incorrect

>> No.426415 [DELETED] 
File: 15 KB, 672x398, Capture.png [View same] [iqdb] [saucenao] [google]
426415

>>426413
Comes out a bit distorted

>> No.426416
File: 15 KB, 672x398, Capture.png [View same] [iqdb] [saucenao] [google]
426416

>>426413
Comes out a bit distorted, also seems to ignore my seam marks.

>> No.426417

>>426402
Gross.

>> No.426419

>>426416
Select half at a time, and scale out the distortion manually or with Ctrl+V.

>> No.426432

>>426419
Thanks a bunch

>> No.426453
File: 115 KB, 1680x900, attempt.jpg [View same] [iqdb] [saucenao] [google]
426453

First humanoid model from scratch.

Would appreciate advice on improving the topology for animating. I know it's pretty crappy. I tried to take those couple images in the sticky in mind.

>> No.426454
File: 279 KB, 1440x810, ak bullpup character.png [View same] [iqdb] [saucenao] [google]
426454

I wish there were some good tutorials on texturing properly in blender somewhere

>> No.426456

>>426454
>texturing in blender
nigga you have no idea what you're doing

>> No.426458

>>426454

>Bullpup AK

>Carrying handle

>barrel, bolt and chamber not in-line

>rails on the side of the handguard (which is pointless because it's beneath the carrying handle)

>dildo-like supressor

>selector lever out of position

>dat buttstock

>no iron sights

WHAT HAVE YOU CREATED

>> No.426462

>>426458
thats a real weapon....http://en.wikipedia.org/wiki/OTs-14_Groza

>> No.426467
File: 407 KB, 1280x720, FAMAS.webm [View same] [iqdb] [saucenao] [google]
426467

https://www.youtube.com/watch?v=0UGLWWBocEg

How do I get better?

Any resources that will really help?

>> No.426468

>>426462
wow

>> No.426470

>>426467
Try to make it more organic. Right now he basically looks like a robot who was programed to do one thing: Reload a rifle. Humans make mistakes, especially on the battlefield. Maybe as he's putting the mag in, he slightly misses and bumps the magwell. Try to think of small details like that.

Also try not to make the rifle clip through the camera.

>> No.426486

>>426127
Something is up with the material... Light doesn't reflect like that

>> No.426500

>>425737
I don't know why but I really like this. I want to live there

>> No.426502

>>426467
That's not a FAMAS. Pic related is a FAMAS.

I think you're too harsh on the end movement where he moves the lever back down.

>> No.426503
File: 19 KB, 882x285, FAMAS.jpg [View same] [iqdb] [saucenao] [google]
426503

>>426502
...

>> No.426523

>>426502
>It's a FAMAS Felin. The picture you posed is a Famas F1.

>> No.426530
File: 194 KB, 800x532, famas-felin.jpg [View same] [iqdb] [saucenao] [google]
426530

>>426523
Still wrong.

If anything it looks like a H&K G3.
http://en.wikipedia.org/wiki/Heckler_%26_Koch_G3

>> No.426532

>>426530
Rails on a rail mounted optic. Future as fuck.

>> No.426533

>>426532
theres even a gamepad on the front grip where you can play snake on the holographic sight while waiting for enemies

>> No.426544

Hey, I'm just getting started learning 3D and I was wondering, how do you guys present your models?
Like, after it's done and all, how do you make the composition to show it off to, for example, random dudes on the internet.

>> No.426549

>>426544
Ideally you put them in a game or movie. If you dont do that, casual people wont ever see it.

>> No.426550
File: 457 KB, 2400x1200, ClayAll_01.jpg [View same] [iqdb] [saucenao] [google]
426550

>>426544
Render them as statue miniatures or shoot them in a studio scene like a real photographer.

>> No.426570

>>426381
going to bed

>> No.426571
File: 363 KB, 1918x1032, frog.blend.png [View same] [iqdb] [saucenao] [google]
426571

>>426570
fug

>> No.426573

>>426454
https://www.youtube.com/watch?v=Gnh01WJOK8o

>> No.426574
File: 135 KB, 960x540, danbo.png [View same] [iqdb] [saucenao] [google]
426574

learning to use blander, made Danbo.

>> No.426575

>>426544
If it's for portfolio, make a turnable reel with shots of your wireframe and fully textured, renders with a nice background are good for characters also.

For dudes on the net, a render with good lights and a colour correction from photoshop would do well.

>> No.426577
File: 31 KB, 756x721, zipper ninja 1.jpg [View same] [iqdb] [saucenao] [google]
426577

Had a request for a Zipper Ninja costume which I said I'd work on once I got more comfortable working with 3D Coat. It'll all be dark blue with a black leather gimp mask when finished.

Just a bit more to go. Zipper detailing on the mask, gloves, footwear and belt.

>> No.426580

>>426530

99.999% of Gomer rifles are ugly as all fuck but god damn if that one isn't one of the ugliest.

>> No.426600
File: 659 KB, 3040x680, Chainon manquant retake.jpg [View same] [iqdb] [saucenao] [google]
426600

Working on zbrush this week. Half lion half rhino

>> No.426601

>>426600
Terrible + not using linear worfkflow

>> No.426602

>>426601
back to >>>/b/

>> No.426603

>>426602
the work is shit and the workflow is not linear - what part of this dont you understand?

>> No.426604

>>426603


>>426600 here, can you tell me why is shit and how can I improve this ? Because i'm still learning, thanks.

>> No.426605

>>426604
>>426603
no. back to >>>/b/ because thats where forced meme spams belong to

>> No.426608

>>426605
linear workflow is the KEY to GOOD graphics on 99% of monitors. It affects sculpting as well as texturing. This is NOT A MEME.

http://renderman.pixar.com/view/LinearWorkflow

>> No.426609

>>426608
Posting this link for the 99999th time won't make it an acceptable non-spam. He's not showing off his graphic skills or rendering skills imbecile. Nor he prepared his lighting setup to match movie quality spesifications.
He's just showing off modelling, which isn't all that great tho. But nobody needs to use linear workflow.

>> No.426610

>>426609
You ALWAYS have to use linear workflow. If you dont, its like sculpting in the dark. You dont know where to sculpt or what will show. The default setup of zbrush is NOT gamma corrected - BUT YOU CAN CHANGE THIS IN SETTINGS AND THEN SAVE YOUR DEFAULT ZPROJECT.

>> No.426611

>>426610
> its like sculpting in the dark.
oh yeah. I can't see anything from his sculpt...Oh wait...I can actually see the entire thing !
> You ALWAYS have to use linear workflow
We demonstrably do not need to do anything that you happen to spam here.

>> No.426614
File: 56 KB, 684x1002, 2014-06-08 13_48_03-ZBrush.png [View same] [iqdb] [saucenao] [google]
426614

>>426611
You go to zbrush, RENDER settings -> ADJUSTMENTS -> gamma 2.2

Pic related.

HOPE THAT HELPS GUY

>> No.426616

>>426601
>linear worfkflow
le ebin may may
why teh fuck arent you on /b/ ?

>>426600
i like the rock, how you did it ?
the creature, meh, cant say much more than looks really amateur, keep sculpting

>> No.426617

>>426614
It would have been much easier if you told the gamma needs to be 2.2 rather than just screaming "lineer wurkflew guiyze xDD".

>> No.426618

>>426617
>thinks this is a meme still

>> No.426619

>>426617
Why you keep talking with him ?
Any post is matter of preference, and there is no single post solution for all renders since it will depend on both the renderer and scene light setup.
Bottom line it just has to look "good", there is no magical "make it pretty" button.

>> No.426620

>>426619
nope. Linear workflow is NOT AN OPTION NOR A PREFERENCE. It is a _requirement_ for all of todays work. If you want to make bad art that you cant pass off to anybody, DONT MANAGE YOUR GAMMA.

There.

>> No.426621

>>426618
Gamma correction is a term thats been used decades before your linear cockflow. Which is exactly what you're suggesting. I don't know if using a new autistic term for a historically well-known process gives you a feeling of unwarranted importantness, but that doesn't make your faggotry acceptable.

>>426619
I was going to let it go until I saw the 4th linear workflow spam today. Didn't we had mods to clear out garbage like this ?

>> No.426622

>>426621
>I was going to let it go until I saw the 4th linear workflow spam today. Didn't we had mods to clear out garbage like this ?


Telling anons that dont use LINEAR WORKFLOW to use it and then giving a PIX*AR link which also says the same, isnt garbage.

You are.

>> No.426623

>>426616
I used rock/terra brush for this. But yeah i'm quiet a noob on zbrush, i'm just trying to improve myself.

>>426614 Thanks anon, I'll use this next time. I'm not used to do render on zbrush, I use marmoset all the time.

>> No.426624

Again...posting your personal preference from peoples work in every fucking thread is called spamming the board. If you think this is a setting people should apply to get a better quality, you ask mods to add that to the sticky, you don't flood the board with your autism.

>> No.426625

>>426624
Nope, Linear Workflow is not a preference - its a REQUIREMENT.

>> No.426626

>>426625
That is your opinion you numbskull fascist imbecile.

>> No.426628

>>426626
Its not an opinion. You don't *do* non-gamma corrected digital art - PERIOD.

>> No.426629

>>426628
You also shouldn't post in jpg format and use png's since jpg highly compresses the image and kills the fine detail. But I don't see you spamming that since it's not your matter of preference.

>> No.426630

>>426629
My preference is EXR, specifically EXR 2.0

>> No.426631

>>426630
Well, no matter how much you cry about it, people won't obey you just because you spammed it one more time.
Keep wasting your time though, you're obviously great at it.

>> No.426632

>>426631
Sounds like you've been the one crying and not giving any help. I gave him the location and a screenshot of the prefs window and he acceptted it and said he'll use it. You're just BITCHING AND MOANING. Cry me a river

>> No.426633

>>426632
> projection coz rekt
dawww...chins up now kid

>> No.426634

>>426623
>used rock/terra brush for this.
theres a brush like that ?
is it custom ?

>> No.426635

>>426634
there's the brush if you want to try, have fun.
mediafire . com/?xbuabjkiboa4tkp

>> No.426637

>>426635
>>426634
I made some custom TGA brushes for Zbrush but I never got to test em out :V

They are all depthmaps rendered from actual geometry

Would anyone be willing to use them and post some screenshots ?

>> No.426676

>>426127
looks good so far, but please change the wheels or edit them to where the spokes don't poke out further than the lip of the rim. Might want to change the offset to make the wheel hubs sit in further also.

>> No.426678

>>426637
I have only used ZB a few times, but this sounds interesting. I'll give them a go and post results if you post a way to download them.

>> No.426706
File: 277 KB, 1918x1032, frog.blend.png [View same] [iqdb] [saucenao] [google]
426706

>> No.426709
File: 104 KB, 1032x628, test.jpg [View same] [iqdb] [saucenao] [google]
426709

Well i just got here, about to start learning how to use blender. You guys seem to have an excellent tutorial.

Making engines for a game, game has I4 and V8.
My plan is to craft up a V2 (Vtwin) motorcycle engine, and an I3.

Going to check the current V8 and I4 model for how many pollys it uses Though the I4 uses few/fuckall, might have to up the count a little.

The V2 is supposd to be air-cooled (reminscent of a beatle engine too) however not sure if i should do that via bump map, or polygons (itd probably eat into the polygon budget)

Pic somewhat related, intial engine planning.

>> No.426723

>>426678
Meh. I was mistaken. They are PNGs and they are kinda small. they aren't 32bit so it creates little bumpmap artifacts on the mesh.

>> No.426724

>>426723
Although I found a way to generate them bigger. I'll pack up a few and upload it.

It's better if you use them with subdivide function and not add, since they're going to be cavities.

>> No.426762
File: 28 KB, 790x938, 10460127_10204171285026127_8457606835890996695_n.jpg [View same] [iqdb] [saucenao] [google]
426762

>>425720
critiques?

>> No.426764

>>426762
Your render is a bit too dark, get some nicer lighting going so we can see the details better.

>> No.426772

>>426762
lame

>> No.426774

>>426762
ahegao/10

>> No.426795
File: 41 KB, 412x504, 33ston.jpg [View same] [iqdb] [saucenao] [google]
426795

>>426272
I need help /3/

My stone soldier doesn't seem to appear when I render it. Other objects appear just fine, its just this, I've tried other engines like Blender Internal and YafaRay but I get the same result.

???

>> No.426797

>>426795
try to recalculate normals.

>> No.426804
File: 34 KB, 750x545, shop window.jpg [View same] [iqdb] [saucenao] [google]
426804

Shop Window

>> No.426811
File: 171 KB, 1000x1250, zipper ninja 1.jpg [View same] [iqdb] [saucenao] [google]
426811

>>426577
I have finished the Zipper Ninja costume.

>> No.426851

>>425720
Somewhat unrelated but, since 3DS Max's development has basically hit a dead end, what do I move to? Seems like most AD stuff is just milling out tiny, incremental updates every year, which is just dogshit.

>> No.426852

>>426851
What do you want AD to add...

>> No.426854

>>426852
I don't know man, but I just want to know that they're actually working on something, maybe better performance, a better muscle system, streamlined UI. They literally JUST added quad chamfer in max 2015. That would have been nice like 4 years ago.

>> No.426856

>>426854
Sounds like you want customized stuff, and animation stuff for 3ds which is meant for architecture.

>> No.426857

>>426856
Max is general purpose.

>> No.426858

>>426857
no no it isnt. The head of development at autodesk answered this a few months ago, saying that it was for architecture and animation is for maya. It caused an uproar at the maxunderground forums, but hey

>> No.426862

>>426858
Oh.

Then I see why it's going to shit. I bet it'll be EoL in the next five years.

So what else is there? C4D or Modo?

>> No.426888
File: 527 KB, 950x729, Capture.png [View same] [iqdb] [saucenao] [google]
426888

So I figured out diffuse maps, alpha maps and specular maps in blender cycles but how do I have all 3 on the one texture?

Pic related, it's the diffuse and alpha. I want to have the glass on the inside shine.

>> No.426889
File: 773 KB, 960x540, untitled.png [View same] [iqdb] [saucenao] [google]
426889

>>426888
Nevermind, I figured it out. Found the Add shader node

>> No.426891

>>426762
Looks like a mess.

The art design and eyes are interesting.

>> No.426893

sweet

>> No.426906

>>425880

I have the wallpaper you are talking about. Which I love, but the text distracts from the simple cool ball thing. With yours I think it would look best to just have one of the balls, not multiple. Kinda goes with the whole simplistic thing.

Would use as wallpaper if it was just one anyway, right now its too busy.

>> No.426910
File: 43 KB, 573x772, 9lYp3.jpg [View same] [iqdb] [saucenao] [google]
426910

>>425720

>> No.426911
File: 70 KB, 691x669, 9hieW.jpg [View same] [iqdb] [saucenao] [google]
426911

>>426910
Did this shitty sketch. Then decided to do a model/sculpt out of it.

>> No.426919
File: 86 KB, 697x790, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
426919

Working on an "anatomically correct" human. Nowhere near done, and I have huge problems getting edge loops right, but I'm learning.

>> No.426929

>>426503
not that's an m4

>> No.426943

>>426762
+nice eyes and froms
+good style

-too dark
-muddy texture
-gender ambiguity
-too dark !

>> No.426944

>>426911
>>426910
eyes too high on the head
i liked the sketch with no nose if that was intentional, or at lest just sketch it only in there
shoulders too wide
abs too narrow and too defined
neck too long and too wide
arms too far apart

Sculpturis or something ? Move to zbrush or mudbox

>> No.426946
File: 1.99 MB, 318x241, 1352499747514.gif [View same] [iqdb] [saucenao] [google]
426946

>>426944
>eyes too high on the head
Nah, they're fine.
>shoulders too wide
nope, also fine.
>neck too long and too wide
still pretty okay, not that bad.
>arms too far apart
what the fuck are you even talking about?
You're just nitpicky as fuck, also jelly.
>Sculpturis or something ? Move to zbrush or mudbox
Whatever he choses to work with is his decision, it's personal preference, zbrush or mudbox isn't necessarily superior. He can come out with the same results regardless. You give terrible advice and i suggest everyone disregard everything you say.

>> No.426950

>>426946
just don't respond to critiques you disagree with. There's no instance, no matter how valid the response or invalid the criticism, where an artist can walk away from defending themselves to a critique not looking like a whiny douche. Just say "thanks" and then don't implement their suggestions.

>> No.426952

>>426950
oh come on why you replay to such obvious bate
when i was a lad trolling on /3/ was much more subtle

>> No.426961
File: 92 KB, 1024x724, opel.jpg [View same] [iqdb] [saucenao] [google]
426961

This is the end result btw. Teachers were pretty happy with it. Later I'll probably tweak it further for my portfolio.

>> No.426963

>>426961
Terrible render. Doesnt even look like gi was used. Look at all those pure black areas. Protip: light bounces.

>> No.426964

>>426961
Look like a car, i like it
You shoudl think of slapping in there a more complex hdr map for reflections, especially teh galss get some studio light setup

>> No.426966

>>426963
>>426964
I used final gathering and set the bounce to 1, don't know if that does anything. I'll do some more renders when I have time later and try with GI.

I used a hdri map in a skylight for reflections but those aren't really visible.
Light setup was 3 sky portals. One big one above the car, one on the front, and one the far side. I had some trouble with getting the light right but time was running out.

As this is my first car I learned a lot. I'll definitely tweak the lightning and the model further later. But I'm just happy at the moment that I passed the exam. Thanks for the comments

>> No.426967

>>426944
I'll see what I can fix.
And then fix some more.

The lack of nose was intended. I forgot half way when I was already sculpting one. I might remove it after.

It's sculptris. Not sure how to do hair. Might model it manually in blender. I have zBrush but that shit's a clusterfuck sometimes. I really dislike the camera controlls. - Yeah I know I can customize it.

>> No.426969

I-is anyone still using Max after AD basically gave up on it in the 2015 edition?

>> No.426970

>>426966
>I used final gathering and set the bounce to 1, don't know if that does anything. I'll do some more renders when I have time later and try with GI.

you have to set your bounces to 4 at least.

>> No.426971

>>426970
Oh ok, good to know

>> No.426973

>>426970
Actually, can you tell why that is?

>> No.426981

>>426973
Because the more light bounces the more accurate it is.

>> No.426995
File: 363 KB, 900x600, measureTape.jpg [View same] [iqdb] [saucenao] [google]
426995

I want to create a 1:1 scale model of my own head. Any tips on how I should do this? I don't want to sweat the details like perfectly accurate pores and hair, I just want a head model that is the exact size and shape of my actual head with eyes, nose, and ears all the correct size and in the right place. Reason for this model is that I want to design my own sunglasses frames and I want to be sure that any such frames I design would fit my face like a glove. If the frames fit my 1:1 model head, they will fit my own head, I believe.

I'm adept at 3D modeling, I know how to create a head model. I'm just not sure how to get every unique angle of my head and what approach I should be going aiming at for accuracy. I have measuring tape like in the picture I linked, getting the circumference of my head at any part is a breeze. Any sort of tips will help.

>> No.426996

>>426995
Use 123D Catch, its an online software thats perfect for getting head proportions etc. I have used it a few times for digital doubles.
It gives you ratshit geometry but its great for retopologising.
I found that taking a good quality video of around the head and then splitting the frames up works better than taking pictures.

>> No.426997

>>426971
dont listen to that faggot, i find 1 is in most cases enough, more than 2 dont do much difference when your scene isnt lit by mostly indirect lights
1 allows for pretty strong darks without any contrast adjustments, but if you want foe more detail to show in dark you can pump it up

>> No.426998

>>426996

I'm the guy you're replying to.

oh wow, this 123d catch website sounds too good to be true. Holy crap, I'm going to be using the fuck out of this if it works well. Thanks

>> No.426999

>>426996
>123D Catch

i tried it before, all it gave me is a shit fuck of errors in geometry to the point even getting a silhouette was a problem
Or maybe my camera had too much noise for it to work
>>426995
You could try getting that technical paper for design that has those lines drawn in, put it behind your head, take few pics from few angles , get that into max/maya and adjust some model to that

Since other than some 3d scanning solution like that 123d catch or other i cant see getting any proper results

>> No.427009
File: 65 KB, 913x599, captureprogress.jpg [View same] [iqdb] [saucenao] [google]
427009

so I downloaded the program, but it's still web-based.

This is taking forever. It'd be fast if it were rendering everything on my cpu.

>> No.427025
File: 20 KB, 337x236, real.jpg [View same] [iqdb] [saucenao] [google]
427025

>>427009
me

check the time from my last post to where I am now. holy shit this takes a LONG TIME

Maybe it's taking this long because I used 335 images. I recorded a video of me slowing spinning around in my desk chair, trimmed out the beginning and end parts where I press the buttons on my camera, and then exported the video as an image sequence, 335 images.

It's been stuck on 30% now for a while. I don't know if it's frozen or what

>> No.427057

>>426967
not sure how much you can apply to sculptris but here
https://www.youtube.com/watch?v=CE93blxvi3A

>> No.427077
File: 466 KB, 1254x891, landfall.jpg [View same] [iqdb] [saucenao] [google]
427077

Learning Zbrush, using my landfall scarab as a brush playground.

>> No.427079
File: 190 KB, 1440x900, Untitled.png [View same] [iqdb] [saucenao] [google]
427079

Hmm, how would I go about getting rid of this ngon? All I can see is to make a bunch of triangles connected to the bottom left vertex

>> No.427097
File: 37 KB, 560x412, topology.jpg [View same] [iqdb] [saucenao] [google]
427097

>>427079
Have as many segments on the bottom of the arc as on the top.

>> No.427098

>>427079
Or if you can live with a shitty edgeflow

>> No.427099
File: 45 KB, 593x484, edgeloweritus.jpg [View same] [iqdb] [saucenao] [google]
427099

>>427098
sorry forgot pic

>> No.427102
File: 44 KB, 472x535, lesshitty.jpg [View same] [iqdb] [saucenao] [google]
427102

>>427099
A little less shitty flow, still same principle.

>> No.427122
File: 172 KB, 1006x817, wip 9.jpg [View same] [iqdb] [saucenao] [google]
427122

ok i didnt post anything myself in a while, i cant even remember when was the last time i used zbrush
Something im doing for someone, design not mine

6-7 h into it, gonna fix few areas like clothing around breast and the back and i will call it done for a toy/stylized like look.

>> No.427124

>>427097
This, or triangles could work, depends on your poly budget.

>> No.427129
File: 121 KB, 1456x1016, 1402575939426 2.png [View same] [iqdb] [saucenao] [google]
427129

>>427079
Come on, you can do anything you want in that surface.
Obviously you cnat have all quads there since there isnt an even number of the edges on the outside, but other than that you can go crazy.

If you wnat a fail safe solution pick one vertex, jump 2 or 3 edges depending on if you want tris or quads, and connect to the first one. Then start where you last left off again count 2 or 3 edges connect, until you are done with ether one tris or a quad.

You need to add one more edge on the side for full quad topology.

>> No.427132

>>427122
cloth is shit, doesnt look like cloth
general form is nice
face is unattractive
buns are cute
piercings dont match

>> No.427133

>>427122
Maybe it's the shader but the depth of her laugh lines is adding like 30 years to her face
like de butt tho

>> No.427136

>>427122
The butt is way too exaggerated.

>> No.427137 [DELETED] 
File: 48 KB, 480x640, dat ass.jpg [View same] [iqdb] [saucenao] [google]
427137

>>427136
like thats ever an issue

>> No.427139

>>427137
hnnnnngg

>> No.427142
File: 140 KB, 1000x673, wip 12.jpg [View same] [iqdb] [saucenao] [google]
427142

>>427132
>>427136
the piercing and the butt is part of the concept
as for the face, the separate eyelids dont help, one smoothed should help a bit, im pretty happy with the overall shape dunno if its unatractive
>>427133
the material has strong specular, but the face is pretty smooth

>> No.427144

>>427136
you're literally https://www.youtube.com/watch?v=OuNCMYKViN4

>> No.427149
File: 91 KB, 1497x1036, HineSGw.jpg [View same] [iqdb] [saucenao] [google]
427149

Testing out dDo. I'm aware the normal map details are shitty.

>> No.427150

>>427142
gross.

>> No.427153

>>427149
How is ddo?

>> No.427154

>>427137

SAUCE DEAR GOD SAUCE.

>> No.427155

>>427153
I'm liking it so far. Very fast to create usable maps and it's all non-destructive.

The only downside so far is I'm creating tangent space normal maps via Handplane - which means that I can get away with not splitting my UVs up as much and leaving a lot of 'tension' in the smoothing groups. dDo doesn't react well to that.

>> No.427157

>>427122

The face remind me a taur posted some month ago. Something looking like a giant and gross pig with human chest and head, and mostly the same looking face.

>> No.427160

>>427137
>>427142
I know that her butt is part of the concept, but her cloth is way too far up the ass.

>> No.427168
File: 211 KB, 2528x900, Untitled.jpg [View same] [iqdb] [saucenao] [google]
427168

>Spend two weeks learning ZBrush
>Spend half of that on the fucking eyes
God I hate eyes so goddamn much.

>> No.427170
File: 386 KB, 2000x707, verutumshoulder.jpg [View same] [iqdb] [saucenao] [google]
427170

Been learning high-poly in my spare time, grinding through making and remaking elements of this thing. Wondered if you guys thought of this leather shoulerrest thing. Padded leather like this, or padded leather with horizontal detail? Or something else?

>> No.427180
File: 127 KB, 958x1032, untitled.blend.png [View same] [iqdb] [saucenao] [google]
427180

gotta figure out how to put the ears in

>> No.427181

>>426811
Surely you mean the gimp suit.

>> No.427182
File: 136 KB, 1132x933, texturessssss.jpg [View same] [iqdb] [saucenao] [google]
427182

makin dem textures

>> No.427185
File: 409 KB, 1107x1428, snap.png [View same] [iqdb] [saucenao] [google]
427185

some progress

>> No.427189
File: 75 KB, 658x531, temp.png [View same] [iqdb] [saucenao] [google]
427189

Working on this thing.

>> No.427192

>>427168
Looks great.

>> No.427195

>>427157
Dum-Dum Head...that was Slocik's work. And the insect girl. he posted under anonymous.

>> No.427198

>>427168
>spending two weeks on one model

why do beginners always do this. You should make yourself do little exercises, not waste vast spans on single models.

>> No.427202

>>427198
It's less "Spending two weeks on one model" and more "Spending two weeks figuring out what the fuck I'm doing, and also making a model"

Like, if I knew what I was doing from the get-go, the whole thing would've taken me about a day, tops.
Navigating the UI in Zbrush is weird at first, man.

>> No.427206

>>427154
i wish...

>> No.427240
File: 1.38 MB, 1920x1080, daedblade.png [View same] [iqdb] [saucenao] [google]
427240

>>425720
R8 my blade. Its a spearhead. Disregard stock env map and shitty material, my graphics card is in RMA so i had to use ghastly integrated graphics.

>> No.427241

>>425793
Is that old-school Earthshaker?

>> No.427242

>>425879
Is there gonna be a boss fight in here?

>> No.427243

>>426502
Its a joke from /k/

>> No.427272
File: 26 KB, 583x536, bewareofspooky.jpg [View same] [iqdb] [saucenao] [google]
427272

First ever head model. Made in Blender.


Thoughts?

>> No.427326

>>427272
Back of the still has a flattish area that shouldn't really be there and the teeth look like they're part of the jaw, but it looks pretty nice.

How did you go about making it?

>> No.427331

>>427240
pic is too dark and lighting is bad.
grooves and edges are too soft.

i would totally use it as a butter knife

>> No.427337
File: 23 KB, 564x511, toospooky3dme.jpg [View same] [iqdb] [saucenao] [google]
427337

>>427326
Used a reference image with photos of the front and right side of the skull. Started by Modelling the face from a subdivided cube: 4, a bit of trace work. But once I got to the edge of the jaw line, I had to stop using the reference image (I still stuck to it as best as I could)

The rest of it was just guesswork really, figuring out which joint connects to each part. It became a headache.

>> No.427338

>>427240
Why is the handle so fucking huge?

>> No.427381
File: 192 KB, 812x585, wallsiz.png [View same] [iqdb] [saucenao] [google]
427381

Question: I have this mesh in Maya which needs the end inside closed off.

How can I attach the floor polys to the one big poly i have created on horizontally using the bridge tool which goes from wall to wall?

>> No.427382
File: 204 KB, 812x585, wallsiz.png [View same] [iqdb] [saucenao] [google]
427382

>>427381

Better illustrated

>> No.427387

>>427382
take a pic without the wires on. still can't see what the hell you are talking about.

>> No.427392
File: 185 KB, 790x694, wallsiz2l.jpg [View same] [iqdb] [saucenao] [google]
427392

>>427387

Basically I had build the side walls of this room, but I need to fill the end in. I am unsure of how to fill the back wall in so everything is connected. The base of the wall is giving me problems because it is a higher poly which would result in an N-gon, which from my experience with the slit tool, Maya don't like.

What had been working for me up until now is bridge tool and then merging all verts.

>> No.427394

Any suggestions on a better way to fill that wall would probably be more appropriate question to ask.

>> No.427397

>>427382

betterly* illustrated

l2english retard

>> No.427398
File: 68 KB, 781x599, wallsiz2laaa.jpg [View same] [iqdb] [saucenao] [google]
427398

One more image on the unconnected edges

>> No.427399

I assume the merge vert and borders tool doesn't more because there is a mismatch on the vert count.

>> No.427402
File: 266 KB, 811x716, wallsiz2laf.jpg [View same] [iqdb] [saucenao] [google]
427402

>>427381
>>427382
>>427387
>>427392
>>427394
>>427398

Resolved: I changed from bridging horizontally to going vertically. I was able to calculate the amount of total side I have and found the middle between them.

>> No.427417
File: 690 KB, 930x764, glider.png [View same] [iqdb] [saucenao] [google]
427417

Can /3/ help me, im trying to make this for skyrim but have no idea how to judge scale to ingame.

>> No.427438

>>427417
>that ridiculously high poly handle
>that ridiculously low poly glider section

Dude, consistency, shit.

Also easiest way to get scale is to export a character model.

>> No.427448
File: 85 KB, 1487x853, Untitled.png [View same] [iqdb] [saucenao] [google]
427448

>trying to make a cabin
>make the model as low poly as I can
>attempt to unwrap
>get this shit
>cant figure out why
Being pleb is suffering.

>> No.427459

>>427438
the handle will literally be right in the camera the entire time. he doesn't need a consistent polycount for the glider section if you rarely fucking see it anyway.

>>427417
the texturing is awful, but i'm going to assume what we are seeing is simply placeholder.

>> No.427503

>>427448
Automatic unwrapping usually sucks. You have to go wall my wall strategically.

>> No.427515

>>427503
I did it manually, I just suck.

>> No.427519

>>427515
I think he didn't mean the marking seams part but to select each wall and project from view etc, and manually fix the UV

>> No.427530

>>426453
Avoid triangles.

>> No.427609
File: 852 KB, 960x540, untitled.png [View same] [iqdb] [saucenao] [google]
427609

Blender practice. I think I'm in love with cosy lighting

>> No.427660

>>427609
nice window

>> No.427719
File: 31 KB, 431x655, 1403026863941.jpg [View same] [iqdb] [saucenao] [google]
427719

How's my topology?

>> No.427770
File: 67 KB, 958x1032, untitled.blend.png [View same] [iqdb] [saucenao] [google]
427770

i'm slowly (very slowly) working on this.

>> No.427771

>>427770
Not sure if furfag

>> No.427921
File: 488 KB, 1000x1250, vacuumite 3.jpg [View same] [iqdb] [saucenao] [google]
427921

Vacuumite Humanoid Containment System. The low cost alternative to Carbonite.

For the Genesis 1 figure.

>> No.428074
File: 80 KB, 1656x1061, why?.jpg [View same] [iqdb] [saucenao] [google]
428074

I'm animating these small boxes (the green and the blue). So I finished the first part of the animation with the green box jumping and failing. Then when I was satisfied with the result I started animating the second step, him succeeding with the jump.
And when I was done with the second part the whole first part had moved down.
The animation was still the same and correct, but everything was waaaay to low down.
Anyone got any idea why?

>> No.428083
File: 63 KB, 640x480, what_39_.webm [View same] [iqdb] [saucenao] [google]
428083

>>428074

>> No.428138
File: 252 KB, 1920x1030, untitled.blend.png [View same] [iqdb] [saucenao] [google]
428138

i think i got the digitigrade thing down.
feet are flat because closing the bottoms of them made for bad topology.

>> No.428187
File: 14 KB, 331x365, lowpolyflower.jpg [View same] [iqdb] [saucenao] [google]
428187

Low poly flower for a mobile game

>> No.428188

>>428187
Why don't you use a flat plane for the petals and a texture with alpha?

>> No.428195

>>428188
the engine doiesnt allow alpha txtures

>> No.428207
File: 3.11 MB, 3000x2400, finalrender4.jpg [View same] [iqdb] [saucenao] [google]
428207

My final project. I got a B on it but want to take it further.

>> No.428293
File: 353 KB, 640x360, untitled3.png [View same] [iqdb] [saucenao] [google]
428293

>>427660

Thanks

>> No.428294
File: 701 KB, 1920x1080, untitled.jpg [View same] [iqdb] [saucenao] [google]
428294

>> No.428434

>>426919
Your topology is pretty bad
I'm not one of those guys that goes around screaming "Don't use tris," but your topology looks like its very difficult to work with.
Good topology will make the mesh easy to work with.

>> No.428751

We're on page 10; New thread time: >>428750