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

/3/ - 3DCG


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File: 2.13 MB, 1500x882, wip.png [View same] [iqdb] [saucenao] [google]
461658 No.461658 [Reply] [Original]

We recycle now edition

Last thread: >>459766

>> No.461661
File: 1.20 MB, 2500x1224, colours.png [View same] [iqdb] [saucenao] [google]
461661

>>461658
decided to play around with colour, I need to add pockets to the jacket still and add some wear effects too. I may redo the sandals too, the idea was that they were going to be like re-purposed human sandals that would be too long and would be fastened to the feet using duct tape and rope, but it didn't really work out that well. I may redo them, keeping the duct tape but maybe make them out of cardboard instead of a human flip-flop, it will feel more unified with the rest of the design and colours.

>> No.461676
File: 3.67 MB, 1920x1080, backyard3.png [View same] [iqdb] [saucenao] [google]
461676

Added grass and plants and whatever, almost done with it

I was originally going for photo real-ish-ness with this

Can anyone let me know what they think?

>> No.461679

>>461676
The roof of the shed is too bright. And also it seems like the planks are oiled for some reason. That would be a strange thing to do to a shed that probably doesn't get used that much. Just do it darker or change it to those rubber tiles that are black.

>> No.461683
File: 290 KB, 1454x816, 2-4-2015 10-15-10 PM.png [View same] [iqdb] [saucenao] [google]
461683

haven't modeled shit in a while, trying out some sort of hover tank thingy

>> No.461684

>>461683
Too many edges for such little shape.

>> No.461685
File: 224 KB, 1458x820, 2-4-2015 10-33-14 PM.png [View same] [iqdb] [saucenao] [google]
461685

>>461684
I'm modeling with turbosmooth so there aren't really that many polys. right now I'm just trying to get a decent shape going while watching my edgeflow, and so turbosmooth helps me spot where I fucked up.

>> No.461699
File: 274 KB, 447x483, isbot.png [View same] [iqdb] [saucenao] [google]
461699

Made a sex bot. Working on a better sex bot.
Thoughts?

>> No.461704
File: 49 KB, 450x422, dat.png [View same] [iqdb] [saucenao] [google]
461704

>> No.461710
File: 360 KB, 1920x881, mage.jpg [View same] [iqdb] [saucenao] [google]
461710

When is it better to assign multiple materials to a mesh to change attributes like gloss/reflection, vs creating maps to change those values?
Should i only use a map when the different areas can't be defined by the topology?
i.e for the corners on the book i would use a different material to the cover, but pages are only slightly more glossy than the cover, so i would use the same material for the for the pages and cover,and map the gloss value.
How does this change between a game pipeline and other pipelines?

>> No.461711

>>461710
If the topology between the two materials is separate, it's fine, otherwise you generally want it as a texture so you can have a more natural looking material transition. Unless of course it's a hard-edge on the model, then that's fine.

>> No.461722
File: 145 KB, 1468x630, aks-74wip.jpg [View same] [iqdb] [saucenao] [google]
461722

Working on a low poly shooter. Tentatively titled "Slavshit".

It's pretty much Slav quake 2, except with detailed weapon handling controls, kind like a more casual Receiver.

Got a bunch more dunn than this but I don't want to blow my load just yet. Just finished a Gopnik player model.

>> No.461723

>>461699
O_________O , I have a robo hard on

>> No.461725
File: 105 KB, 800x800, mabuchi motors.176.jpg [View same] [iqdb] [saucenao] [google]
461725

I made those 2 small DC motors for the miniz project I'm working on, they're not very detailed, but the thing is, they are details by themselves, and it's for an animation anyway, so, what's the point of adding details to details?

>> No.461726

>>461676
Looks pre good, the first thing you see when you open it is shed windows, and they look completely wrong, do the windows have thickness? they just need to be tweaked, and the fence at the back intentionally curves downways? otherwise good job.

>> No.461727

>>461725
One thing you can do, is generate a quick noise or fractal map and add it to the glossyness of the shader, etc the metal part, and that will help break its perfectness up, then it'l look more detailed

>> No.461733
File: 122 KB, 900x685, mabuchi motors.181.jpg [View same] [iqdb] [saucenao] [google]
461733

>>461727
A bit more like this? I also just finished the pot that goes with the smaller motor in the servo.

>> No.461734
File: 181 KB, 1507x1003, yup.jpg [View same] [iqdb] [saucenao] [google]
461734

>>461733
And it fits!

>> No.461780

>>461710
I don't like the bow in front of the skirt/dress, and I'd try to make her hair another color.

>> No.461808

>>461726

thanks mang, yeah this is my backyard and the shed irl has like screens for windows so thats what i was trying to make.

what i did like 2 years ago was just made planes with dark transparency as the windows but ill try some textures or something.
materials have never been my strong suit.

>> No.461809
File: 1.58 MB, 1280x720, PTown WIP 6.png [View same] [iqdb] [saucenao] [google]
461809

>>461676

Another scene I started like 2 years ago and never finished

>> No.461810

>>461809
i remember this being posted here. I oldfag now

>> No.461822

>>461809
you should finish it now, it looks like a comfy place to sit, maybe make the light more yellow for that extra comfyness.

>> No.461823
File: 562 KB, 1280x720, 8.webm [View same] [iqdb] [saucenao] [google]
461823

Just started using Blender for the first time today, looking to learn how to make first person weapon animations.
Think I'm making steady progress.

>> No.461829

>>461823
looks about 1999 level

>> No.461831

>>461829
Shit man, I'm past 1995? Thank god!

>> No.461835
File: 606 KB, 1280x720, 12.webm [View same] [iqdb] [saucenao] [google]
461835

>>461823
Updated, posting before bed quick.

>> No.461840

>>461835
>>461823
It looks like he uses a lot of force to get that slide back, it's not a powerful spring that needs any manly amount of power to get back.
Like wise it slams shut so hard that the gun torques forward. That looks strange and dangerous.

On a real Desert Eeagle pistol it would smoothly slide straight forward with a light *click* once released.
And the slide is not a massive weight so the movement of it have no noticable effect on the orientation of where you point the gun.

I get you might wanna do something more 'action movie' but if you know anything about firearms it just look weird.
Like having a car door that need you to really force it open with muscle and that just goes *SLAMM* like a springloaded death trap once you release it.

>> No.461841
File: 563 KB, 610x586, newbot.png [View same] [iqdb] [saucenao] [google]
461841

Mark 2 is getting there. Mark 1 is on the right
Rigging is super easy given there's no deforming...
Need to work on palms, fingers, feet, and toes. My least favorite.

>> No.461844

>>461841
wert are you making?

>> No.461846

>>461844
A game for all ages

>> No.461847
File: 355 KB, 2800x2400, silhouettehips.png [View same] [iqdb] [saucenao] [google]
461847

>>461699
It looks like you're going for a curvy wide hip look for the new robot, but the squarness of the joints is breaking the silhouette.

The solid jointed pieces is integral to the sex robot look, but they should all add up to what an actual woman would look like. Your first robot is a good example of that.

If you want the big ball joint look I'd reduce the pelvis's contribution to the silhouette by a lot and have the balls make up the shape of the hips, and then the thigh pieces need to be wide enough to appear to "pick up" the silhouette after it's been broken. I'll draw something because I think I'm not making sense.

>> No.461848
File: 503 KB, 975x1024, robopelvis.png [View same] [iqdb] [saucenao] [google]
461848

>>461847
Big wide hips come from the ball joints. The pelvis section is just there as a hard point for them to connect.

>> No.461849
File: 456 KB, 975x1024, robopelvis2.png [View same] [iqdb] [saucenao] [google]
461849

>>461848
or like this for the other thigh

>> No.461850

>>461847
Yeah. I guess I had my fingers crossed it wouldn't be too off putting.
Here I've used soft selection to change the silhouette some.

>> No.461851
File: 159 KB, 509x527, solfselect.png [View same] [iqdb] [saucenao] [google]
461851

>>461850
forgot pic

>> No.461852

>>461851
lookin better. front view?

>> No.461853
File: 66 KB, 470x478, newbot2.png [View same] [iqdb] [saucenao] [google]
461853

>> No.461854

>>461853
dem giant labia

>> No.461855

>>461854
It's for fisting the unfistable.
>do not stick your fist inside android girls.jpg

>> No.461857
File: 70 KB, 470x478, Sketch6501819.png [View same] [iqdb] [saucenao] [google]
461857

>>461853
To completely eliminate the square ness you gotta bring the thighs in the middle together.

I don't want to tell you how to design your characters, this is just what I think would get the look you're after

>> No.461858 [DELETED] 
File: 49 KB, 803x688, well meme'd.png [View same] [iqdb] [saucenao] [google]
461858

>>461855

>> No.461860
File: 2.20 MB, 618x592, swaysound.webm [View same] [iqdb] [saucenao] [google]
461860

I wonder if sound webm works on /3/

>> No.461863

>>461857
Considered doing that, and those curves look pretty hot, but I think it's hotter this way. Also I don't want to mess with the curves because they fit so perfectly in the hip joint. They can swivel to ridiculous angles right now without any clipping, which is nice as I'm not actually weighting verts except for in the neck.

>> No.461865
File: 77 KB, 365x631, dumbarm.png [View same] [iqdb] [saucenao] [google]
461865

I'm still pretty new to 3ds max and such, but I'm working on rigging this robot arm. Is this bone structure fine for it? I had an earlier version with less bones but the IK rig ended up bending in strange ways when I moved it.

Anyone got any tips for rigging something like this?

>> No.461867
File: 90 KB, 365x631, bons.png [View same] [iqdb] [saucenao] [google]
461867

>>461865
Not 100% sure how that's supposed to move, but form the looks of it, only pic related bones are actually necessary.
However I'm not a professional rigger so I'm not sure what the best practices are.

>> No.461868
File: 67 KB, 240x631, dumbarm2.png [View same] [iqdb] [saucenao] [google]
461868

>>461867
That seems like a pretty good set up

The only think I need to work out now is if I can limit how the IK moves bones. Right now it acts as if each bone works on a ball joint, but I need certain pieces to move in specific ways, which I've detailed in this image. Is there any way to do that or will the IK not work with that?

>> No.461869
File: 498 KB, 725x1019, mageUVs.jpg [View same] [iqdb] [saucenao] [google]
461869

>>461868
>the only think

If you create your joints from the orthographic view parallel to the axis you want the joint to rotate on, then apply a single-chain IK solver to it, it will only bend along that axis.
The best way to ensure IK bends the way you want it to, is to rotate the joints on the middle joint of the IK in the direction you want it to bend.
I've never done rigging in Max so idk how to create a single-chain solver, but in Maya you change it in the option box for create IK handle.

got these fucking UVs done. Thank god for unfold3D. Idk how to group the different pieces though. When all the meshes are combined, i'll have to decide which parts deserve their own materials, then divide those materials into multiple UV spaces and keep all the shells relative in scale, which they aren't, currently.
Any advice for these steps would be very helpful.

>> No.461882

>>461835
It doesn't look like he's actually gripping the slide; his hand moves further than the slide does.

>> No.461883
File: 163 KB, 1581x1068, board.jpg [View same] [iqdb] [saucenao] [google]
461883

Started modeling this PCB, at first I was thinking about using an actual PCB design software, research every component, and export a step file, but it's a shit ton of work, and at the end it's just for an animation, so fuck it, I'll just make it this way.

>> No.461917
File: 484 KB, 1920x720, VrayMraySidetoSdie.jpg [View same] [iqdb] [saucenao] [google]
461917

>>461658

Need help. I'm playing around with Mental Ray & Vray in Maya. Problem comes when I have to set up lights, I'm confused with all the units types and such. I'm trying to follow some lessons also reading things around but I'm just becoming more confused, is there some good book or website that explains about real life photometric units, and how to relate them to 3D lights (kinda like a database)? Also, is really important to use actual photometric accurate values or is acceptable to set everything in arbitrary units and adjust exposure by eye?

Pic related, one done in Mray the other in Vray 3.0 maya. Tried to keep it alike but in Vray I can't build IES + Hdri textured lights.

>> No.461920

>>461917
Using real units will lead to more accurate/realistic renders. It would also make your work quicker and easier because it means less tweaking. But you really need to know what you're doing. I don't know what problems you're having but VRay does IES and HDRI lighting.

>> No.461929 [DELETED] 
File: 3.66 MB, 600x750, ream bot.gif [View same] [iqdb] [saucenao] [google]
461929

>>461699
make it more anthropomorphic and less machinelike

>> No.461932
File: 1.00 MB, 960x720, CopperMtl.png [View same] [iqdb] [saucenao] [google]
461932

>>461920

Sorry for the misunderstanding. What I meant is that Vray either let's you create lights with optional HDRi texture or IES lights, but not both at the same time (within the same light both things).
I guess I could work around it making a dummy plane with the texture and a surface shader and setting the light to invisible, but with Mental ray you can plug both nodes to the same area light and get the effect at the same time, which is cool since you get the IES pattern and the texture for the reflections.

I agree with what you said, that's why I'm looking for some database and ways to understand how vray and mental ray units work. So far I've been finding out a few bits of usual watt to lumen and lux to lumen stuff with usual lights, I've also been looking at the exposure through physical camera. Still putting the stuff together.

>> No.461945
File: 1.78 MB, 1920x1080, tankmisc.png [View same] [iqdb] [saucenao] [google]
461945

added some more stuff to the hangar, I think it's coming along but it still has a ways to go before I can start texturing. First of all, to the kind anon in the previous thread, I wasn't sure what you meant by make the feet wider, I tried making the individual toes wider and that looked silly, as well as making the toes longer, but that also didn't work, did you mean I should redo the feet? Secondly, added things like a balcony, elevator, computer, crates, robot arm and observation room, anyone have feedback on that stuff? trying to make it look like a workshop, probably going to have some rusty textures for the walls and make the whole thing look like it was thrown together and not professionally built, was thinking like a rebel hideout or something along those lines. How's it look?
Thanks!

>> No.461950
File: 206 KB, 1223x452, feet.jpg [View same] [iqdb] [saucenao] [google]
461950

>>461945
Here's what i meant with the feet. Yours look like the right.Not quite THAT thin, but i'm just emphasising the difference. They should be taller for how long they are.
I think for the arm you should either put as much detail into it as the tank itself, or scrap it.
Coz a single jointed arm made of large blocks and cylinders just doesn't fit. Given it's size, it would just be a metal frame with hydraulics and cables inside. Especially if the workshops meant to be built from scrap in some rebel hideout, they likely wouldn't be adding unnecessary parts.
BTW: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing

That's what i meant by smoothing. Second heading down, "Smoothing parts of a mesh"

>> No.461951
File: 91 KB, 874x701, dl44_01.png [View same] [iqdb] [saucenao] [google]
461951

Working on my first gun model. I feel like I already have too many polygons considering how simple this shape is. Does this seem like it has too many polygons? Could I achieve this shape without adding so much geometry?

>> No.461952 [DELETED] 

> Idk how to group the different pieces though.

Do you mean arranging the UV shells in UV space around in a meaningful way? I usually just put any UV shells that are going to be part of the same material in the same area. makes it easier to create masks later on when you're painting.

>> No.461953

>>461869
> Idk how to group the different pieces though.

Do you mean arranging the UV shells in UV space around in a meaningful way? I usually just put any UV shells that are going to be part of the same material in the same area. makes it easier to create masks later on when you're painting.

>> No.461955

>>461953
Yeh that's what i meant. I figure since most of the fabric won't need a many maps i'd put them on one material and in the same UV space, then have another material/UVs for metal parts, eyes, etc. which will need opacity / gloss / reflection maps.

Now my problem is, do i use unfold3D and let maya auto scale and pack the shells which will be most efficient use of space vs size. Or manually layout the islands in a way that will make texturing a lot easier?

>> No.461957

>>461955
>Or manually layout the islands in a way that will make texturing a lot easier?
That one. Letting the algorithm do it automatically is time efficient at first, but ultimately will cost you more time when painting because the UV map is so unorganized.

Do it manually and the UV map will be easier to read in every way; will make painting and creating masks infinitely easier.

>> No.461963

>>461951
It depends what you are going to do with it you could go nuts with it and make a high poly then retopologize it to get it low again so you have a nice normal map.

Other than that it seems to need what it already has for the shape.

>> No.461969

>>461951
The topology flow is not quite well, it won't smooth well and is going to be a nightmare when adding edge loops to crease the edges.
Also looking at the backplate image, the trigger is at a different "Z-depth" than the frame of the gun, you have model it as if the trigger was at the same level with the frame.

>> No.461970

>>461661
I can't believe you've spent so long on this

>> No.461971 [DELETED] 
File: 269 KB, 1247x730, goblin.jpg [View same] [iqdb] [saucenao] [google]
461971

>> No.461972
File: 269 KB, 1247x730, goblin.jpg [View same] [iqdb] [saucenao] [google]
461972

C&C please

>> No.461973

>>461970
I took a month long break, I only just started working on it again for a couple of hours recently. It's not a project I can just drop, it's for university.

>> No.461978

>>461972
Command and conquer?

>> No.461979

>>461978

comment and critique

>> No.461980

>>461979
constructive criticism

>> No.461983

>>461810

We all grow oldfag together, anon

>> No.461984

>>461822

Yeah i'm planning to

>> No.461985
File: 1.16 MB, 2447x1126, progress.jpg [View same] [iqdb] [saucenao] [google]
461985

>>461661
bit more progress.

>> No.461986
File: 98 KB, 1260x744, couch.jpg [View same] [iqdb] [saucenao] [google]
461986

my first knack at a couch
diddnt add cushions yet

>> No.461987

>>461985
The folds on the arms and legs still don't look realistic, you should work on that.

>> No.461989
File: 87 KB, 411x470, topology.png [View same] [iqdb] [saucenao] [google]
461989

Body topology good thus far? How much detail should I add to the head at this point?

>> No.461990
File: 575 KB, 1179x583, madotsuki2.png [View same] [iqdb] [saucenao] [google]
461990

Pretty much done with my first zBrush sculpt.

>> No.461993

>>461987
I'm going to call the folds done -for now- so I can move on, I have a deadline and I need to retopo this and create another sculpted character too. But I may come back to this later and fix the folds. I'm fairly happy with the jacket as it is now.

>> No.462001

>>461722
I'm interested in seeing more of this.

>> No.462003
File: 338 KB, 605x573, hair.png [View same] [iqdb] [saucenao] [google]
462003

I played around with fibermesh a bit.

Also question: Zbrush is getting sluggish now at 5 mill points, I know zbrush doesn't utilize GPU, so will upgrading my CPU give me noticeably more polygons to work with?

>> No.462016
File: 2.45 MB, 5128x2365, Improved Render.jpg [View same] [iqdb] [saucenao] [google]
462016

Glorious VSS Vintorez, still a WIP, how do you guys reckon I can further improve this piece?

>> No.462018
File: 237 KB, 2499x1126, progress.jpg [View same] [iqdb] [saucenao] [google]
462018

>>461985
another small progress.

>> No.462019

>>462016
Is this for Metro 2033?

>> No.462020
File: 228 KB, 1684x976, couch V2.jpg [View same] [iqdb] [saucenao] [google]
462020

>>461986
now that i figured out how to make the base figure i started working on the real model

not too sure about the cushions though, even though there are some cushions like pic related i feel like top 3 needs to be thicker and bottom one needs to be divided into 3 separate cushions

>> No.462022

>>462019
Just a student examproject,al though it was inspired by the Metro-stalker games.
Thanks for the compliment anon.

>> No.462024

>>462016
I really like this however some of the texture work is questionable, there is a really jarring contrast between the really noisy textures of the barrel and the foregrip, compared to the overly soft textures of pretty much everything else.

Other than that I like the overall look of the gun, if you could find a balance with the textures if could look much nicer.

>> No.462031
File: 951 KB, 960x540, PTown WIP 7.png [View same] [iqdb] [saucenao] [google]
462031

>>461809
>>461822

Added more to it

>> No.462047

>>462016
You should revisit the textures of the strap and handle. It looks like you just slapped them on.

>> No.462048

>>461990
slimy

>> No.462065
File: 340 KB, 960x540, Josh_stage_p1.png [View same] [iqdb] [saucenao] [google]
462065

a scenario for a game, I still work in the texture, which will be in the cartoon style

>> No.462069

>>462048
Plastic toy to be more precise.

>> No.462071

>>461985
I remember coming into this thread maybe 3 or more weeks ago, and someone gave you a really good crit on the cloth and the folds. however nothing has changed, it still looks bad. what happened?

>> No.462072

>>462071
I you read the thread you would see that I stopped working on this for a month, so was actually not working on it when I got that crit although I thanked him heartily for the reference and advice, and have taken it on board. And you would see that I have a deadline so I need to get this finished as I have other things to do. Personally I think the jacket looks good, it's a thick leathery material and it's pulled up the arm to the material gathers to that effect. yeah the pants could use some real work and I will study folds and drapery more when I get time and in the next model but for now I just want to get moving on this and not spend forever on the clothing. I also may go back and have a completely new go at the pants if I get time.

>> No.462075

>>462069
It looks like porcelain or some glazed ceramic material. Reminds me of some glossy snowman salt and pepper shakers I have.

>> No.462083

>>462065
Reminds me of futurama for some reason.

>> No.462115
File: 110 KB, 904x616, runshield.webm [View same] [iqdb] [saucenao] [google]
462115

Replaced the spear with a shield because I have no idea what running with a spear and a sword would look like.

>> No.462119

>>462115
consider the weight of the sword dude, theres no drag on the sword arm, honestly I don't think she would be swinging that arm at all in a run, it might sway a bit soley out of the twist of the torso but it definitely wouldn't be moving like that.

>> No.462126

>>462115
Yes this looks like running, but there's no sense of weight here... The sword and shield would be slow to start and stop moving. Also the shield might look better facing forward and now swinging side to side.

>> No.462129

>>462115
>>462119
>>462126

And the boobs should bounce.

>> No.462136

>>462115
You just keep making it worse lol. The spear and sword made more sense. If you were running with a shield and sword, you'd have the shield poised defensively infront of you, swaying/bouncing a bit, and the sword poised ready to stab or swing, not sticking out behind you, not swinging forward and backwards like it's weightless.

>> No.462137

>>462129
I don't think the mery rig has a boob control

>> No.462148
File: 198 KB, 618x265, tnd.gif [View same] [iqdb] [saucenao] [google]
462148

RnD for my new semesters class
final will be a 2d animation in a 3d stage
worked out both transparent image sequence on a plane
and got a ambient occlusion on the plane to show me where the walls are when i animate

>> No.462150

>>462115
you buy a spear, and a sword, and then you get someone to record a few takes of you running with it

>> No.462153

>>462115
not enough bounce

>> No.462155
File: 3.39 MB, 1273x930, GrommashRender.png [View same] [iqdb] [saucenao] [google]
462155

Doing a fan-sculpt of grommash from the WoD draenor animation where he's all hung up on the tree and starved. The shoulders are bothering me a lot.

>> No.462157

>>462155
I cant see shit captain

>> No.462159

>>462155
your monitor is set too bright, you should calibrate it.

>> No.462161

>>462159
I'm pretty new to Zbrush, but when i render the model it puts this dark filter over the top. No idea how to stop it.

>> No.462163

>>462161
use print screen button for now
and make sure you turn off adjustments on the right side window when you export

>> No.462164
File: 897 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
462164

>> No.462165

I started playing with it again.

>> No.462169

>>462164
sstill dark as fuck

pick the standard material and hide the texture so I can actually see what's going on there on the forms

>> No.462170
File: 3.42 MB, 1273x936, GrommashRender2.png [View same] [iqdb] [saucenao] [google]
462170

>>462169
Standard mat without texture.

>> No.462174

>>462170
yeah you def need to do a lot of refinement everywhere, those clay strokes look really weird

>> No.462183
File: 395 KB, 1846x1124, lamp.png [View same] [iqdb] [saucenao] [google]
462183

just finished a Anglepoise table lamp for a room im making

any refinements to make?

>> No.462184

>>462164
pretty sickdark

>> No.462186

>>462183
The base looks pretty thin; I would suspect it wouldn't support the lamp in the real world.

I'd suggest making it thicker, so it looks like it could actually weigh down the lamp if you extended it out across the table.

>> No.462189
File: 31 KB, 538x481, Untitled.png [View same] [iqdb] [saucenao] [google]
462189

>>462186
this better? added some thickness and definition

>> No.462192

>>462189
Better, but still seems pretty thin to me. If it's not being bolted down to the desk, I feel like it would fall over pretty easily.

>> No.462204

>>462189
Make it looks like it's an inch thick.

>> No.462205

>>462115
m8, can you post your blog, I wanna see your work.

>> No.462208

>>462115
2fast4me
add some weight to taht sword and shield
move the head, it's kinda static

>> No.462219
File: 263 KB, 1812x508, table and lamp.png [View same] [iqdb] [saucenao] [google]
462219

>>462192
>>462204
alright added more thickness, is it alright now?

and made a end table for it to stand on but now that its finished im thinking the lamp would look better with a more modern table or less modern lamp
how does it look together?

>> No.462220

>>462219
I think the stand looks better and the table is modeled well but they definitely do not go well together.

Those kind of lamps in my opinion are meant to be on a desk or somewhere you do work (be it writing or drawing or w/e)

>> No.462222
File: 572 KB, 1614x875, burger mobile feb 9.png [View same] [iqdb] [saucenao] [google]
462222

Here is the progress on the burger mobile i posted a week ago for my hard surface 2 midterm
>interior isnt done
>windows arnt on

>> No.462223
File: 786 KB, 1613x879, burger mobile feb 9 wireframe.png [View same] [iqdb] [saucenao] [google]
462223

>>462222
here is the wireframe

>> No.462226

>>462222
Thats some 10/10 cheese right there

>> No.462229 [DELETED] 
File: 75 KB, 1600x880, blender 2015-02-09 21-30-29-45.png [View same] [iqdb] [saucenao] [google]
462229

I...I'm actually having fun modelling for once.

Imported the bottom as a base mesh into 4r7, did shit to it. Its pretty cool. Too bad the cracked version is unstable as shit. Might actually buy it if there is a student discount or something.

I wish I knew how to rotate things I'm extruding. I have no idea how to do the stock otherwise. The tools are so intuitive.

>> No.462232
File: 39 KB, 714x405, 900.jpg [View same] [iqdb] [saucenao] [google]
462232

>>462222
>>462223
origional

>> No.462233

>>462229
the regular version is unstable as shit

>> No.462248

First model I'm not following a tutorial to make.

>> No.462249
File: 232 KB, 1280x800, 2015-02-10-100052_1280x800_scrot.png [View same] [iqdb] [saucenao] [google]
462249

>>462248
I could have had fewer vertices if I lowered the resolution of the bevel object for those tubes.

>> No.462318

>>462249
a handy way to model is to assume you're going to smooth as your final step. You can avoid having to make extra geometry for big smooth curves by placing the vertices in exaggerated positions.

>> No.462337
File: 234 KB, 960x540, desk.png [View same] [iqdb] [saucenao] [google]
462337

please assist cannot light for shit

>> No.462340
File: 1.81 MB, 1920x1080, tankarm.png [View same] [iqdb] [saucenao] [google]
462340

>>461950
Many thanks, friend! Sorry for the late reply, I've been insanely busy this week, but I put in a couple hours and after finding a design for the arm I liked, I put one together, how is this one?
Also I see what you mean about the feet, thickened them vertically and horizontally, I like them a lot more. Played around with autosmooth and I like it, but I didn't turn it on for everything (like the cannon, I like the angular look more than a smoothed one) one question about that though, how will that affect texturing?
anyway thanks a bunch for the feedback, how's it looking now?

also looks like the 4k render is too big for 4chan, here's a higher res version: http://i.imgur.com/IUMzlVy.jpg

>> No.462342
File: 966 KB, 960x540, PTown WIP 8.png [View same] [iqdb] [saucenao] [google]
462342

Nightime!

>> No.462344

>>462337
well step one would be adding a light.

beyond that, visible light sources should have lights, like the monitor, just neoguh to show that they're glowing.

Follow a 3 light rule. Have one big light that lights as much of the scene as it can with an emphasis on what you want us to see. It should be warm.

The second light should be much dimmer and is meant to illuminate big areas that are dark. this is called the fill light and it should be cooler

Final light is for making stuff look cool and should only be used if it looks good. The rim light should be very strong and light things from behind so that it casts a sharp reflection on the edges of everything.

>> No.462346

>>462340
I think you could go through and harden a few of those edges again, for instance, the largest round shell around the top might have a have a crease where it's bent. The feet look a lot more sturdy, but now maybe a bit brick-like, you could scale the top of them in a bit so they're more slanted. normal angles will not affect texturing. Speaking of which, if this project has a deadline, you will want to spend half your work time on uvs/texturing/lighting/post. Something i've not foreseen on some of my previous projects is how long that can all take, and a bad texture job will ruin all the effort put into the model. The arm still feels like it's missing something, maybe just a smaller secondary pipe following the large one, i can't really pick what's throwing it off for me.

>> No.462349
File: 1.85 MB, 1920x1080, tanklessbricktoes.png [View same] [iqdb] [saucenao] [google]
462349

>>462346
sharpened a couple of the edges, added a light cause one side wan't getting much and extruded+scaled down the tops of the feet, looks a little less brick like IMO, thanks! Also I don't have a deadline, just doing this for fun and to work on getting some sort of 3d skill, I want to go into game design someday and figured making things would beneficial. And yeah going to have to spend a lot of time texturing, I have only textured once before and it was a pretty shit job to be honest, once I've got down the very basics of modelling when I finish this I'll spend a lot of time texturing it. Also have to learn cycles, I want to make it look pretty and blender render isn't the best for that sort of thing. one question though, I've put it off for a while but do you know how to get rid of the noise in the picture? Wherever there's shadow there seems to be a lot of noise and it's rather annoying

>> No.462351
File: 154 KB, 1614x1098, lamp 2.png [View same] [iqdb] [saucenao] [google]
462351

>>462220
is this lamp more fitting?

>> No.462352

>>462223
Are 284,000 tris really needed?

>> No.462354
File: 195 KB, 914x723, old ass telephone_v1.png [View same] [iqdb] [saucenao] [google]
462354

Working on making a detective's office for Daily Draw. Today's model is phone that I'll hopefully finish within the hour.

>> No.462357

>>462349
I don't know anything about render setup in blender, but look for something like "shadow rays" or "samples" in global render settings or per light object attributes.
I wouldn't increase them yet though since you're only rendering tests, and it will increase render time a lot.
Those toes look way cooler now.

When you set up lights, usually you'd have 1 major fill light, like the overall direction of the light, and then maybe a backlgiht of the same intensity, and then fill lights to fake light bounce, which would have shadows disabled, and be less intense. IN this case i'm assuming you want it to look like the tank is surrounded by lights, since it needs to be lit everywhere to work on. However, i would still suggest lowering the intensity of a few of them and softening the shadows on most of them, and disabling shadows on a few of them altogether.
I would also increase the penumbra angle, which will give spotlights a better drop-off.

>> No.462358
File: 1.38 MB, 800x450, Sequence2.webm [View same] [iqdb] [saucenao] [google]
462358

Alright. Guy who posted the Deagle animation a while back.
I have three sets of animations here.

Learned how to animate Thursday of last week. Made a kind of crappy Deagle animation the same day.
Made this set of 1911 animations the next day.

>> No.462360
File: 1.78 MB, 1280x720, Sequence2.webm [View same] [iqdb] [saucenao] [google]
462360

Made this UMP reload animation Saturday night and finished the set Monday morning.

>> No.462361
File: 1.57 MB, 960x540, Sequence0.78.webm [View same] [iqdb] [saucenao] [google]
462361

>>462360 Meant to link to >>462358

>>462360
Made this set of AWP animations throughout today, need to make an equip animation and an unequip animation for this and the UMP. 1911 is pretty much done, don't feel like working on that one anymore.

>> No.462362

>>462358
>>462360
>>462361

god damn, you just learned how to animate last thurdsay? This is pretty impressive

>> No.462363

>>462360
eeesh the movement of the gun through the air is very offputting. Remember objects decelerate to a stop at the apex of their trajectory and then accelerate at the same rate. Yours is maintaining a constant rate. and looks more like it's suspended from wires than being tossed in the air.

>> No.462364
File: 405 KB, 960x540, 12NoForward.webm [View same] [iqdb] [saucenao] [google]
462364

>>462362
Yeah, watched a video on Thursday on how to set bones up and whatnot.

I've done tons of shit over the years, worked with making maps, some game dev, programming; just lots of stuff on computers. I think what gave me a head start in animation was doing posters/poses/renders in Source Filmmaker. If not that, I dunno. But yeah I think I'm doing well. Came a long way from the Deagle on Thursday.

I appreciate it though.

>>462363
Definitely noted.

>> No.462374

>>462358
>>462364
also when the mag is tossed into the gun it goes at an even speed, I would suggest making it faster, when it flies out it looks fine just the tossing looks a little strange

>> No.462376
File: 323 KB, 960x540, Feb 2-day 10_post.png [View same] [iqdb] [saucenao] [google]
462376

Phone is done and placed in scene with cheap Sun and Sky lighting. More to come.

>> No.462383

>>462358
need to make it look like the hands are reacting to the gun firing. not the other way around

>> No.462406
File: 56 KB, 1586x914, dl44_05.png [View same] [iqdb] [saucenao] [google]
462406

Not looking forward to making the normal map for this bitch.

>> No.462407

>>462406
why not? basic shapes. can't see what the issue would be.

>> No.462408

>>462407
I'm still new to the whole normal map baking process, so anything more complex than, say, a box, is somewhat tough for me.

>> No.462419
File: 819 KB, 800x450, body.webm [View same] [iqdb] [saucenao] [google]
462419

Sketch from last night

>> No.462422

>>462408
http://www.xnormal.net/

very easy, just make sure your envelope is right and it's a breeze

>> No.462435

>>462419
your overall shape looks pretty good, but your nipples seems odd to me, way too low

>> No.462437

>>462419
>>462435
Agreed.

>> No.462438

>>462419
learn anatomy for fucks sake. inb4 trolls

>> No.462444

>>462419
nipples are fine, they can vary in where they sit on the chest so that's an odd thing to criticise here. It kind of looks like you sculpted a bunch of masses on the body without actually really understanding the individual muscles groups, origins and insertions.

>> No.462457

>>462435
>>462437
I mean, that's where they were seated on most references, but I'll see if I can fix them up
>>462438
Noted! I'll keep at it.

>>462444
Yeah, I see what you mean. It's just hard to balance muscle accuracy with human variability while making it seem like they are seated under the skin. Any place in particular that needs a lot of work, and any tips in particular?

>> No.462461

>>462150
Or just get something analagous. A length of PVC pipe (which is dirt cheap) or a broom for the spear.

Use a baseball bat for the sword. Try running around holding both, watch how you run with them, how it feels to try and swing the sword like in your animation.

>> No.462462
File: 524 KB, 2000x1748, Captain Blender.jpg [View same] [iqdb] [saucenao] [google]
462462

Threw a bunch of screenshots onto one image for simplicity sake.

First model I've made after a couple false starts following other tutorials/books. Using the character art for 'Captain Blender' I got out of a book as background.

I'm planning to have another go at modeling when I get back from class, so any ideas for improvement would be great.

>> No.462463
File: 286 KB, 1800x789, 1385216295572.jpg [View same] [iqdb] [saucenao] [google]
462463

>>462457
I don't get what you mean about variability.
The biggest problem area for me is the latissimus dorsi and the serratus anterior and oblique area in general looks really off. It kind of looks like you've merged the lats with the obliques in some weird way that shows that you don't really understand the functions of those muscles and you pretty much guessed how they would look in 3D based on one 2D image or something. Think of the muscles in terms of their functions in moving/stabilising the back and arms.

>> No.462464
File: 118 KB, 1550x1087, 1371081814241.jpg [View same] [iqdb] [saucenao] [google]
462464

>>462463

>> No.462474

>>462361

>that gun won't last a week

Why does it have to be so pointlessly extravagant.

>>462358

The slide would cock back much faster

>> No.462476

>>462464
not realistic

>> No.462482
File: 701 KB, 960x540, Reload.webm [View same] [iqdb] [saucenao] [google]
462482

>>462474
You saw the reload on the L96, correct? They're supposed to be funny.
Yeah I know it would.

Fixed the swing on the L96.

>> No.462483
File: 1.25 MB, 3800x3256, bolter_maya.jpg [View same] [iqdb] [saucenao] [google]
462483

This is my first model I've made, expect some tutorial stuff, any suggestions?

>> No.462484

>>461685
true. sex and torture of fetuses is evil

>> No.462485

>>462483
Actually really cool. SMG?
Magazine looks a bit too big for the rounds, though. And I'd make the grip larger.

>> No.462487
File: 25 KB, 421x295, Mark_III_Bolter[1].jpg [View same] [iqdb] [saucenao] [google]
462487

>>462485
It's a Bolter from WH40K, so proportions of normal guns don't apply I guess. pic related

Thanks for the feedback.

>> No.462488

>>462487
Ah shit, never played WH40k.
In that case, phenomenally close while adding nice additions that don't ruin the original. I like it a lot.

>> No.462491
File: 790 KB, 800x450, bodyrefined.webm [View same] [iqdb] [saucenao] [google]
462491

>>462463
Alright, I made some adjustments. I don't know I actually helped it at all, though.

>> No.462494

>>462464
its a nice model but the anatomy isnt exactly realistic or spot on here
im not a big fan of using 3d models that aren't 3d scan for anatomy reference overall

>> No.462496

>>462491
you need some proper refs
start with volumes and how ide a chest from the side and front exactly is then go into anatomy

>> No.462497

>>462474
>Why does it have to be so pointlessly extravagant.

Being a main character in an FPS game is literally about being a goddamn unbelievable badass like Rambo Schwarzeneggar. It isn't about being logical and making lots of smart decisions about your long-term economic goals as a bullet dispensary. It's about fucking killing guys in really badass ways and looking cool while you do it.

Video. Games.

>> No.462522 [DELETED] 
File: 467 KB, 1600x900, mk18.jpg [View same] [iqdb] [saucenao] [google]
462522

There's definitely a learning curve, but I think I'm starting to understand it.

>> No.462523 [DELETED] 
File: 183 KB, 1600x880, blender 2015-02-11 21-05-03-70.png [View same] [iqdb] [saucenao] [google]
462523

>>462522
>>462522
SubSurfed and matcapped in Blender.

>> No.462525

>>462464
Dont listen to all these fuck wads
This looks great dude, you're really good

>> No.462528

>>462342
So i'm going for semi-realism here,
can anyone let me know which areas need improvement in that category, i dont really know how to go forward with this now, besides like general material fixes.

>> No.462531
File: 184 KB, 1000x1250, chomp texture 9.jpg [View same] [iqdb] [saucenao] [google]
462531

Painting the texture maps for that toon Chain Chomp inspired figure.

>> No.462535

>>462528
Looks like it could use some lights in the hallway to make the railing and chairs stand out while giving the floor some reflections so it doesn't look flat. Could probably use some lights or more window light coming the top floor to give everything more depth. Also a lot longer of a render time, especially if you're mixing in real photos as posters. I'm not experienced in architecture, but I'm thinking those changes could help?

>> No.462536
File: 2.08 MB, 1280x720, Sequence1.2.webm [View same] [iqdb] [saucenao] [google]
462536

Added (kinda) an equip animation, as well as an unequip animation.

>> No.462547

>>462531
I only noticed the dick after looking at the image a 2nd time 30 minutes later
Does this mean I'm extremely hetero?

>> No.462549

>>462352
140k polys
its mostly in the light bulbs which are modeled with the filament and innards.
>there are ~160 light bulbs

>> No.462556
File: 2.82 MB, 4000x2250, anaconda_bigr.jpg [View same] [iqdb] [saucenao] [google]
462556

My 4k shitty gun render

>> No.462558

>>462547

Means I need to add more dicks to it.

>> No.462565
File: 410 KB, 2800x1400, dl44_07.png [View same] [iqdb] [saucenao] [google]
462565

Think I'm done blocking all the basic shapes.

>> No.462569

>>462556
post wires pls. This looks pretty dang good.

>> No.462571

>>462547
No wonder since its slapped on there for "lolz" and dosnt fit the character at all
It aims for that creepy and scary look yet gives a obvious sexualized element if form of a hard dick, the 2 clashing elements ruin the whole model

>> No.462576

>>462571
you were slapped on there for "lolz"

>> No.462585

>>462569
Sorry, I lost the model

>> No.462586

>>461951
Millenia pls help this guy

>> No.462587

>>462586
yesss lets summon good ol mil'

>> No.462599
File: 155 KB, 1000x1250, Texture Complete.jpg [View same] [iqdb] [saucenao] [google]
462599

>>462571

The dick is morphable. It can be morphed so the crotch is perfectly smooth or it can be morphed into a vagina (the penis becoming the clit and the testicles become the labia).

>> No.462604

>>462571
>hard dick
>hard
man, you tripfags are really fucking retarded.

>> No.462608

>>462604
you should see a doctor if your dick looks like that normally ;/
>>462599
still the dick and the tail in the wrong place totally don't fit here

>> No.462612

>>462586
No. Mr. "Every Gun has to look like it was dropped into a septic tank" is not welcome here.

>> No.462664
File: 668 KB, 1920x1080, MAIN.jpg [View same] [iqdb] [saucenao] [google]
462664

finished this today. I want to make a 2nd shot.

>> No.462665
File: 1.66 MB, 1280x720, how to animate a gun reloading2.webm [View same] [iqdb] [saucenao] [google]
462665

>>462358
>>462360
>>462361
>>462482
>>462536
Glorious.

>> No.462666
File: 151 KB, 990x1290, mauserc96.png [View same] [iqdb] [saucenao] [google]
462666

>>461951
Start small and simple, add edges and slices as you go.

I started my Mauser as a really simple outline, then filled in the faces, added the depressions and other beveled areas.

>> No.462670 [DELETED] 
File: 140 KB, 1600x880, blender 2015-02-12 22-33-26-04.png [View same] [iqdb] [saucenao] [google]
462670

Slowly but surely redoing all the components of the sight.

>> No.462672

>>462664
How do you make trees like this?

>>462665
This is fucking glorious!

>> No.462676

>>462665
There aren't any rounds in that magazine!
I was half expecting him to start spitting them out into the mag.
2glorious

>> No.462683

>>462665
Oh please make a short shooter with that!

>> No.462688
File: 3.71 MB, 720x405, AxeSwing.gif [View same] [iqdb] [saucenao] [google]
462688

how come the only animations i ever see here are guns reloading? :(

>> No.462689

>>462688
Because I don't know how to make webms or gifs properly. :(

Your swings lack weight and anticipation. THere's no way something that heavy would be so easy to swing and throw. Also watch your knees they're popping. You also have some weird rotations on your feet on the first swing.

I also feel like he shouldn't throw the axe at the end, and instead chase the ball off the screen. I feel like that would make the animation a little bit more interesting.

>> No.462700

>>461699
Needs bigger hooters

>> No.462702
File: 275 KB, 1920x969, dl44_08_wireframe.png [View same] [iqdb] [saucenao] [google]
462702

>>462666
Thanks. I think I've got all the hardware blocked out now. I think now it'll just be adding small details and tightening up corners before smoothing and making the high-poly model.

Does 5k polygons seem like too many for the low-poly model?

>> No.462703
File: 486 KB, 3840x1926, dl44_08.png [View same] [iqdb] [saucenao] [google]
462703

>>462702
Some more angles.

>> No.462713

>>462115
Even if she had that kind of strength, I think all that sword swinging is kind of dangerous. She could cut herself. Not to consider the fact that whenever she runs next to a wall, she would be swinging it into the wall.

>> No.462734
File: 1.25 MB, 1920x1080, spooky skeleton.webm [View same] [iqdb] [saucenao] [google]
462734

>>462688
Would you prefer these kind of animations?

>> No.462736
File: 110 KB, 850x591, house.png [View same] [iqdb] [saucenao] [google]
462736

I well, I don't know how to texture or even texture paint.

So I'm stuck.

Don't understand colour theory. Can't paint or draw for crap.

>> No.462742

>>462736
open photoshop, go to cgTextures and make some frankenstein textures, it's not that hard. I'ts not gonna look amazing, but it's a start.

>> No.462743

>>462734
yes

>> No.462745
File: 828 KB, 500x375, Kinect Test 2.gif [View same] [iqdb] [saucenao] [google]
462745

Just got my Kinect to USB adaptor. Babby's First Mocap.

Fun, but I can see it's not going to be the effortless animation solution some part of my mind was hoping it would be. In fact I can imagine that for some things cleaning up the mocap data is going to be more work than just animating the sequence by hand.

Still fun though.

>> No.462747

>>462745
wow you wasted money on 1)kinect 2)adapter

git gud at hand keyed animation, like pixar does

>> No.462749

>>462747

I'd hardly call $6 a waste of money. I've spent more money on less amusing gadgets. And the Kinect was free.

>> No.462756

>>462749
you spent $6 on useless, unnatural shit. Pixar shuns mocap 100% because of how utterly awful it is. Get fucking gud

>> No.462759

>>462756
not the poster, but I find it more horrible that you are wasting your time hating on some one for something that in no way shape or for effects your life

>> No.462761

>>462759

Welcome to /3/.

I don't know how much a 360 Kinect sells for but I'm pretty sure it's nowhere near what a professional mocap rig costs. I wasn't expecting a lot out of it although I was kinda hoping the raw capture would be a little better. Still, for waist-up stuff it might knock off a good chunk of the work. All in all I'm happy with the $6 I spent on it.

The dog walked infront of the kinect while I was setting it up and it recognized it as a figure. I want to try capturing the dog walking and see what sort of hell it puts the figure through.

>> No.462763

>>462761
Sell that shit (360, kinect, adapter) and donate the money to the blender foundation.

>> No.462767
File: 95 KB, 298x741, fefefefe.png [View same] [iqdb] [saucenao] [google]
462767

Opinions?

>> No.462768
File: 205 KB, 680x702, boobs.jpg [View same] [iqdb] [saucenao] [google]
462768

and her bobs

>> No.462770

>>462767
>>462768
anatomy needs work

>> No.462771

>>462767

Gonna be a pain in the ass to rig with the arms that close to the torso.

>> No.462772

>>462763

I could donate every cent I've ever made to the Blender Foundation and they still wouldn't be able to make a UI that didn't suck.

>> No.462773

>>462772
donate and see if you're right

>> No.462774

Since this is the most lively thread on /3/, I'm going to post this here and not waste an entire thread.

Here's an update on the status of /3/'s divegrass team, with a link to a roster poll as /3/ has had the same roster for over a year now.
http://pastebin.com/cAbZsCCz
Thank you in advance for taking the time to read this and fill out the poll.

>>462734
2Spooky4Me

>> No.462778

>>462767
Nuisance to rig like >>462771 says; but I like it.

>> No.462779

>>462768
look at some real boobs.

>> No.462782

>>462688
something about the axe falling seems off, i think it's that it turns to fall on the blade side, it doesn't make sense that it would turn like that. also the throw at the end looks like shit, makes it seem like the weight he's struggling with the whole time is gone, I think you should give the axe more drag before he tosses it, or maybe even make him do a spin prior to the toss.

>> No.462783

>>461972
Kobayashi

http://moonboog.com/sites/default/files/mv5bmtc0ndg1mjc0of5bml5banbnxkftztcwotgwnzy3mw._v1_sx640_sy720_.jpg

>> No.462784

>>462774
>/3/ has a sports team
Neat

>> No.462785

>>462779

Hey. C'mon man. He's miles ahead of what Alioto does for boobs. I'll bet he's even touched one.

>> No.462790

>>462773

I'd just as soon give my money to Moller Flying Car. He's got a better chance of succeeding.

>> No.462793 [DELETED] 
File: 125 KB, 1600x880, blender 2015-02-13 21-01-51-23.png [View same] [iqdb] [saucenao] [google]
462793

uv unwrapping is going to suck. But I think I'm starting to understand it how and what to block out.

>> No.462795
File: 109 KB, 1636x726, Howabootnow.webm [View same] [iqdb] [saucenao] [google]
462795

>>462119
>>462126
>>462208
>>462713

Never had so many people say UR DOIN IT WRONG, thanks for the feedback. I made some minor tweaks, any areas glare out as wrong still? I added a bit more bounce to the torso and arms. I still don't like the sword holding arm but it is better than it flailing around.

>> No.462796

>>462795
is this a joke?

>> No.462797 [DELETED] 
File: 39 KB, 960x540, willy.png [View same] [iqdb] [saucenao] [google]
462797

Here's to hoping this makes a decent bake.

>> No.462805
File: 1.24 MB, 505x711, jchh.gif [View same] [iqdb] [saucenao] [google]
462805

>>462795
How are your 2d skills?

I feel like you might be jumping into 3d animation because of the convenience without yet knowing much about the theories of animation.

Try doing some 2d animations, you can torrent toonboom or tvpaint.

If you don't want to put in that much effort, at least try doing some planning, draw out some of your key poses, etc, know what you're going to animate and if it looks right before opening up maya.

Again though, I think you ought to study up some more on the fundamentals of animation, you've probably been recommended it before, but try the Animator's Survival Kit.

Here's a link

http://kickass.to/richard-williams-the-animators-survival-kit-expanded-edition-pdf-zzzzz-t9688674.html

>> No.462808
File: 382 KB, 855x858, fa048f10fceebbbfa7907dbc6ee317bd.png [View same] [iqdb] [saucenao] [google]
462808

>>462700
Are these big enough?

>> No.462810
File: 272 KB, 703x1080, tits.jpg [View same] [iqdb] [saucenao] [google]
462810

dunno wtf is happening with her armpits or clevage, looks ok in the viewport but something is fucky when it renders.

>> No.462812

>>462808
perhaps a tad bigger on the mk3

>> No.462813
File: 903 KB, 1920x1080, rock.webm [View same] [iqdb] [saucenao] [google]
462813

Tried some rock sculpting, what do I need to think about going forward? Sorry for sup-par webm, I was tired

>> No.462814

>>462795
Are you aware of the 12 principles of animation? You don't seem to be applying it to your work.

>> No.462815

>>462767
wouldmakepornwith/10

>> No.462816

>>462767
Good job! Would you mind telling us a bit about the process? Looking at the image Im suspecting that youve been keeping at least the limbs as separate subtools up until one of the later stages, is this correct? Im currently trying to find the best way to structure up a full body sculpt and havent found one sure-fire way just yet.

>> No.462831

>>462810
maybe your normals are fucked

>> No.462835

>>462773
I hope you been donating as well from the mad dosh you been making

>> No.462838
File: 2.94 MB, 1920x968, dl44.webm [View same] [iqdb] [saucenao] [google]
462838

Think I'm ready to smooth this bitch and then bake the normal map to the low poly model.

Looking forward to texturing it.

>> No.462850 [DELETED] 

>>462772
the UI doesn't suck

Maya's sucks as it has no fucking shortcuts and you haved to go searching for everything

3ds max's suck because its ugly

Zbrush'es sucks because its tons of scrolling

blender's is easy.

>> No.462852

>>462850
>Maya's sucks as it has no fucking shortcuts and you haved to go searching for everything


hurr durr what is preferences->hotkeys

>> No.462853 [DELETED] 

>>462852
you shouildn't have to set shortcuts for the most basic of things.

Plus, blenders GSR > QWERTY bullshit.

>> No.462854
File: 112 KB, 824x980, reactHalf.png [View same] [iqdb] [saucenao] [google]
462854

>>462853

>> No.462857

>>462853
Nigger learn to do art. What kind of faggot doesn't learn and set short cuts for any kind of art program? Are you going tell me next that MSPaint is god tier because of it's big shiny buttons?

>> No.462858
File: 112 KB, 911x637, Feb 2-day 13_render_1.png [View same] [iqdb] [saucenao] [google]
462858

Close to done on this bitch. Guns are surprisingly fun to model, although I need to learn to bump the poly count down.

>> No.462863 [DELETED] 

>>462857
The art program should be programmed and come to you with the most ideal set up. This demonstrates that they actually worked with the program and learned how to make art with it. For example, creating edge loops in Maya isn't a default shortcut. Hell, its even hidden deep in some menu's somewhere. Something that is used that fucking often in a modeling program being that deep and hidden is stupid.
3DSMax/Maya isn't made by artists, for artists. Its made by engineers that know fuck all what an artist wants.


When you pick up a brush to oil paint, the brush works because there is a certain way a brush should be. You don't have to cut the brush yourself, laminate the handle, treat it with the right chemicals (unless you want to make your own from scratch). No an oil brush works the way it should right out of the damn box.

This is why Blender's UI and shortcuts > Maya's. Everything that is the most important is front and center.

>> No.462866
File: 22 KB, 398x500, 1338048163418.jpg [View same] [iqdb] [saucenao] [google]
462866

>>462863
beautiful explanation 10/10
/discussion

>> No.462868

>>462850
>Maya's sucks as it has no fucking shortcuts and you haved to go searching for everything

Are you shitting me? Maya has hotkeys and a hotbox.

>> No.462870 [DELETED] 

>>462868
what is the hotkey for extruding a face
what is the hotkey for beveling
what is the hotkey for creating an edge loop
what is the hotkey for spherizing a selection of vertices

>> No.462875

>>462665
which program is that?? o.o

>> No.462876 [DELETED] 

>>462875
Blender

>> No.462878
File: 288 KB, 1765x890, dl44_lopoly_meshes_UVsets.png [View same] [iqdb] [saucenao] [google]
462878

Ready to UV unwrap this model, but I'm a bit confused as to one thing:

I want to have all these individual meshes that make up the model all share UVs on one UV layout (or UV set, I guess? I'm not sure on the terminology). Going to Combine -> Mesh accomplishes this, but then I can't select each individual mesh by itself since it's all considered one mesh.

I'm sure it's something simple, but I can't seem to figure it out.

>> No.462882

>>462878
Upon further thinking, I guess I don't actually need all of the UVs for these multiple meshes to exist on the same UV set, right?

As long as I organize the UVs of each mesh such that they don't overlap in the 0-1 UV space, I can texture the entire model without combining the meshes, right?

>> No.462883

>>462882
right and right
it all depends on the capability of your software(and today basically no one has to worry about that.)

>> No.462887
File: 313 KB, 1858x905, dl44_10_uving01.png [View same] [iqdb] [saucenao] [google]
462887

Is there a tool in Maya's UV tools that will size up the UV shells so that there's uniform pixel density across the mesh? Seems like there should be a tool that can do that, but I'm not sure of what it is.

>> No.462889

>>462813
a lot of the bumps and crevasses seem pretty uniform, maybe try making some smoother/flatter areas with smaller cracks, so it looks like it's only chipped broken here and there.

>> No.462892

>>462779

They look fine, are you gay?

>> No.462926

>>462870
All of these are accessible through the Modeling toolkit in 2014.

Except Inset. I'm really tired of extruding a face at a zero value and then scaling. It doesn't always work.

>> No.462928
File: 32 KB, 615x456, You make me sick.jpg [View same] [iqdb] [saucenao] [google]
462928

>>462863
Well then how about you pack up your computer and pick up them paint then, Picasso. Your ideal workflow is not going to be the same as mine or the next guy, but that's why you can configure these programs to fit your needs. I started as a Max user but was then forced to switch to Maya. Did I bitch about it? Yeah, but then I switched my setup and controls to match the way I'm comfortable with in Max. Shit literally takes you only ten minutes. I mean how lazy can you be.

>> No.462931
File: 86 KB, 849x590, tedious.png [View same] [iqdb] [saucenao] [google]
462931

UVing and this is so tedious.

Modelling is fun, but not this crap.

>> No.462935

>>462931

You should have your UVs in mind while modelling.

>> No.462945

>>462926
The fuck you smoking? Inset is right there in the extrude properties. Otherwise you can use the Transform Components tool to just inset the selected edges, or use the Slide Edge tool.

>> No.462954
File: 1.33 MB, 2329x3494, Veronica135.jpg [View same] [iqdb] [saucenao] [google]
462954

>>462892
First
>looking at tits
>gay
Second
Referencing is a very good thing to do, even if you think something looks fine, you can reference it and find mistakes you didn't even realize you were making.

Reffing is good dude.

>>462768
Here's a ref btw if you couldn't be asked.

>> No.462955
File: 219 KB, 433x856, 881338832adcbad2d1bc32df4d553ca4.png [View same] [iqdb] [saucenao] [google]
462955

>>462812
I'm not the same person as that guy. honestly I really don't like how he's doing that robot (not that mine is all that great looking)

>> No.462959

>>462931
Learn to modular modeling mtfr!

http://wiki.polycount.com/wiki/Category:EnvironmentModularity

>> No.462969

>>462853
Maya serves lots of different purposes. If they start adding default shortcuts, say all the most ideal shortcuts are for modelling, and animators are left with obscure annoying shortcuts, they then need to create their own and overwrite some regardless.
It isn't hard to ctrl+shift click a function to add a shelf button, and then add that to a shortcut.
You only have to "go searching" for everything if you don't know where it is, same as any other program. Once you know where it is, like i said, you make your own buttons with a single click.

>> No.462972 [DELETED] 

>>462928
>Well then how about you pack up your computer and pick up them paint then,

I'm doing both actually.

>Your ideal workflow is not going to be the same as mine or the next guy

We aren't talking about workflow. We are talking about how industry programs are not made with the user's intentions in mind.

It should work in the most optimal fashion out of the box and be customizable if a person chooses to. Changing between different programs isn't the point. Obviously you are going to have to learn where things are. Changing keybinds isn't what I am talking about either.

Imagine if you opened up a new program and ctrl c, ctrl v wasn't copy and paste. Copy and Paste are functions, but they aren't even given default keybinds in any way shape or form.

You are defending shitty programming and a lack of connection with the userbase.

>> No.462974 [DELETED] 
File: 171 KB, 960x540, willy.png [View same] [iqdb] [saucenao] [google]
462974

>> No.462975 [DELETED] 

>>462974
Forgot the post. How do you stop what is going on in red. I thought normal maps are supposed to override what the original mesh does.

>> No.462976

>>462975
you sometimes still have to add supporting edge loops to fix these sorts of issues.

>> No.462977
File: 3.79 MB, 507x620, tittyAssTurntable.gif [View same] [iqdb] [saucenao] [google]
462977

>>462831

Checked that, but it looks like it's a combo of bad modeling + the shader spazzing out.

>> No.462978

>>462977
kek @ no anatomy whatsofuckingever

>> No.462980

>>462977
you need to give her pecs

>> No.462981

>>462977
It resembles a human but is missing human anatomy

>> No.462985

>>462972
It should work in the most optimal fashion out of the box
Maya does.
Tell me What functionality it's missing specifically, and i'll give you a good reason why you're wrong.

>> No.462989
File: 24 KB, 400x400, 12357151@400-1388220908.jpg [View same] [iqdb] [saucenao] [google]
462989

>>462945

>> No.462993

>>462977
whats with the gooch man looks like she needs a penis.

>> No.462999

>>462863
man I don't know what you're talking about Max is pretty damned intuitive. just because you enjoy memorizing every fucking key combo doesn't mean everyone else wants to do that shit.

Like what exactly are you expecting? all these programs are pretty heavily customizable, there's no reason to bitch and moan about these things.

>> No.463002

>>462985
scripting in C

>> No.463003
File: 3.36 MB, 1497x780, Splinter 2.0.png [View same] [iqdb] [saucenao] [google]
463003

Making a splinter. Mixed it with oncept and in game model:
http://metroid.retropixel.net/games/mprime2/artwork/concept_splinter.jpg
http://vignette4.wikia.nocookie.net/metroid/images/7/7f/Splinter_crop.png/revision/latest?cb=20140621123027

Ready to texture or should I change more?

>> No.463005

>>463002
Wtf do you need scripting in c for? Are you too retarded to accomplish what you need in MEL?

>> No.463007

>>462863
Blender shortcuts don't make any sense. You just say you like them because you are used to them.
At least with max the keys are where you need them. Everything is within the reach of your left hand.
Blenderboy/10

>> No.463026
File: 123 KB, 446x681, jellotits.jpg [View same] [iqdb] [saucenao] [google]
463026

Modelling some jellotits

>> No.463033

>>463026
learn anatomy

>> No.463034

>>463033
nah, it has to be overexagerated and stylized =)

>> No.463035

>>463034
you dont know what to exaggerate, and you dont know how to even make a jello material

>> No.463036

>>463035
Jelly much?

>> No.463037

>>463036
Why?

>> No.463050

>>463007
>Blender shortcuts don't make any sense.
How about instead of just making subjective claims you try to back some of it up by helping me make an objective comparison.

what is the max hotkey for adding an editable poly cube with non-arbitrary position and size? (blender shift-a > cube)
what is the max hotkey for snapping vertexes/object to the grid? (blender shift-s > grid)
what is the max hotkey for edge crease weighing your turbosmooth when you dont want to waste polygons adding extra edge loops? (blender shift-e)
what is the max hotkey for making normals consistent? (blender ctrl-n)
what is the max hotkey for extruding a vertex/edge/face/curve/spline/line? (blender e)

>> No.463052
File: 574 KB, 1828x778, witch whole body (2).jpg [View same] [iqdb] [saucenao] [google]
463052

been over a year and have no motivation to finish, kill me

>> No.463055
File: 373 KB, 1000x750, pagoda_parts_small.png [View same] [iqdb] [saucenao] [google]
463055

I've been working on a nodetree-based building generator for Blender. So far, mostly only facades are possible. The nodetrees take these parts...

>> No.463056
File: 916 KB, 1920x1080, render1.jpg [View same] [iqdb] [saucenao] [google]
463056

World Machine to MODO to Photoshop, did I do okay?

>> No.463057
File: 2.39 MB, 2000x3000, pagoda_2.png [View same] [iqdb] [saucenao] [google]
463057

>>463055
..and build this house using them.

>> No.463058
File: 678 KB, 1920x1080, render2.jpg [View same] [iqdb] [saucenao] [google]
463058

>>463056

>> No.463061
File: 663 KB, 1360x768, caphousewip3.png [View same] [iqdb] [saucenao] [google]
463061

>>463057
Awwwe shit that looks dope. I'm working on something similar only it isn't as nice looking as that one.

Hopefully finishing it up will make it look fuller.

>> No.463068

>>463056
>>463058
The dof makes it look like a tiny plastic model rather than a big landscape. But other than that it's a nice render

>> No.463073

>>463068
Going for more of a tilt-shift look actually, so that is the aim of it

>> No.463078

>>463058
Due to erosion, landmasses under large bodies of water will not have the ZBrush-like detail underwater like you're showing. At most the land will retain the rough contours of the mountainside, but for the most part it would look flat.
Your render looks like a tsunami just wrecked Thailand.

>> No.463084

>>461710
For example in Unity, each material is a new drawcall, so it's better to use a single material per model. Ofc it depends on how far you want to go with it. Also your model looks like it would benefit more from handpainted textures.

>> No.463097

>>463084
Hell, you could even use a single material for multiple objects if you know they're generally going to always be in the scene together most of the time.

>> No.463101 [DELETED] 
File: 236 KB, 1600x880, blender 2015-02-15 17-51-33-28.png [View same] [iqdb] [saucenao] [google]
463101

Getting there.

>> No.463114 [DELETED] 
File: 307 KB, 1592x872, blender 2015-02-15 19-14-34-77.png [View same] [iqdb] [saucenao] [google]
463114

Help, I have no ideal what I am doing.

>> No.463116
File: 393 KB, 1465x843, f55.png [View same] [iqdb] [saucenao] [google]
463116

>>461658

Sony F55 on a bracket. Bracket hasnt been beveled, still want to add more details

>> No.463117
File: 375 KB, 1920x877, dl44_10_uving02.png [View same] [iqdb] [saucenao] [google]
463117

Is my UV map shit? I feel like I may've made too many seams, but frankly I'm pretty new to hard surface modelling, so it's kinda hard for me to say.

Before baking my normal map, I softened all the edges since that seems to be a recurring piece of advice I've come across.

>> No.463118

>>463117

Softening all edges is how you end up with a bad normal bake (if you're doing game art). Your model, assuming this ISNT for a game, has too many rounding faces. A barrel can have 6-8 sides since you should just be subdividing it with smooth once it's done

>> No.463119

>>462858

Hey that's an excellent model, very tastefully smoothed. What was your process for edge looping?

>> No.463121

>>461710
Do you know of any tutorials to push my character modelling to this level in Maya? I am currently so shit.

>> No.463123

>>463117
try utilize the entire uv space, otherwise you waste like 50% of the texture space

>> No.463125
File: 186 KB, 1524x450, cages and hard soft edges when baking.png [View same] [iqdb] [saucenao] [google]
463125

>>463118
Sorry, I should've clarified: I meant I softened all the edges specifically *for* the baking process. After I have a normal map baked, I plan on hardening various edges. That's okay, right?

I softened all the edges for the baking process because of pic related. Am I interpreting it right?

>> No.463127
File: 438 KB, 2951x1063, stretch.jpg [View same] [iqdb] [saucenao] [google]
463127

I made stretch tests

>> No.463128

>>463125


That will mess up the model bake as it's baked for that specific mesh normal setup. Before bake, harden all edges that are over ~60 degrees. Anywhere you have a hard edge should be a cut in your UV (you can use selection constraints for this), and anywhere with a soft edge should have Move and Sew run on it.

>> No.463129

>>463128
Well now I'm confused.

Jesus Christ learning about normals, hard edges, seams, cages, and shit is a fucking headache.

>> No.463131

>>463129

Worst part is that nobody can agree on the best workflow. All softened edges is an easy way to get a bake, but your normal map will end up with a ton of gradients, and the artefacts will be mostly on flat surfaces, which is distracting.

>> No.463132
File: 78 KB, 960x540, shipmk1.png [View same] [iqdb] [saucenao] [google]
463132

I think this is one of my better models, and its still just rough.

>> No.463146 [DELETED] 
File: 378 KB, 1440x872, buldozer 2015-02-16 01-20-28-12.png [View same] [iqdb] [saucenao] [google]
463146

it's not as bad as it could be.

I'll have more time to work on it next weekend.

>> No.463147
File: 377 KB, 1305x580, Asssetssss.png [View same] [iqdb] [saucenao] [google]
463147

some models i'm working on for a game

>> No.463163

>>463127
>skeleton
Is that... a dongledang between her legs?

>> No.463190
File: 420 KB, 1920x1050, dl44_10_uving03.png [View same] [iqdb] [saucenao] [google]
463190

Anybody know if there's a way to get the Layout UVs tool to layout all of my separate meshes' UVs into the 0-1 UV space without any overlapping? I've fiddled with the options to no avail; they always have overlaps for some reason.

And is there a way to get there to be relatively uniform pixel density across the UVs? Seems like such a tedious pain to do it manually every time I have to unfold.

>> No.463191

>>463190
Nevermind, figured it out. Apparently the "prescale" option is what I was looking for.

>> No.463196

>>462361
You need to make some moments much faster. everything is to much on the same speed but looking decent keep up the good work bro

>> No.463244
File: 797 KB, 1440x900, OC.png [View same] [iqdb] [saucenao] [google]
463244

pla rate.

>> No.463326

>>463244
your mesh doesn't follow your guide.
Don't eyeball it when you don't have to. Literally trace that shit with vertices.

>> No.463355
File: 366 KB, 1304x659, dl44_12_paint01.png [View same] [iqdb] [saucenao] [google]
463355

First draft of the paint job.

How's this look for 3300 polygons? 2k texture maps.

>> No.463386
File: 845 KB, 1280x1024, PI_v1.png [View same] [iqdb] [saucenao] [google]
463386

Started lighting a scene I've been modeling for the past few days. Here's a base AO render. I'm basing my work method off this guy's example here: https://www.youtube.com/watch?v=RSfUAsIQLec

Working out of Maya 2014.

>> No.463404

>>463355
The handle and scope look too low detail compared to everything else. Low detail in polys, not texture.

>> No.463406
File: 873 KB, 1024x768, PI_v3.png [View same] [iqdb] [saucenao] [google]
463406

That's about as far as I've gotten tonight. Working without FG is interesting. I like the amount of control you have.

>> No.463424

>>463404
Thanks for the feedback. I figured it'd be okay to make the grip lower detail since it'd be covered up by the player's hand about 99% of the time.

I'll probably go back and add some detail to the scope, though.

>> No.463428
File: 2.92 MB, 1312x654, dl44_paintjob.webm [View same] [iqdb] [saucenao] [google]
463428

Texturing is hard.

>> No.463978

>>461883
It didn't take a long time for my friend to get a PCB modeled in 3D using altium. There was a site that had a metric fuckton of models for all sorts of components but I forgot its name.