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/3/ - 3DCG


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File: 12 KB, 250x126, 1416244383170s.jpg [View same] [iqdb] [saucenao] [google]
453075 No.453075 [Reply] [Original]

NEW WIP THREAD

we upside down now edition

>> No.453076

>>453075
Upside down has been done multiple times now.. be more original OP

>> No.453090
File: 298 KB, 1000x505, censored.jpg [View same] [iqdb] [saucenao] [google]
453090

>>453076
i tryed this but it never seems to take off

>> No.453091
File: 1.18 MB, 1350x714, x2.png [View same] [iqdb] [saucenao] [google]
453091

>>453075

>> No.453097

>>453091
need rating

>> No.453101

>>453091
>>453097
More working on your fundamentals and less jacking off to your waifu inside unity anon.

And if you just gonna jack off to it in unity at least make it look pretty, you have realtime shaders and lighting at your disposal
at least you could make it look polished instead of a lambert shaded default lit scene looking like a basic viewport printscreen.

I'm gonna assume you ripped the model cause it doesn't make any sense you're that okay of a modeller and that shit at the rest.

>> No.453106

>>453091
Uhh...it looks like an N64 game. That's the most prevalent thought when I see this.

>> No.453107

>>453106
To clarify: a shovelware N64 game.

>> No.453135
File: 279 KB, 2000x2000, Garen_WIP.jpg [View same] [iqdb] [saucenao] [google]
453135

Finishing the HP on this guy

>> No.453136

all right /3/ tear me a new one. First time texturing/animating. Should I give up now or is there something worth redeeming about this piece of shit I spent 5 hours on

>> No.453137
File: 111 KB, 720x480, animation10001-0250.webm [View same] [iqdb] [saucenao] [google]
453137

>>453136
for fucks sake forgot the webm

>> No.453160

>>453091
dat lambert shading

>> No.453167

>>453137
It looks like the panels covering the mini guns in the beginning are going through the guns once the closing animations starts.

Also, it might look cooler if the wings come out and the mini guns go up at the same time. Try it out m8.

>> No.453169

>>453167
Thanks, will try that out, and yeah clipping has been an issue, trying to find a workaround for that

>> No.453171

>>453167
yeah, you could make the covering panels slide down to the side, maybe then they won' collide with the guns

>> No.453172

>>453137
Its like a retarded swiss army knife that doesnt open or close properly and isnt lit well :/

>> No.453188

>>453172
>Excuse me. I'd like to return this swiss army knife
what's wrong with it?
>Well it doesn't quite open and close so great, but my real problem is that it isn't lit very well
excuse me?
>Yeah the lighting's off. I took it out of the box and it was only lit from the side by a single lit source.

>> No.453195

>>453172
Thx m8

>> No.453228

>>453101
shaders are turned off, modified makehuman model, first time doing clothes, not
>>453106
>>453107
was aiming for mid PS2 graphic so thanks

>> No.453229

>>453228
sorry
first time doing clothes not fap worthy

>> No.453273

>>453135
looks nice m8, wireframe?

>> No.453275
File: 307 KB, 1051x758, cap.png [View same] [iqdb] [saucenao] [google]
453275

WIP

>> No.453276

>>453275
the legs look really off. model those muscles at least a little so the silhouette isn't skinny as fuck.

>> No.453292

>>453275
His eyes are pretty fucking buggy and it looks like he's got a massive underbite

>> No.453309

>>453276
>>453292
Taking note of both of these. Thanks guys

>> No.453316
File: 10 KB, 259x194, download.jpg [View same] [iqdb] [saucenao] [google]
453316

>>453136
>should I give up now?
Giving up is the only reason for people to believe you have nothing to offer.

Onto your webm, not a bad attempt. By it's rocket shape I'm guessing it's meant to travel through water? if it doesn't sorry but that doesn't look airborne at all therefore making the machine guns a bit redundant. Animation isn't bad either, just watch those closure flaps don't clip into the machinery and as far as texturing goes, it's kind of bland. Add more scratches so it doesn't look like it came out of a lego factory.

tl:dr keep it up, treat this as a learning experience.

>> No.453322

>>453137

Makes me think of something from the game Wipeout. Not entirely sure about functionality, but do love the concept. Something for low-grav worlds perhaps, as it's not really made for water or our standard air. Looks nice, but a bit bland as said, with clipping the only real thing to put some work in. Does look a bit silly with hatches rather than sliding doors... ;)

>> No.453334

>>453136
>>453137

If things aren't going the way you want, don't give up. Just start over and use what you've learned from your last attempt.

>> No.453337
File: 236 KB, 320x240, kimJongUnSpin.gif [View same] [iqdb] [saucenao] [google]
453337

>> No.453338

>>453137
If you enjoy what you do, not being good enough at it yet is a stupid reason to stop doing it.

>> No.453360
File: 568 KB, 1440x810, 1123581321.png [View same] [iqdb] [saucenao] [google]
453360

A cheeky portal gun, because I'm running out of ideas. Though there was some pretty inspiring shit from Interstellar.

>> No.453361

>>453360
Nice subdivs. Hate everything else.

>> No.453362 [DELETED] 
File: 32 KB, 1280x720, final0168.jpg [View same] [iqdb] [saucenao] [google]
453362

Taking a class in maya this semester

Trying to do final project right now.

The professor is just some guy who happens to find it cool, I've taught myself a lot of things.

The problem now is for whatever reason Maya is taking 10 hours to boot and I couldn't get batch rendering to work.

Screenshot though.

>> No.453364

>>453091
>editing premade models

doesn't even look like x-tan

>> No.453375

I'll post my WIP in a day or two. I was wondering if anyone has a good tutorial on clothes. I'm having difficulty with making the collar for this shirt.

>> No.453383

>>453375
post what you've got so far on the collar m8

>> No.453384
File: 265 KB, 1920x1078, fuckingfinally.jpg [View same] [iqdb] [saucenao] [google]
453384

Here's some pokeyman
WIP because I don't know if I'll ever bother to make it look good, I probably gonna have to re sculpt it as it was one of the first things I ever made in zbrush while teaching myself

>> No.453387

>>453384
What happened to that poor Kyogre?

>> No.453388

>>453384
>noise = detail
anon...

>> No.453393
File: 132 KB, 517x551, halmutWIP_1.png [View same] [iqdb] [saucenao] [google]
453393

>>453135
That's OK. I can't stand LoL's aesthetics, though.

Here's my fucktarded start to an enclave helmet. Working from Fallout 3 concept art. https://www.flickr.com/photos/47857688@N08/6876950749/in/set-72157629320774861 End goal is 3d print / molding.

>> No.453411
File: 324 KB, 1116x913, dragbeard.jpg [View same] [iqdb] [saucenao] [google]
453411

Any tips to improve it?

>> No.453412 [DELETED] 
File: 1.88 MB, 1280x720, sanicran.gif [View same] [iqdb] [saucenao] [google]
453412

turns out you can animate in blender and export it to maya

which is great because either I'm doing it wrong or animating in maya is extremely unintuitive

>> No.453413

>>453411
get rid of the random noise and focus on some concrete facial feaures

>> No.453417

>>453413
Features like what?

>> No.453418

>>453417
Anatomy

>> No.453425
File: 164 KB, 1093x685, Untitled2.png [View same] [iqdb] [saucenao] [google]
453425

What do you guys think of this roof so far? I'm pretty new to this stuff. Attempting a sort of medieval/fantasy farmhouse thing with exaggerated proportions. Like something you might see in WoW/Dota/etc.

Also threw in a little lantern

>> No.453426

>>453425
Looks good for me even now.
Would you draw textures from scratch or bake from sculpt?

>> No.453430

>>453426
draw from scratch

>> No.453445

>>453425
Fuck, I tiled the roof totally wrong.

Well, I'll be back later.

>> No.453462
File: 188 KB, 1368x738, HornyHorn.png [View same] [iqdb] [saucenao] [google]
453462

What is up with the "Don't Honk" pic on the top of the board? Also r8 my lo-poly trumpet.

>> No.453469

>>453462
Earlier today there was a image of a manga character on a bike with 'honk honk honk' caption.
Upon entering the site the evangelion theme started playing honked on horns, I have 4chan on a tab and didn't realize it was this window that did it.
Some meme we've missed I suppose.

>> No.453470

>>453364
i know you jelly
/x/ is an abstract char

>> No.453476

>>453469
Today is the birthday of Asuka. /a/ has an ugly Asuka image at the top along with the eva honking theme. Later it spread into other boards except instead of the Asuka image moot put honking Chen, which is a popular 4chan meem. There's the accompanying "don't honk" meme, which replaced chen along with the stopping of the eva theme. Currently the theme and asuka image are still on /a/.

>> No.453511

>>453476
>ugly Asuka
Asuka is already ugly though

>> No.453539

>>453511
Pfft! such insolence, Asuka is like the waifu of anime itself, you can't insult her and still into anime.

>>453476
>Asukas birthday

Oh, cool. Does that mean that the first impact is scheduled for this year?

>> No.453542
File: 228 KB, 1920x1080, frames_1-47.webm [View same] [iqdb] [saucenao] [google]
453542

My first animated render in Maya. It's supposed to do a full rotation over 120 frames, but each frame takes quite a while to render on my poor laptop.

So these are frames 1-47.

>> No.453544

>>453542
>1920x1080

Stop.

>> No.453546

>>453542
I'd offer to render it for you if my upload speed wasn't stuck at 50kb/s

>> No.453547

>>453542
Those strings are chunky as fuck, is that meant to be a bass or what?

>> No.453556
File: 439 KB, 1920x1080, Untitled2.png [View same] [iqdb] [saucenao] [google]
453556

>>453425
Fixed. Any noticeable difference?

>> No.453557

>>453556
>Any noticeable difference?
Yes, there's no lantern anymore.

>> No.453558

>>453557
Haha i meant the tiling, does it look any better?

>> No.453559

>>453558
Si

>> No.453598 [DELETED] 

>>453316
test comment

>> No.453599

>>453412
Which one did you learn on? Blender is great if that's all you'll ever be doing/

>> No.453601

>>453599
And hows that again, noob?

>> No.453602

>>453412
Move bones, hit S, change frame, move bones, hit S. It's very simply in Maya...

Then you go into the graph editor and refine the animation curves.

>> No.453606

>>453412
Also, you can create an IK rig that allows can allow you to move your joints around in a more intuitive way, and also have ground plane detection for the feet.

>> No.453621
File: 243 KB, 1115x889, rig.png [View same] [iqdb] [saucenao] [google]
453621

I've been trying to learn how to rig for a while now and I still can't wrap my head around how shit like this happens, it seemingly happens at complete random depending on the model I am trying to rig.

How the fuck do I get these separate parts of the geometry to move with the bones? They're weighted and assigned to vertex groups and everything yet whenever I move the bones around in pose mode they just detach or remain unmoving. For example in one of the red circled areas there's suppose to be a uniform badge and I don't understand why it refuses to move when it's joined to the base mesh, weighted to the chest and assigned to the chest vertex group.

What the hell am I doing wrong? How the fuck do you get separate details on clothing to move with the rig? I can't even find a tutorial that covers this, they all only ever cover how to rig naked characters with minimal detail.

This is all in Blender if it makes any difference, and it will I'm sure.

>> No.453623

>>453621
Switch to Maya if you're serious about animation, is all I can say really..

>> No.453636 [DELETED] 

>>453606
I tried setting up an Ik
it was horrible.

>>453602
Half the time it doesn't even save the bone's keyframe.

On top of that is hard as shit to just select bones and not the mesh. I want to be able to see the mesh and animate at the same time.

On top of that, its just so much faster to animate it in blender when I feel like it shouldn't.

>> No.453638

>>453636
You will wanna freeze the mesh so you can't select it while manipulating the rig anon.
It's animation 101 stuff.

>> No.453641 [DELETED] 
File: 378 KB, 1280x720, 0001-0082.webm [View same] [iqdb] [saucenao] [google]
453641

>>453638
I googled for how to do that in Maya. I couldn't find shit. Tried "how to make object unselectable". Nothing.
That also doesn't fix the "have to click 1000 times on a bone for it to actually select" problem.

>> No.453642

>>453641
Its terrible

>> No.453643

>>453636
Try actually learning how to use Maya before jumping into doing shit... There is a row of clear icon at the top of Maya that allow you to disable or enable selection of different types of things. There's a button for polygons, a button for bones, a button for curves, and a few others.... Just hit the polygon one.

Also, in your viewport display options, you can turn on "X-ray joints" so that they show through the geometry.

If it doesn't save the keys half the time, then you're doing something wrong and should examine what you did when it didn't save, compared to the times when it does.

http://allhotkeys.com/maya-hotkeys.html

>> No.453644 [DELETED] 

>>453643
I've been in a class for the past semester. I'm aware of the "select different things" set but why can't I just make that specific item unselectable?

Also, I've even had automatic keying on and it wasn't saving keys.

>> No.453645
File: 1.50 MB, 1920x1080, my.webm [View same] [iqdb] [saucenao] [google]
453645

A little too glossy looking; not sure what's causing it exactly.

Still got some tweaking in mental ray to do.

>> No.453647

>>453644
It makes all items of the type unselectable.
If you want specific meshes only, which seems like an odd request, then you put them in a new Display /layer, and set the second option on the layer to "R", which means to only render the objects in that layer, but not have them be selectable. Display layers are a very useful feature to learn, they are heavily used when it comes to animation in Maya, and pretty much everything else too.

>> No.453648

>>453644
Again, you're doing something wrong if it's not saving keys, I've never heard of automatic keying not saving keys, so you're literally the first. Go to the frame you want, move the joints, go to the next frame. Don't hamfist any keys.

And IK works amazing, you just need to not set it up improperly...

>> No.453649

>>453645
Just lower the glossiness value... It can go below 0.150, the slider just defaults to stopping there, type it in. But try lowering the reflectivity more.. Also, in your "BSDF" section of the material, check "Fresnel reflection".

And in the "mentalray" section of your camera, add a "mia_exposure_photographic" to the "lens shader" and increase the "Cm 2 Factor" until you can see your scene again (usually around 10,000, sometimes a few or less 0's more.)

And Final Gathering should be turned on in your render settings, with Secondary Diffuse bounces set to at least 2.

>> No.453650 [DELETED] 

>>453647
Think of it this way.

Its extremely unintuitive to turn of selection for ALL of a certain thing.

For example, if I turn off all mesh just because I want to pose the armature underneath of a mesh, but then I need to go move a completely different mesh, I can't.

This is why posemode in blender is good. It gives the armature priority but at the same time you can still click on it.
>>453648
Yeah, thats what I was doing, then I'd go play the animation back and half of the things that were changed didn't move.

Also, when I tried IKing an arm (shoulder to arm), it wouldn't allow me to rotate the hand.

>> No.453651

>>453649
Sweet Jesus thanks! I look forward to putting all of this into effect tomorrow!

>> No.453652

>>453412
The feet feel okay but their rotation is changing so much over this quick cycle that they just look like they're jittering. If you look at fast runs usually the feet don't change their sideways angle so much. Think of it logically, if you're running so fast your feet can't have so much sway.

The head looking side to side is good but it's a little much arguably. I would tone it down by at least 25%. More importantly it lacks overlap with the movement of the body and the feet. Move that head rotation animation backwards by at least two frames, that's why it looks stiff.

The biggest issue with this cycle is the arms. You can't keep your arms perfectly straight out like that while running if they're swaying so much forwards and backwards. If the character was forcing his arms out straight, then that would be believable, but only if the arc of the sway was controlled. You need successive breaking of joints (shoulder, elbow, wrist), for it to have flow.

The cog is also having way too much translate y movement. It looks like he's jittering. When people run extremely fast their cog is actually more stable.

Hope this helps

>> No.453653

>>453652
note: the head rotation anim. could also be moved forward which might actually be better, it would read like his chest was dragging his head. either way can work depending.

>> No.453654
File: 1.01 MB, 1920x1080, axl_hipoly_render.png [View same] [iqdb] [saucenao] [google]
453654

>>453651
here
>>453649
Decided to go ahead and try out what you suggested. Looks great! Thanks a bunch!

>> No.453655

>>453653
>>453412
>>453652

And also some notes about animating in Maya

it's very intuitive once you are more familiar with the software, just like blender feels intuitive to you.

First of all it's generally not best practice to animate joints which it seems like you're doing). Why? Because your joints' attributes in the channel box are not zeroed out in your character's default pose (t-pose). stuff gets harder to manage, if you need to reset his pose, troubleshoot a rig problem, etc. You should make controls that affect the joints instead, it's much cleaner. Just look up some rigging 101.

IK is good for feet but it's not necessarily more intuitive for everything. I usually prefer FK on arms

About meshes while animating. General practice is to add mesh to a display layer and set it to R -- this way you can't select the mesh. This allows you to select his controls and not select his mesh by accident.

When animating: Usually helps to have autokey on (red in bottom right corner) especially if you are doing pose-to-pose stuff. Graph editor is also in blender, but afaik you can't copy/scale/paste keys with the same flexibility. Not to make this a software fight ofc. Animating is very fast for me in maya especially with hotkeys and scripts (look up the ack scripts).

I have key shortcuts to toggle the visibility of controls, geo, to shift keys, to squash/stretch keys vertically and horizontally, to snap keys to the previous or next, to toggle the tangent types.

>> No.453656

>>453655
For me it is very intuitive and fast.
Obviously you are faster in blender because that's what you know. If you want to learn to animate in maya that is ultimately up to you. But it never hurts to learn other software especially if you will likely use it if you work in this indstry.

>> No.453657

>>453652
another note... the reason cog movement tends to be more stable when going fast is because it takes time + force to do heavy weight shifting, in your case the vertical weight (the drop) is too strong because think of it this way, it takes time for gravity to affect an object. he can't drop down so far because for the amount of time he is in the pass of his run isn't enough for gravity to drop him down so far before the next contact of his foot. because of that it almost looks like something is pushing him down from the top on each step.

speaking of weight shifts, despite what I said it looks unnatural and too "cg" that his cog is literlaly only moving up and down in y. you should try giving it a very slight x mvmt (assuming your character is facing in z). think of how you would 2d animate this if you have experience in that... giving his slight side-to-side would add some much needed imperfection to the cycle but also make the arc of his cog more pleasing (principles of animation!)

Another reason why I said the head rot might need to be more stable is that his run looks very determined, like he's focused on something ahead of him. He needs to have a relatively stable head because he's maintaining eye direction. Look at how cats run.

>> No.453659
File: 9 KB, 458x298, infini.jpg [View same] [iqdb] [saucenao] [google]
453659

>>453657
animating the hips so the trajectory of them when seen from the front view looks like an infinity sign or laying figure 8 will set you on the right course to a natural weight shift.

Just drag your mouse cursor like pic related on your screen and you can appreciate the smooth natural rhythm.

>> No.453660
File: 277 KB, 1920x1200, bow.jpg [View same] [iqdb] [saucenao] [google]
453660

makin' a bow.
Not sure if i should model the string where it loops onto the limbs or let a normal map handle it.

>> No.453663

>>453654
What's up with your surface? It has a lot of lumpiness all over it? Did you just take a random noise map and plug it in to your bump?

Also, how are you lighting the scene?

>> No.453664

>>453660
It depends, are you making it for a game, or making it for film/animation... If for game, if your poly requirements are super low, don't model it. If they are decent, then just model the volume of the wrapped string, but not each individual string, and then normal map that raised surface.

>> No.453667

>>453664
It's more for practice; That's why i'm stuck. I think i'll go for low poly modelled + normals.

>> No.453702

>>453663
The surfaces have normal maps to reflect the dirt/grime look on top of the wood. So no, it's not random noise. It's a brush in Substance Painter.

I'm lighting the scene with 3 area lights and final gather in mental ray.

>> No.453707

>>453660
>>453667
Fix up the normals at the tip. That darkening effect at the edges is because you have a very large angle marked as "smooth." Do an edge split there like you did around the handle.

>> No.453767

>>453641

New layer. Reference

>> No.453769

>>453228
>modified makehuman model
modified how?

>> No.453771

>>453362
just reinstall. 10 hours is a lot to wait on

>> No.453772

>>453621
in maya this is fixed by making the clothes a wrap deformer to the skinned mesh. Look for something similar in blender
>or just use maya
>you won't

>> No.453793

If it's for practice you should do high poly, bake normals, low poly. That's how most character assets are made for video games.

>> No.453795

>>453556
How did you do the tiling?

>> No.453799 [DELETED] 
File: 56 KB, 1280x720, 0001-0009.webm [View same] [iqdb] [saucenao] [google]
453799

Update. Changed some stuff.

>> No.453803
File: 862 KB, 603x928, captain natty.png [View same] [iqdb] [saucenao] [google]
453803

>>453275
Needs to look more natty.

>> No.453805

>>453799
sonic's lack of a pelvis makes a regular style of running look really goofy. When he's running, bot not so fast his legs just become a circle he actually sort of goosesteps.

>> No.453810 [DELETED] 
File: 162 KB, 432x568, New Canvas.png [View same] [iqdb] [saucenao] [google]
453810

>>453275
Lower his eyelids a little bit and round the top of his ears. His hips need to be wider too, maybe shrink his waist just a little bit. Most of your problems are in the face, though. Look up some ear references instead of doing them from memory. Also look into "idealized facial proportions" and look at Captain America illustrated by many different artists to get an idea of his likeness. You can look at his live-action faces too. You have a good start, though

>> No.453811
File: 195 KB, 561x703, Garen_WIP.png [View same] [iqdb] [saucenao] [google]
453811

>>453273
That shot was the high poly, here is the low poly, and all of the bakes done. Part of the contest is that the final material had to be shadeless, so that is why all shadows are defined in the diffuse.

>inb4 shitty blender viewport

>> No.453812
File: 53 KB, 563x735, Garen_WIP_wire.png [View same] [iqdb] [saucenao] [google]
453812

>>453811

and a shitty wireframe snap

>> No.453819

>>453799
I liked when he had his arms stick out as he was running. It added more character.

>> No.453820
File: 1019 KB, 960x540, whattheshit.png [View same] [iqdb] [saucenao] [google]
453820

trying to make something for school (not an art class, just something for an english project).

>> No.453821
File: 173 KB, 1150x808, Untitled3.png [View same] [iqdb] [saucenao] [google]
453821

>>453558
Gracias senor.

>>453795
Created a plane with the same curvature as the structure of the roof. Created a number of rectangles on the plane. Extruded to give them that sort of triangular shape. Randomized the height of each one to give it some variance.

There's gotta be a more efficient way to do this but whatever. There weren't really any tuts and anything else was equally as complicated.

>> No.453854
File: 401 KB, 640x480, 155648413.png [View same] [iqdb] [saucenao] [google]
453854

Any thoughts?

>> No.453870

>>453854
Looks good except for the hair

>> No.453873

>>453412
>>453602
>Move bones, hit S, change frame, move bones, hit S.

dont do that, first of all try creating a functional rig , setup IK when needed and parent everything to a curve so you can select it easier.

if you dont want to go the curve route just make geometry unselectable in the toolbar.

also if you think that pressing S is a good way to create keyframes you're in for a long time cleaning animation curves since it keyframes every atribute even if it does not change making messy curves.
its better to press CTRL+W for translation keyframe CTRL+E for rotation and CTRL+R for scale.

dont give advice unless its good.

>> No.453877
File: 69 KB, 807x567, particle_hair_experiment.png [View same] [iqdb] [saucenao] [google]
453877

>>453870
I am currently working on making dynamic particle hair in blender (controlled by a widget), but my current setup requires slow cage movement for the hair strand to even begin to follow... never mind the render times for good-looking hair. Pic related: experimental particle-hair setup
So until then, crappy hair... or I break out all those Daz Studio wigs I have.

>> No.453892

>>453772
I'm getting pretty sick of Blenders shit so I will probably be moving over to Maya/3DS soon, I'll need to for school anyway.

>> No.453893

>>453621
>>453892
Step one, calm the fuck down.
Step two, search internet for weight paint projecting.

>> No.453894

>>453893
Actually, if you need to switch anyway, just do it.

There is only one reason to use Blender, to not use pay shit.

>> No.453903

>>453854
rigid.

>> No.453905
File: 523 KB, 1024x768, w.jpg [View same] [iqdb] [saucenao] [google]
453905

Making cities all day erry day

>> No.453906

>>453905
Do Bangkok, my birthplace.

>> No.453909
File: 104 KB, 512x384, w2.jpg [View same] [iqdb] [saucenao] [google]
453909

I'll look into it, I also made San Fransisco

>> No.453910

>>453905
That...looks really nice..

>> No.453911

>>453909
Arnold, right?

>> No.453915

>>453810
>idealized facial proportions
Will-do. Thanks

>> No.453916
File: 536 KB, 1024x768, w.jpg [View same] [iqdb] [saucenao] [google]
453916

Playing around with light

>>453911
?

>>453910
sankyuu

>> No.453917

>>453916
what renderer

>> No.453918

>>453917
Modo

>> No.453919

>>453916
Water looks slightly too erratic, kind of makes the entire thing look fake.

>> No.453920

>>453918
yick.

>> No.453922

>>453916
all those temple gates lol

>> No.453923

>>453799
The same notes I gave last time still apply
From this angle it looks like he's not leaning enough forward. He seems too on balance. so the running looks awkward.
Same note with the arms.

>> No.453924

>>453922
http://www.japan-guide.com/e/e3915.html

>>453919
It's supposed to look kinda "cartoony" (as opposed to realistic), I agree I still need to tweak the water a bit tho.

>> No.453925

>>453923
if that was vague, its like his legs are crashing into his stomach and not whipping nearly enough backwards.

>> No.453926

>>453924
Whoa thanks anon I never knew that.

>> No.453927
File: 235 KB, 1400x1000, hand.jpg [View same] [iqdb] [saucenao] [google]
453927

some very quick 2h monster hand model or soemthing

>> No.453928

>>453916
looks like an explosion just went off

>> No.453933
File: 275 KB, 1400x1000, hand2.jpg [View same] [iqdb] [saucenao] [google]
453933

>>453927
few more details

>>453905
>>453909
>>453916
looks like a game, I like it

>> No.453939

>>453924
I didn't say it should be realistic, quite the opposite, the water is TOO realistic.

>> No.453944

>>453933
That looks disgustingly good

>> No.453956

>>453933
Needs more asymmetry.

>> No.453963
File: 287 KB, 2000x2000, Garen_WIP.jpg [View same] [iqdb] [saucenao] [google]
453963

I hate to spam this shit but I could really use some crits, this is my first time hand painting a texture like this, thoughts?

>> No.453970
File: 268 KB, 1400x1000, whatslocikshandprobablylooklikeIRL.jpg [View same] [iqdb] [saucenao] [google]
453970

>>453933
>>453933
Good work, like this design too, but you're still using too much autism on your big lines slocik.
It's my opinion you would be full of win if you just learned to relax them out of rigidity and gave them some tension
like let your big lines flow more freely and organically and remedy the CGI symmetry thing.
No reason ruining a nice sculpt with the associated rigidity enabled by the media, especiallay since fixing it is a very fast operation.
Just a question of unbalancing some lines and make them curve with the structure or with the pose.

>> No.453972
File: 1.31 MB, 3738x2928, blizzardretardshoesizeforever.jpg [View same] [iqdb] [saucenao] [google]
453972

>>453963

>> No.453973

>>453963
The texture of the cloth looks way more detailed than the "leather" you used for hands and boots.
Also the face looks a bit retarded, maybe it's just the eyes.
If you want to make a model simulating that it'll be for League of legends you don't need that amount of detail in the cloth. If you want to make something bigger than that use some nice leather and metal textures for the parts that are not cloth, because seriously, the cloth looks so good that the rest looks pretty shitty.
How are you UVs? Can you post it with checker?

>> No.453974
File: 245 KB, 2000x2000, Garen_WIP.jpg [View same] [iqdb] [saucenao] [google]
453974

>>453973

Thanks, I threw a gaussian blur onto the cloth pattern ant it fits much better with the handpainted style, and the LoL style.

UV's coming

>> No.453975

>>453972
I don't think it ALWAYS looks bad, but I am gonna have to agree that character model does look much better.

I still like the original though. With some improvement, it could look pretty nice.

>> No.453976
File: 713 KB, 2048x2048, Garen_Diffuse_watermark.jpg [View same] [iqdb] [saucenao] [google]
453976

And the current UV's

>> No.453977

>>453972
ha, it looks much better on the left side

>> No.453979

>>453905
>>453909
>>453916
Dayum, I can always find some inspiration. Those look loveable.

>> No.453981
File: 545 KB, 1024x768, w.jpg [View same] [iqdb] [saucenao] [google]
453981

>>453979
Thanks, here is a slightly updated version

ps. FUCK the new captcha

>> No.453982
File: 1.07 MB, 2048x2048, ubwzqnoj FREE TO USE.jpg [View same] [iqdb] [saucenao] [google]
453982

>>453976
There was a big super gay watermark on this texture, I fixed it for you and uploaded it to all torrent sites.

Over 9000 anons immediately downloaded it and wrote in the comments that they're gonna use it for all their characters from now on.
Even use it as material for other stuff like mountains and grass.

>> No.453983

>>453982
Thanks, gonna use this for my next project

>> No.453986

>>453976
>>453982
>>453983

muh sides

>> No.453988

>>453981
Looks much better, but the arches are still an ugly mess and seem totally out of place. Are you using a skybox/HDRI or w/e to get the blue reflection, or just a back light?

Also, why fuck the new captcha? it's infinitely easier than typing numbers, or god forbid, distorted random characters.

>> No.453990
File: 1.14 MB, 1024x768, w.png [View same] [iqdb] [saucenao] [google]
453990

>>453988
I kinda want to merge the traditional kyoto with the contemporary kyoto, but yeah I agree that it looks messy right now.

I'm just using a directional light with some shader tweaks, no hdri maps at all.

about the captcha, privacy and I can't tab anymore.

>> No.453996
File: 5 KB, 224x225, michael jackson phone.jpg [View same] [iqdb] [saucenao] [google]
453996

Any mayafags here ?

I turned the construction history off but it still keeps tabs on the mesh modifications. Any idea why it does that ?

>> No.453999

>>453996
Why would you ever want construction history off completely? just delete history when you want, and leave it available for change in between.

>> No.454004

>>453982

Sorry, force of habit.

I know watermarks are gay

>> No.454010
File: 1.99 MB, 2048x1536, w.jpg [View same] [iqdb] [saucenao] [google]
454010

updato

>> No.454013

>>454010
The lighting makes it really look like a miniature toy set with a desk lamp to the left. I don't know if that's what you were going for, but I feel the scene needs more ambient lighting or GI.

>> No.454015

>>454013
It looks like it has GI. and it has plenty of ambient lighting. Imagine the same time of day/lighting with real buildings. It looks like it's miniature becaause the models are simplistic.

>> No.454031

>>454015
I think it's the lack of detail in the sky. The SF scene has a sky with clouds and detail, whereas this one is just a single shade. Also the scene stops right after the mountains, which might be fine, except at the current view we should be able to see far past that, like in the SF scene.

>> No.454032

>>454010
pretty good
I especially like the coloring

>> No.454033

>>454010
imagine if you got this shit 3d printed

>> No.454043

>>453462
10/10 would play in low-poly orchestra

>> No.454242
File: 294 KB, 2000x2000, Garen_WIP.jpg [View same] [iqdb] [saucenao] [google]
454242

>>453974

Allright guys, I'm all done with the texture on the character, now I just have to get the sword done and rig him up.

Let me know what you guys think.

>> No.454243
File: 108 KB, 2000x2000, Garen_WIP_height.jpg [View same] [iqdb] [saucenao] [google]
454243

>>454242


and what it would look like in game view.

>> No.454259
File: 311 KB, 2000x2000, Garen_WIP.jpg [View same] [iqdb] [saucenao] [google]
454259

>>454243

decided to just stay up to fuck o'clock in the morning and get the sword done too.

final shots and pose coming tomorrow.

>> No.454272
File: 616 KB, 1280x720, maletin.jpg [View same] [iqdb] [saucenao] [google]
454272

i did a biefcase, pretty meh.
max and mental ray.

>> No.454331

>>454259
Do you have to rig it?

>> No.454344
File: 2.99 MB, 2000x1607, jen.png [View same] [iqdb] [saucenao] [google]
454344

>>453660
older one i did

>> No.454352
File: 350 KB, 1400x900, hand6.jpg [View same] [iqdb] [saucenao] [google]
454352

>>453970
yeah i did add some wrist indication
as for symmetry, im too lazy

>> No.454372

>>454331

no, I misspoke when I said pose. I am getting all of the final shots put together now, just did a couple small tweaks to texture.

Will update when finished

>> No.454389
File: 271 KB, 1600x908, Summoners_Rift_Overlay_small.jpg [View same] [iqdb] [saucenao] [google]
454389

>>454372
finally finished, here is the main img.

here is the link to the polycount thread for the rest of the images:

http://www.polycount.com/forum/showthread.php?t=141938

>> No.454390

>>454389
I'm not sure what the point of the contest is, but are you able to make the colours less garish?
He doesn't fit into that scene at all, and you can see a huge difference in the style of the environment to your model.

>> No.454391

>>454390

The point of the contest is to create a new character skin or recreate an existing character skin for LoL.

>> No.454392

>>454391
In that case you should definitely choose some different tones/hues. and maybe a bit more variance. a small detail with higher contrast. As it is now there's too much brightness/saturation.

>> No.454397

>>454392
Shit, I see what you are saying, I wish people had been this helpful when I was still working on this.

I was just posting this here as a final update, I already submitted everything for the contest.

>> No.454429
File: 165 KB, 1920x1080, shotgun.png [View same] [iqdb] [saucenao] [google]
454429

Not too sure about the lighting on this or the materials.

>> No.454431

>>454429
it really needs better lighting. at least you dont have blurr

>> No.454432
File: 101 KB, 1463x497, wireframe.png [View same] [iqdb] [saucenao] [google]
454432

>>454431
Any tip on improving the lighting then?

Also wireframe of it.

>> No.454445

>>454429
Looks like you have 2, maybe 3 lights tops. add some more fill lights, and play with their intensities. try another front/bottom/left with low intensity to hit those harder shaded areas.

I think the lighting you have now looks pretty cool for mood, but lacks a little visibility.
As for materials, add more than one. If you're going for metal the reflection should be tighter.

>> No.454448
File: 129 KB, 1920x1080, 1418387041221.png [View same] [iqdb] [saucenao] [google]
454448

>>454429
Try making the edges on this part sharper. Other than it, it looks pretty good.

>> No.454473
File: 201 KB, 1920x1080, Mossberg.png [View same] [iqdb] [saucenao] [google]
454473

>>454445
>>454448
Thanks, does this look better?

>> No.454521
File: 29 KB, 529x510, fish1.png [View same] [iqdb] [saucenao] [google]
454521

What the fuck do I do now?

Man, it a horrible mess. Been on this model for the last few days. The fish seems fine, but I think I have to delete the thing at the bottom of the fountains.

Also, I'm can't texture this crap.

>> No.454556

>>454397
>I wish people had been this helpful when I was still working on this
you didn't post a picture of it in the scene before this you faggot

>> No.454562

>>454473
honestly,no, it looks worse. It looks too uniform; the top/bottom lights just give it a fresnel look.
move them off-center, play with their intensity / radius.
Think of 1 light, probably a spotlight, as your main light source. The angle you want the piece ot be lit from. Then throw in a point/directional light behind it, but off to the opposite side a little bit to catch the edges. Then add a point light/ambient light wherever the hardest shadows are and make the intensity low just to give a soft fill to those areas. rotate around your model, move the lights in screen space, don't worry about where they are; just make it look good.

>> No.454568

>>454473
just get rid of the black background. black on black doesnt really work

>> No.454570
File: 449 KB, 1608x643, transformer wip.png [View same] [iqdb] [saucenao] [google]
454570

Currently working on a Bayformer, or rather was working up until about a month ago. I just sort of walked away from Max for no reason.

Now I got myself 2013 Max and reloaded the file. Just sort of sitting here looking at the model, panning and zooming around, selecting and hiding shit, but never doing anything.

Anybody else ever experience this? You just don't want to work on something anymore, but don't really know why. You just stop and can't get going again.

P.S. the mirror tool is pants on head retarded in 2013 version because it fucks your normals beyond repair.

>> No.454579
File: 278 KB, 1599x861, f0037a4737df98569ea7d469b83a8947[1].png [View same] [iqdb] [saucenao] [google]
454579

First time I've gone into UV wrapping, I'm following a tutorial, but the guy in it doesn't seem to be having the same problems as me

How do I get rid of this distortion? It's like the UV scales itself wrong when I iron it.

>> No.454585

>>454570
Yes, pretty sure everybody experiences this. But that looks fucking epic. If you don't feel inspired to keep modelling it, add some lighting and play with some materials, run a few renders to get an idea of how awesome it will be when finished. Also consider how worthwhile it will be to have something to show for the effort you've already invested.
Looks good btw. Better than the mess of illogical shit with no form that Bay's transformers actually made of.

>> No.454588

>>453384
It's done m8. Everything is Kyogre.

>> No.454628
File: 5 KB, 181x142, i am not a clever man.jpg [View same] [iqdb] [saucenao] [google]
454628

limit selection to visible off or wireframe?

>> No.454631

>>454579
thats exactly whats happening, you have to manually scale vertically to correct it, not a whole lot you can do about it

>> No.454644

>>454631
Shit, when I try to scale it, it scales with X and Y in scale
I'll try to figure something out
thanks for the pointer though

>> No.454683
File: 41 KB, 767x758, seam.png [View same] [iqdb] [saucenao] [google]
454683

I'm new to modelling and I'm working on an open wheel car. This was originally 2 separate meshes that I've combined and merged all the appropriate vertices. Why am I getting this seam?

>> No.454687

>>454683
Hard normals. Background looks like Maya; If you're in Maya, select the edge loop, on the polygon menu set (default[F3]) go Polygon > soften edges. If thatdoesn't work then there's something wrong with the geometry.

>> No.454689

>>454687
It could also be that this person has two different materials on there.

>> No.454690
File: 485 KB, 1706x1685, ZBrush ScreenGrab01.jpg [View same] [iqdb] [saucenao] [google]
454690

Anything specific I should consider with my next attempt?

>> No.454691
File: 175 KB, 1920x1040, seamedgeloop.png [View same] [iqdb] [saucenao] [google]
454691

>>454687
>>454689
It's the same material (it's a single object) and softening that edge didn't work. When I select that loop though, it counts as part of the boundary loop.

I'm guessing I screwed something up when I merged?

>> No.454692

>>454691
Your normals could be reversed.
Display>Polygons>Face Normals.

If you want to check to make sure they're merge, just grab a face on one side and drag it, if the face on the otherside of that edge doesn't change, then you didn't merge the points properly.

>> No.454693
File: 59 KB, 1043x761, seamfixed.png [View same] [iqdb] [saucenao] [google]
454693

>>454692
Yep that was it. Thank you based anon.

>> No.454694

>>454690
smooth everything and add wrinkles and pores so he doesn't look like he's made of fibreglass.

>> No.454726
File: 57 KB, 958x585, extrudeproblem.png [View same] [iqdb] [saucenao] [google]
454726

Ok, moved from Maya 2014 to 2015 today.
Now when I try to extrude a face this happens. Anyone knows why?

>> No.454727

>>454726
it seems to extrude the vertices with 4 new faces instead...

>> No.454729

>>454585
Thank you, kind stranger.

Sadly Bayformers, at the core are really a Kit bashing exercise. Nothing really makes any logical sense and everything is just made to look like a complex and interlocking system, while in fact it's just a bunch of geometry piled on top of each other.

>> No.454730

>>454729
>while in fact it's just a bunch of geometry piled on top of each other.

"geometry" that they built, that's based on real japanese cars.

>> No.454732

>>454730
I'm not sure what you're trying to say.

>> No.454739

>>454726
There is more than 1 extrude type in 2015. You selected the one in the vertices subsection of the edit mesh menu. Get the one under faces.

>> No.454770
File: 62 KB, 1000x1000, zombie head1.jpg [View same] [iqdb] [saucenao] [google]
454770

Hey guys, how do you like this, did a mutant/zombie bust sculpt.

>> No.454786

>>454770
It looks like it has an interesting direction to it, but seems like the mutant/zombie decision was made after the regular bust itself was nearing completion (well fuck it, ill rip his jaw open with masking/transpose), so there is a lack of coherence. I would say rough up the surface and symmetry of the rest of the bust, make it look more crazy

>> No.454792

>>454770
Consider how/why his mouth is torn. If he's a mutant, is i because his jaw became larger/stronger? if so, sculpt hisjaw out more to define the new muscle/bone.
Or was it cut/broken? If that's the case why only his mouth? It doesn't look surgically cut,so it was likely accidental; then it would make sense that maybe his tears/nostrils are torn up a bit also. Maybe chip some of his teeth, add some slices into the rest of his face?
Also his chin and upper lip seem quite undefined as is.

>> No.454800

>>454792
well, it could have happened that it was only one big cut, like falling from a large building onto a fire exit stairs or whatever you call them. Then, it is only one large cut that almost cut his head off. I think it's valid.

>> No.454810
File: 2.13 MB, 2048x1536, w.jpg [View same] [iqdb] [saucenao] [google]
454810

Finished Kyoto, now working on paris.

>> No.454811
File: 113 KB, 512x384, w.jpg [View same] [iqdb] [saucenao] [google]
454811

and kyoto

>> No.454812
File: 1.09 MB, 1920x1080, stone sphere.jpg [View same] [iqdb] [saucenao] [google]
454812

>>454810
I really like the lighting in these, could you tell me what system you use? Also, something I started working on tonight. I suck pretty bad at modeling, so I've been shirking on that and working on my texturing.

>> No.454813

>>454812
I model in blender and render in modo

>> No.454822

>>454810
>>454811
I really like these, they look great.

Not a big fan of the outlines in the Kyoto shot, though. It makes the building look flat, like from a pop up book.

>> No.454827

>>454822
Agreed, it had a nicer aesthetic without the outline.

>> No.454830

>>454810
What's going on with your lighting? You have an overcast sky (judging by the color) but a dusk/dawn Sun (judging by the shadows).

>> No.454832

>>454830
>judging by the color
of the "sky"/background? that is just temporary.

>> No.454833

>>454832
The entire picture has a blue tint as if it's a full, bright day with no clouds. Yet the shadows are hundreds of feet long like the sun is starting to cast along the horizon.

>> No.454838
File: 437 KB, 1440x872, 6695b6f2901aee56444fd5358f63bf48.png [View same] [iqdb] [saucenao] [google]
454838

How would you guys recommend doing the feathers?

Also any other crit is welcome.

>> No.454840

>>454838
simplest would be planes with an feathery alpha map.

>> No.454842

>>454840
Ok that sounds pretty interesting, I'll have to do a little bit of research as I've never worked with alpha planes. Thanks

>> No.454843
File: 342 KB, 1241x847, Screen shot 2009-12-11 at 4.13.49 PM.png [View same] [iqdb] [saucenao] [google]
454843

>>454840
>>454842
Here is an old example of a low poly crow I worked on showing the method.

>> No.454845
File: 546 KB, 1920x1194, Screen shot 2009-12-12 at 4.52.42 PM.png [View same] [iqdb] [saucenao] [google]
454845

>>454843
And the finished model.

>> No.454847
File: 218 KB, 911x508, w.png [View same] [iqdb] [saucenao] [google]
454847

>>454845
Really nice, I think the crow will be a lot more interesting if you add some color to it

>> No.454848

>>454847
Thanks, its a couple of years old now, some concepts that were going to a project that never got finished. Originally was going to be a monochrome rail shooter (a la Panzer Dragoon)- eventually we scrapped this visual style and went with simulating Sumi-E art in real time, and that was when we added color.

>> No.454849

>>454838
The other thing I would say as far as the modeling here goes is that a bird’s wings tuck down the length of the body parallel to it, so you may want to twist the arms closer to horizontal, otherwise, when you put them down they will either just kind of collapse against the body (as if you were holding a cape with your hands and then dropped your arms to your sides) or you will have to twist them to the proper orientation after rigging but before you drop them to the sides, which is both going to cause unexpected deformation issues and UV distortion as the texture stretches.

>> No.454860
File: 737 KB, 1742x1126, clothing.png [View same] [iqdb] [saucenao] [google]
454860

How is this thread not autosaging yet?

I'm trying to make a sort of cyberpunk outfit, of some grimy pants pinned to a hard surface vest. any advice? I've having particularity difficulty with the pants now. Any advice on drapery or smoothing would be appreciated, I find it really difficult to smooth surfaces like this with hPolish as it seems to miss creases.

>> No.454861

>>454838
delete them all completely, create a 'feather' tool and duplicated that.

>> No.454862

>>454845
this looks awesome

>> No.454866

>>454739
Oh, fuck me! Thank you very much

>> No.454872

>>454862
Thanks, I was particularly happy with how this one turned out. I took an alpha’ed image of a single feather and used the transform tools in PS to lay out the wings and body feathers, worked pretty darn well.

>> No.454889
File: 475 KB, 1466x944, fml.png [View same] [iqdb] [saucenao] [google]
454889

>>454860
this looks fucking shit, I need to study drapery more and then start again.

>> No.454900

>>454579
Well, use RELAX and PELT options on the face sub-object mode. Relax is in the top menu somewhere, pelting is a bit different technique in the modiffier left hand menu.

>> No.454927
File: 63 KB, 1459x943, clothing.jpg [View same] [iqdb] [saucenao] [google]
454927

>>454889
better I think, a bit more stylised but it doesn't look like total shit.

>> No.454949
File: 37 KB, 1182x685, everyone nose.jpg [View same] [iqdb] [saucenao] [google]
454949

rate my nose

>> No.454956

>>454949
on a scale from 1 to Stylized proportions i'd give it a "eh"

>> No.454993

>>454927
get refs for folds
>>454949
i on a scale from 0 to nose would give it a rating of brown rock

>> No.454998

>>454949
Needs more jew.

>> No.455001
File: 375 KB, 1000x1000, zombie head1.png [View same] [iqdb] [saucenao] [google]
455001

>>454800

yeah, this is it, it was supposed to be like one big cut, like a survivor had whacked him in the face with a machette or something.

I did do some of what you guys had said though and busted up some of the teeth and adding a bit more defenition in the mouth.

>> No.455019

>>454770
>Jawbone not showing

>> No.455021
File: 728 KB, 1920x1080, VSS progress shot 9.png [View same] [iqdb] [saucenao] [google]
455021

Hey /3/,

What can i add to my high poly to improve the 'worn soviet gun' of my VSS?
I'll be texturing it in UE4 soon, but I wonder if there's anything i can do in the meanwhile to improve the model.

>> No.455027

>>454849
Okay got it, thanks for the advice.

>>454861
Yeah seems a sensible idea. Thanks!

>> No.455034
File: 1.19 MB, 2048x1536, w.jpg [View same] [iqdb] [saucenao] [google]
455034

small updato

>> No.455035

>>455021
Feed lips on the mag would be a nice touch.

>> No.455036

>>455021
Add wear and tear. dents, worn edges/corners, scratches in the metal. Small edge details may not be visible from viewing distance on an un textured model, but when the light hits those corners and you see the inconsistencies/imperfections it adds a lot.

>> No.455040

>>455034
>btw I'm a girl :3

>> No.455043
File: 2.81 MB, 4000x2250, anaconda_bigr.jpg [View same] [iqdb] [saucenao] [google]
455043

Still trying to fix this little bitch

>> No.455045

>>455040
All hail the queen of /3/.

>> No.455047

>>455040
Proof?

>> No.455089
File: 178 KB, 1731x641, button.png [View same] [iqdb] [saucenao] [google]
455089

Trying to take these two components in sketchup and make an impressed button-like object. When I put them together and try any of the Solid/boolean tools, it gives me this crazy shit like it's never been done before. Am I doing something wrong on my end? I don't have any irregular/open faces/edges as far as I know.

>> No.455108

>>455045
>>455047

probably not even the same person you idiots. Or if it really is they're just attention whoring and you've giving them exactly what they want.

>> No.455110
File: 28 KB, 458x532, projects (4).jpg [View same] [iqdb] [saucenao] [google]
455110

>>454860
nice to see im not the only one whose bad at making hands

>> No.455116

>>455110
Who's*

>> No.455129

>>455089
this looks like a typical boolean result

>> No.455168

>>455110
yes I fucking suck, feet too. I'm going to go back and remake them at the end.

>> No.455192

>>454838
progress!

Not completely happy yet but will keep working. Thoughts on how the feathers can go into the arms?

>> No.455193
File: 270 KB, 1401x839, birdman prog.png [View same] [iqdb] [saucenao] [google]
455193

>>455192
oops, pic

>> No.455194 [DELETED] 

>>453799

ayy lmao

>> No.455211 [DELETED] 

>>453598
Test reply

>> No.455218
File: 765 KB, 500x280, 306a.gif [View same] [iqdb] [saucenao] [google]
455218

>>455193

>> No.455234
File: 1.77 MB, 1920x1080, ranboxray.png [View same] [iqdb] [saucenao] [google]
455234

>> No.455237

>>455234
WEOW I MADE A CUBE AND PUT IT INSIDE A BIGGER CUBE THAT I TOOK THREE FACES OFF OF, ADDED A TEXTURE TO THE SMALL ONE AND THEN PUT IN SOME LIGHTS AND RENDERED IT

WAAAAOOOOWWW

>> No.455240

>>455237
That's the joke nigga.
Lighten up you buttslut.

>> No.455316

>>455040
no one cares

>> No.455319

>>455021
vss 9x39 rounds don't look like that
and like >>455035 said, the magazines need some work

>> No.455330
File: 905 KB, 856x651, hotdogPBR.png [View same] [iqdb] [saucenao] [google]
455330

PBR Hotdog is PBR

Got bored and got hungry

>> No.455331

>>455047
"Camille Scholtz"
Bottom left of the render

>> No.455345

>>453854
your lighting is actually shit. use a better rendering program.

>> No.455347

>>454690
smooth that shit out.

>> No.455355

>>455330
Looks like a nasty turd

>> No.455360
File: 16 KB, 267x200, dtjkZtk.jpg [View same] [iqdb] [saucenao] [google]
455360

>>455330

wow, for once i'm using this reaction image unironically.

>> No.455368
File: 176 KB, 1000x1250, freddy outfit 4.jpg [View same] [iqdb] [saucenao] [google]
455368

Making an outfit with 3DCoat for the Genesis figure.

>> No.455386

>>455368
marvelous ?
or did 3d coat add some cloth sim ?

>> No.455387
File: 171 KB, 1000x1250, freddy outfit 2.jpg [View same] [iqdb] [saucenao] [google]
455387

>>455386

No, I was a beta tester for MD3, but they jacked the price too high. I still have a couple hundred outfits I made during the beta period that I haven't put the finishing touches on. The beta version couldn't export thickness so I had to cheat it manually, plus adding accessories like buttons and fasteners.

I ended up buying 3Dcoat because it was a hell of a lot cheaper since MD no longer has a hobby license. In the end I'm glad because I can make a hell of a lot more than just clothes with it and even though MD4 has a quad mesh it's not a real quad mesh (they just divided the tris so it's all random) where as I can get a pretty good quad mesh with 3Dcoat.

Plus, since I'm a modeller and not a seamstress I found with MD I was butting my head against the way it does things. You have to know how to design clothes like a tailor with that software and with 3DCoat you can just sculpt them the way you want them.

3DCoat does have some very rudimentary cloth sim but most people don't use it. Hopefully it'll be something they improve in the future, that and the retopo tools. Still, for $100 it's not a bad program.

>> No.455389

>>454770
Looks pretty good, but the teeth are a bit off, that's not what human dentition looks like.

>> No.455390

>>455387
guessed as much that its marvelous, I need to larn it, its faster than google for cloth references

you need to fix those horrible low res artifacts on that shirt, you can literally see the jaggies all over it

also what I don't get is the angle you simulated the hands at, those folds will look retarded with arms down
also the sock tingies, im pretty sure up top they would have a lot of compression going on, I wonder why it didn't come out with it form marvelous, does it freeze the mesh borders as some sort of starting point there ?

>> No.455421
File: 524 KB, 1000x1250, wild thing complete 4.jpg [View same] [iqdb] [saucenao] [google]
455421

>>455390
>guessed as much that its marvelous, I need to larn it, its faster than google for cloth references

MD is a pretty good program, and I would have bought it if they still had a hobby license. But $60 a month for something I'm only ever going to play with every once in awhile is way too fucking steep. If you pay for a 1 year subscription all at once it's $360 per year and the perpetual license is $550 but they won't give you updates.

The company is not run well at all. They have a history of making promises, not delivering then finally kind of delivering but charging you for the update they said was coming free and then when you point out the e-mail where they told you that you wouldn't have to pay for the update they say "So sorry, no speak English. Misunderstanding. You pay now."

To get a decent looking mesh out of it you have to export it at ridiculous resolution or it's jaggy as all fuck and it's so-called quad mesh won't subdivide for fuck without looking like it was quilted.

Learning to make clothes like a tailor instead of a modeller wasn't all that hard but there were many times I'd have to fiddle-fuck with some detail which if I was straight up modelling would be a simple extrude or some such thing.

Hopefully MD4 is a lot less buggy than MD3 was. MD3 crashed a lot. I suppose I would still qualify for the 15 day free trial of MD4 so I could try it out, but I'm still learning 3DCoat.

I don't devote a lot of time to 3D. I never make any render art, I just do quick and dirty renders which I use as references for 2D drawing.That's why I rarely ever do any texture maps.

>> No.455427

>>455387
is that going to be the security uniform in five nights at freddy's 3?

>> No.455434

>>455427

Five Nights At Freddy's 3: This time it's BAKA.

>> No.455435

>>455421
Is this copypasta? I've seen this post before.

>> No.455436

>>455435

Probably just that a lot of people were really pissed off with MD3.

>> No.455479
File: 359 KB, 1296x666, wipZB2.jpg [View same] [iqdb] [saucenao] [google]
455479

Zbrush of the day.
Need to sculpt more girls, I'm so loooong to sculpt girls.

>> No.455482

>>455479
So, do you work at a studio, or? Because your skills are fairly refined.

>> No.455484

>>455482
No, not yet.
I'm learning 3D stuff by myself since 3/4 years, I must finish my demoreel for now.
Thank you btw.

>> No.455485

>>455484
is that three quarters of a year or 3 or 4 years?

>> No.455488

>>455485
3 or 4 years, sadly I'm not a genius.

>> No.455489

>>455488
3 -4 sculpting everyday?

>> No.455490
File: 36 KB, 925x654, i am not a robot.jpg [View same] [iqdb] [saucenao] [google]
455490

how is my robot

>> No.455491

>>455490
FUCK

>> No.455496
File: 876 KB, 1920x1019, toph03.png [View same] [iqdb] [saucenao] [google]
455496

This is only the fourth head I've ever modeled.

I feel like I've gotten the general shape of the head right (at least based on the profile reference image I used), but the face looks weird as hell to me. Is it just because it's extremely vague?

I'm also pretty inexperienced at taking 2D characters to 3D, so it could be that as well.

>> No.455500

>>455479
not bad
do I see michael defeo influence there ?

>> No.455501

>>455496
jesus that is ugly
modeling stylized off such sheets will never work if you don't have a bit of experience
delete the ears, and slap a sphere there, the drag it out into the shape you need, keep the ears separate , modify topology when you need, but always try to keep it as smooth as possible

box modeling is a bitch, look up how some good topology looks by other artists

>> No.455502

>>455501
I like to think the topology itself is pretty solid ;_;. I've been following along with a Digital Tutors lesson on box modeling humans. This guy makes a damn good head really quickly. Trying to learn the method so I memorized how to set up the topology pretty well. So I've got loops in all the right places, I think. I think my proportions are just... odd. Do you think it could be fixed by setting up a lattice to the head and playing with the proportions? I dunno. Feel like I'm banging my head against a brick wall with this one. Hard surface modeling is so much easier.

>> No.455503

>>455502
yeah its not that really, but it in no way complements your skill and your control over it

Your first goal is to make a decent looking character, any animation or really good topo should be secondary
stop looking at orto views and focus on perspective look
grab some soft move tool or any pseudo sculpting tools
google some real or 3d sculpts of Chinese cartoons characters and try to match it, there is a lot of problems everywhere here, too much to mention easily, you need good ref material nut just side and front view of some animu

>> No.455506

>>455503
Thanks a bunch! I'll look into some 3d sculpt videos.

>> No.455507

>>455506
Maya also has some basic sculpting tools that are good enough for forming sub-div meshes like that.

>> No.455512
File: 358 KB, 1838x849, ZBrush ScreenGrab02.jpg [View same] [iqdb] [saucenao] [google]
455512

Thoughts on this?

>> No.455513

>>455512
Look at head reference while working, as it really looks like you didn't. The front of the neck doesn't sit anywhere near that far back.

The facial features are coming along alright though, keep it up and post when you've done some more on it.

Also, I would advise keeping the ears separate until you start getting to eye-lid detailing level of mesh density. Just use your insert sphere brush to place some spheres, split unmasked points, and work on them as a separate subtool. It'll allow you to keep a more proper head shape, then just dynamesh them when you get to the point that you want to do a ZRemesh, or are at the fine detailing stage.

>> No.455516
File: 1.42 MB, 1920x1911, boxuSyndromuDensetsuWEEB.jpg [View same] [iqdb] [saucenao] [google]
455516

>>455496
Here's some pointers for you Anon.

>>455501
>>455503
The Slocik seems confused about topology and edgeflow, small wonder.
He's merely a sculptor who still thinks poly modelling is box modelling...
>laughingGirls.jpg
Just messing with you, but box modelling really is extruding faces from a box, the lowest form of poly modelling common in the 90's.

Anywho, pic related.

>> No.455517

>>455512
Your neck is... >>455513 what he said.

>> No.455520

>>455513
Man... I realized I was getting some terrible tunnel vision and decided to upload this to go do something else for a while, but that neck sure looks retarded. I knew something threw the entire face out of balance. Many thanks, all very useful help. I believe I'm at the stage where the main bottlenecks are workflow related, and am slowly ticking them off one by one, I suppose working with subtools is the next one on the list. Will return to this later tonight and try to redo the ears and mouth and make corrections to the neck and update progress.
It looks a bit androgynous atm, so tips on that would be highly appreciated as well.

>> No.455530
File: 250 KB, 1000x1250, moe girl 3.jpg [View same] [iqdb] [saucenao] [google]
455530

Bored. Sketching another outfit.

>> No.455531

>>455530
yick

>> No.455532
File: 404 KB, 989x606, render_1.jpg [View same] [iqdb] [saucenao] [google]
455532

Actually working on this

>> No.455533

>>455034
"Metropolian"

>> No.455535

>>455532

Dose sheckles!

>> No.455537

>>455530
Try some Rick Owens designs pls.

>> No.455544

>>455516
Thanks so much! I definitely needed to see this!

>> No.455545
File: 150 KB, 1112x724, 1413044805668.jpg [View same] [iqdb] [saucenao] [google]
455545

>>455512

>> No.455554

>>455489
Yep. I try to work faster.

>>455500
Thanks dude. I really like Michael Defeo but he's not my principal influence.

>>455545
It's really better. For help, you can add a other head in your scene. A scan for example.
You'll see instantly see what's wrong with you sculpt and anatomy.

>> No.455555
File: 225 KB, 1000x1250, moe girl 4.jpg [View same] [iqdb] [saucenao] [google]
455555

>>455537

I'll maybe try some "influenced" designs.Designers can get all suey when you copy their outfits.

Meanwhile. Working on socks.

>> No.455564
File: 99 KB, 1142x728, OEZSPWY.jpg [View same] [iqdb] [saucenao] [google]
455564

tf2 styled monkey

>> No.455565

>>455564
>make shit monkey
>call it stylized proportions
>all better

>> No.455568

>>455545
Good eye!
I think we're beginning to see a pattern here... Is that thread still alive or are you the same person?

>> No.455571

>>455565
Yes
That is how art works

>> No.455580
File: 195 KB, 1286x1406, 1419116535350.jpg [View same] [iqdb] [saucenao] [google]
455580

>>455530
Tohsaka?

>> No.455600
File: 153 KB, 2000x2000, zombie.jpg [View same] [iqdb] [saucenao] [google]
455600

more zombie

>> No.455603
File: 692 KB, 1920x1013, toph04.png [View same] [iqdb] [saucenao] [google]
455603

>>455516
I did some tweaking trying to get rid of the "box syndrome". I feel this looks better, but I'm no longer keeping the proportions correct as far as my reference goes.

>> No.455609
File: 413 KB, 1333x983, dmppp.jpg [View same] [iqdb] [saucenao] [google]
455609

>> No.455610
File: 369 KB, 1752x864, ZBrush ScreenGrab03.jpg [View same] [iqdb] [saucenao] [google]
455610

>>455512
Updated

>> No.455615
File: 159 KB, 960x680, -.png [View same] [iqdb] [saucenao] [google]
455615

Animuh stolen from pixiv.

>> No.455617
File: 1.98 MB, 433x388, derp.gif [View same] [iqdb] [saucenao] [google]
455617

scuplted a head now wut

>> No.455618

>>455617
I would say dig up some concept art similar to what you're aiming for, compare and see what they have in common. The silhouette, landmarks, major planes etc. Remove, little by little, all information that doesn't read as anything and figure out what to put there instead.

>> No.455628
File: 3.96 MB, 1920x1018, wsw grass.png [View same] [iqdb] [saucenao] [google]
455628

>>453075
Hello. Would anyone here be willing to do a model for me? Our modeler recently stepped out - and I have a demo due on the first. The issue is that the demo is basically done and we're missing a single model - it's kind of infuriating really, but I'm in no position to complain considering he was doing us a favor to begin with.

I have the base model - it just needs armor. Low poly, no textures and the concept art is completely done. It'd probably be easy for anyone somewhat experienced. I'd be forever in your debt.

You can email me at contact@weshallwake.com if you're interested.

Sorry to post this here! This is the best place I know to find skilled artists.

>> No.455651
File: 84 KB, 990x500, -.png [View same] [iqdb] [saucenao] [google]
455651

>> No.455658
File: 2.75 MB, 1920x1080, WindowTest.png [View same] [iqdb] [saucenao] [google]
455658

The table...could use some work.

Overall though, I'm trying to get lighting with Vray down. I still dont understand the bump system in vray (trying to add small displacement on the wood). In a material>maps>bump the value is set to 30 and can go beyond 100. For the map, though, do I just input a bitmap, or do I insert the "VrayNormal", "VrayBump2Normal", etc...and THEN place the bitmap into that?

>> No.455668

>>455609
HOW

>> No.455670

>>455609
Why is one mesh trianguled while the other is quads?

>> No.455677

>>455658
Don't hurt yourself thinking about it. Just try different things until you get the results you're looking for. I've seen people use the Diffuse map in the Bump.

>> No.455690
File: 493 KB, 1920x1080, toph05.png [View same] [iqdb] [saucenao] [google]
455690

>>455516
Trying to do simple cel-shading for this render. Still pretty new to it. Can't quite get the look I'm going for yet.

I think I've made the head mesh a bit nicer, still. But it's still very odd looking to me, even though I've rounded the head out a great deal. I guess muh anatomy knowledge is garbage?

>> No.455691

>>455690
I think I made the head too short. Yeah, I think I definitely made the head too short.

>> No.455700
File: 351 KB, 2552x1366, snowman.jpg [View same] [iqdb] [saucenao] [google]
455700

I export this snowman to fbx for use in UDK, and parts of it become deformed. Anyone have advice as to why? I've been wondering if the number of faces could have something to do with it.

I'm also trying to unify the snowman head with the body so that it's one piece and the poly count is lower. Booleans don't seem to do it though. Also don't know how to unify hat, nose, and head. Any advice?

Dunno why FRAPS made the picture have a bluish tint.

>> No.455703

>>455516
>The Slocik seems confused about topology and edgeflow
The slocik does not know the difference since there is none, topology is an established term in this medium while edge flow is a just some abstract thing you hear once in a while and assume it means topo

Box modeling is using primitives as staring point and then modifying it, it dost literally mean you use a box and extrude a character out of it. And its especially not something out of the 90ties, since I still start with a box whenever I model anything hard edged and dont dynamesh it in zbrush.

But who gives a shit about semantics, its all the same crap.

>> No.455704

>>455555
those folds look really weird in many places ;f

>> No.455705

>>455610
that one creepy ass head
you need more refs, especially for the neck and lips

>> No.455728

>>455651
>>455615
That's good!

>> No.455731
File: 861 KB, 2048x1536, cotton candy.jpg [View same] [iqdb] [saucenao] [google]
455731

new thread when?

>> No.455734
File: 702 KB, 960x540, my.webm [View same] [iqdb] [saucenao] [google]
455734

>>455690
Looks better with shitty hair. Anybody got any tips for learning how to make proper hairstyles using nHair in Maya?

Is Shave and a Haircut still good?

>> No.455740
File: 1.01 MB, 977x1080, wip3.png [View same] [iqdb] [saucenao] [google]
455740

my reference model is like a half white Chinese girl. Her eyes are actually brown so I'll make them brown.

>> No.455762

>>455704

It's because it's a conforming outfit, not a dynamic one. I make clothing for DAZ studio which pretty much is restricted to conforming clothing. It does support Optitex dynamic clothing but it's something like $10K to by the proprietary software that makes the clothing (there's currently only 1 vendor who has the license to create dynamic clothing for DAZ), so you're pretty much stuck with conforming clothing as your only option for making clothing for DAZ figures.

Hopefully in future versions they implement an open source dynamic cloth model so asset makers aren't restricted to conforming clothing.

Basically any clothing you make for a DAZ figure is going to have some folds that don't look "right" in some poses. It's just one of those things you have to accept and then move on.

>> No.455767

>>455734
maya 2015 now has xgen which is better than shave and haircut. It supports native, mental ray, and supposedly vray rendering though i can't get it to work for the life of me.

>> No.455770
File: 708 KB, 960x540, my.webm [View same] [iqdb] [saucenao] [google]
455770

>>455690
>>455734
Hm. Rendered this in mental ray in Maya 2015. For some reason it only drew the contours on the first frame. Any idea why that would be?

>> No.455782

>>455740
Shading is great. Model looks weird to my non-professional eyes. Uncanny valley all around the eyes/nose/mouth area. I dunno, something's way off to me, but I don't know shit about anatomy so I can't really put it into words.

>> No.455800
File: 839 KB, 960x540, my.webm [View same] [iqdb] [saucenao] [google]
455800

Finally figured out how to render contours with Maya Software. Way better now.

Anybody know how to go about converting Maya nHair to simple/blocky geometry (as opposed to hair geometry that looks more like actual hair)?

>> No.455812

>>455740
Use a longer focal length, at least 50mm for a 35mm sensor size.

>> No.456117
File: 883 KB, 1920x1027, help.png [View same] [iqdb] [saucenao] [google]
456117

Hey /3/, hope you had a good xmas.

I don't think this warrants opening it's own thread so I'll post it here even though this thread is apparently no longer bumping... hope someone can help.

Basically I'm trying to minimize the number of materials (and therefore textures) this building will have in game. I've put all my textures on one image, but I'm having trouble tiling them across faces. As you can see it will be stretched to hell like this but if I tile it it also takes in the wood and vent textures next to the metal and looks even worse.

I can just make a new image thats 1024x4096 or something and just align the images on top of each other, but I think I read somewhere it's best to have textures be square images. If that's bullshit please let me know since I'll just do that, but it seems like there should be a way to tile a uv over just part of a texture.

Thanks.

>> No.456237
File: 51 KB, 594x758, Capture.jpg [View same] [iqdb] [saucenao] [google]
456237

how is my topo?

>> No.456444

>>455628
So you offering some sort of pay? If you want to get anyone good you're gonna need some sort of incentive for them to do it. I'd do it but I'm fucking horrible at 3dcg.