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/3/ - 3DCG


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File: 2.14 MB, 1500x882, lurk.png [View same] [iqdb] [saucenao] [google]
465667 No.465667 [Reply] [Original]

Lurking in the dark edition

Last Thread: >>463421

>> No.465671
File: 1.19 MB, 3188x1224, bonbo #10045345.jpg [View same] [iqdb] [saucenao] [google]
465671

>>465667
How are the pants looking? I'm pretty happy with how they look now. I just realised the duct tape on the sandal is clipping with the cardboard so I will fix that, I already did actually but I guess I didn't save it.

You wont have to look at this for much longer becuase I'm almost ready to call this finished, although I will be working on another character that will be similar, and I will need to retopo this eventually.

>> No.465675
File: 41 KB, 401x362, 1425647221706_1.jpg [View same] [iqdb] [saucenao] [google]
465675

>>465671
The bump map(?) seems to change its direction at some parts of the pants.

>> No.465676

>>465675
right, I was using alphas and I was using subtract most of the time but let it slip and used additional for some by accident. I'll fix it, thanks for reminding me.

>> No.465687
File: 65 KB, 720x480, untitled.11.jpg [View same] [iqdb] [saucenao] [google]
465687

made a bag of some sort

>> No.465688
File: 58 KB, 720x480, untitled.12.jpg [View same] [iqdb] [saucenao] [google]
465688

>>465687
aand the back

>> No.465701
File: 256 KB, 1274x934, tuf tuf.jpg [View same] [iqdb] [saucenao] [google]
465701

La Tuf Tuf progress.

>> No.465707
File: 54 KB, 1741x880, ho.png [View same] [iqdb] [saucenao] [google]
465707

>>465667
I need help. i have never modeled from a blueprint and have no idea how to start, i always seem to fuck up. HALP
Horton h229 v7

>> No.465709
File: 294 KB, 1528x875, ho2.png [View same] [iqdb] [saucenao] [google]
465709

>>465707
cont
fuck blueprint modeling....

>> No.465719

>>465707
>>465709

get you some airplane or car tutorial from youtube or blender cookies.

>> No.465720

>>465701
>>465650
nah man thats actually pretty damn good
idk where I'd even start making that

>> No.465725
File: 642 KB, 1920x1080, wip.jpg [View same] [iqdb] [saucenao] [google]
465725

Finished the general layout of the map, imported my first quick meshes (stairs and those wall panels) into UE4. Once I figure out how to get the light to be built correctly on these meshes I'll start working on the real meshes for the entire map.

>> No.465726
File: 303 KB, 640x960, noname.jpg [View same] [iqdb] [saucenao] [google]
465726

Just doing a blockout of this walker/hover tank thing. Figuring out the general shape and major element placement.
Hopefully i'll manage to finish it and actually make it do something, in either Unity or unreal.

>> No.465727

>>465726
!!

>> No.465732
File: 1.72 MB, 648x491, skull.gif [View same] [iqdb] [saucenao] [google]
465732

quick skull study, sock it to me.

>> No.465733

>>465726
I'm having flashbacks to Future Cop: LAPD.

>> No.465736
File: 853 KB, 479x434, workflow.gif [View same] [iqdb] [saucenao] [google]
465736

>>465732
Here, for fun. My workflow sucks, crit encouraged.

>> No.465737

>>465733
That's what i'd like to make a clone of.
It was extremely fun, yet simple, gameplay wise.
Three types of weapons, two modes of movement, enemies shooting projectiles to avoid, most of them turrets.
I think it's achievable, even for a newbie like me. Eventually.

>> No.465739

>>465671
The pants look much better now.

>> No.465747

>>465736

All this gif is missing is the jaw opening a little at the end as if the skull is saying "heh"

>> No.465772

>>465726
Guy who made the scorpion tank walker thing?

>> No.465775

>>465736

2spoopy4me/10

>> No.465797
File: 195 KB, 1294x837, tuf tuf.jpg [View same] [iqdb] [saucenao] [google]
465797

well modeling done. time for the shower, fresh coffee and a new ukrainian whore.

>> No.465799
File: 3.10 MB, 1920x1080, brighter.png [View same] [iqdb] [saucenao] [google]
465799

abandonment

>> No.465812
File: 213 KB, 526x850, Sexy_pose.jpg [View same] [iqdb] [saucenao] [google]
465812

Doing my Demo!

>> No.465813

>>465733
>>465737
i used to fake illness to play this. ahh the nostalgia. Best EA game

>> No.465823

>>465799
looks pretty ok for blender
but there's too much glare, like when you stare into the sun and need to close your eyes, that's what this feels like.

>> No.465841
File: 130 KB, 742x1044, snap.png [View same] [iqdb] [saucenao] [google]
465841

>>464579
>>464593

>> No.465845
File: 2.78 MB, 1920x1080, ware.png [View same] [iqdb] [saucenao] [google]
465845

>>465823
It was darker but i was told it was too dark...

>> No.465846
File: 3.16 MB, 1920x1080, starting textures.png [View same] [iqdb] [saucenao] [google]
465846

>>465845
But anyway, I've started texturing it now...
Should i keep it light or dark?

>> No.465849

>>465823
How did you know it was blender?
What gives it away?

Genuine question

>> No.465857

>>465849
Not him, but a blender user here. Cycle's noise is easily identifiable.

>> No.465858

>>465857
>>465849
Oh and also those vines are from that plugin aren't they?

>> No.465859

>>465846
You sure you don't want to work on props a bit before moving on? The amount of copypasted elements really sticks out also general emptiness.
I'm sure such building would have all kinds of shit in it, crates, barrels, rusting steel beams, planks.

>> No.465860

>>465858
IvyGen - yeah, thats the one...
Would an external renderer be better? Any free ones. I used to use Thea render (free trial) with sketchup

>>465859
I was hoping textures would hide that

I've only been using blender for 2 weeks, before that i was using sketchup.

Any more tips for realism from anyone?

>> No.465863

>>465860
>Would an external renderer be better?
Just stick with cycles for now, you can up the sample count to get a less noisy image when you do your final render.

Any more tips for realism from anyone?
Like that guy said, more props, try to think what would feel natural in that setting.
Also, to break-up the sameness try to use proportional editing on those wires to make them look slightly different from each other.

>I've only been using blender for 2 weeks, before that i was using sketchup
Nice work for a beginner, and I also started with sketchup, went to blender and then I started learning maya, even though I still mostly use blender.

>> No.465868

>>465863
No point in sticking with Cycles. LuxRender is free and integrates into Blender, it's much better.

>> No.465876

>>465859
>>465860
I didn't even notice repetition until it was pointed out.

>> No.465877
File: 307 KB, 1919x1040, 14e122d42053ccb9b759cd705ea0c5a8[1].png [View same] [iqdb] [saucenao] [google]
465877

Hey dudes, new to modelling, but the bridge button doesn't seem to be working no matter how many times I slap it. I've tried capping too; to no avail.
Anyone want to be a babe and throw a quick pointer at what I'm doing wrong?

>> No.465884

>>465877
If it's as buggy as it is in maya i suggest you just ditch that, make a flat hexagon and weld vertices.

>> No.465899
File: 53 KB, 791x489, wtf2ndsword.jpg [View same] [iqdb] [saucenao] [google]
465899

I don't know man the first sword went so well, but then the second sword is just killing me..

I had to redo it and I'm thinking I need to redo it again. How the fuck do you model the end of the sword.

>> No.465900

>>465899
Get rid of the spikes

>> No.465903

>>465900
yeah spikes are super gay

>> No.465917

>>465903
Spikes were cool in high school. I loved them so much

>> No.465927

Would you need music and/or sound effects for your game?
https://soundcloud.com/arthurelijahpena/rotary-ep-preview-injun
I could help.

>> No.465935
File: 27 KB, 658x390, spikes.jpg [View same] [iqdb] [saucenao] [google]
465935

>>465900

I can't the point is to make the design the same as the concept art.

Anyway, I spend another two hours on the sword redoing it.

I like the topology better. But, I still think it could be improve. Through I'm moving onto the next sword now.

>> No.465942

>>465935
The spikes should look the same, it looks like you gave up after the first two.
Also, where's the hole?

>> No.465946

>>465935
Holy shit that whole sword is a fucking disaster.

The other anon was right, get rid of the goddamn spikes.

Not as in "never add in the spikes" but because you need a solid foundation for the sword first before you start adding in loops and extrusions for the spikes.

This will also probably be a lot easier if you make the hole in the center first before doing any spikes. That way you'll have enough edges from the circle to make the spikes better.

Seriously though, scrap that whole thing and start over. The topology is an absolute disaster. Try again.

>> No.465947

>>465927
I immediately closed the tab when that injun shit started playing.

That's not music. That's garbage that you slapped together in less than 5 minutes.

If you're going to do music, then study what music is and actually make it. Not that bullshit.

>> No.465948

>>465946

Oh I understand what you are getting at now.

I suppose I can spend another hour - two hours on the sword.

>> No.465949
File: 612 KB, 516x1200, 332.jpg [View same] [iqdb] [saucenao] [google]
465949

>> No.465953
File: 61 KB, 807x559, swordstuff2.jpg [View same] [iqdb] [saucenao] [google]
465953

>>465948

Anyway, fuck this sword.

Why the fuck would you put spikes at a end of the sword.

>> No.465956

>>465953
Add a hook to that hole and you've got a pretty neat can opener

>> No.465965
File: 900 KB, 3840x1080, Spiked_Sword.png [View same] [iqdb] [saucenao] [google]
465965

>>465953
I agree with you, this sword is dumb, but it's not that hard to make.

>> No.465967
File: 767 KB, 3840x1080, Spiked_Sword1.png [View same] [iqdb] [saucenao] [google]
465967

>>465965
Another view.

Oh, and I applied one round of subdivision to smooth those holes out, but this isn't really necessary.

>> No.465984
File: 250 KB, 960x540, bigmac.png [View same] [iqdb] [saucenao] [google]
465984

Okay so I learned that I can't blueprint model for shit. I can do the side view outline, or top, or front, but then the rest is fucking impossible.

I need to find somewhere else to start.
Where?

>> No.465985
File: 47 KB, 505x570, swords.jpg [View same] [iqdb] [saucenao] [google]
465985

>>465967

Your swords is much better than mind. I will save that pic and come back to it later.

Anyway, I've completed the four swords going to now move on to next challenge.

>> No.465989

>>465984
same here. everything is fine in one view, but trying to then go into the other views is a disaster :( fml

>> No.465990
File: 1.05 MB, 1920x1080, prison.png [View same] [iqdb] [saucenao] [google]
465990

prison stuffs

>> No.466006
File: 630 KB, 516x1200, 3324.jpg [View same] [iqdb] [saucenao] [google]
466006

>>465949

>> No.466015
File: 188 KB, 1452x906, tankmodeldone.png [View same] [iqdb] [saucenao] [google]
466015

>>465772
nah I wish I was >>465726 (by the way great job, looks awesome) cause that model looks clean as fuck, and the render is really nice. By the way how would you go about getting that quality? I'm using blender default render since I dont know how to use cycles yet and I want to get results quickly.
I think I'm pretty much done with modelling it, I'm going to start moving on to texturing soon once I figure out how to UV unwrap
would have more progress but been super busy teching a musical and such, but for the amount of time I've put into this I'm pretty happy with it

>> No.466020

>>466015
I'm using maya but it's really nothing impressive - physical sun & sky. It's a one click solution for indirect lighting. Up the anti aliasing and final gather quality, enable ambient occlusion.
Alternatively i could make a sphere encompassing whole scene, emit photons from it, tweak it to oblivion. There could even be a separate z pass to make depth of field effect in photoshop later, for maximum rice. Too much work for a simple preview.

Search for some "clay rendering" tutorials, i'm sure you can do the same thing in blender, one way or the other.
Also that is one sick tank. I love how the front lowers down, gives it an aggressive, predator look.

>> No.466021
File: 2.02 MB, 1904x1002, cycles.webm [View same] [iqdb] [saucenao] [google]
466021

>>466015
full length in depth tutorial on how to use cycles
if you have any questions which are not answered by this video please do inquire

>> No.466022
File: 1.82 MB, 1904x1002, cycles (01).webm [View same] [iqdb] [saucenao] [google]
466022

>>466020
>>466015
Here's a basic scene setup to achieve a "glowy" effect. It's pretty bright, so if you want it to be not-so-shiny just turn down the emission on the planes, or turn the "factor" on the world AA down a bit.

(Also you could try using a blue-ish color for the "sky" effect seen in some renders)

>> No.466024
File: 768 KB, 960x1080, nonvsao.png [View same] [iqdb] [saucenao] [google]
466024

>>466022
And here are the two compared to each other.
(Yes, they are indeed extremely bright)

>> No.466026

>>466015
Looks a lot like a Scarab tank from Halo, was that an inspiration?

>> No.466027
File: 1.62 MB, 1920x1080, prison3.png [View same] [iqdb] [saucenao] [google]
466027

more prison

>> No.466028
File: 3.90 MB, 1920x1080, tankclayrender.png [View same] [iqdb] [saucenao] [google]
466028

>>466020
tried clay, although I'l still getting lots of noise everywhere, any tips on getting rid of it? my samples were like 50 or something, they were pretty high
>>466022
>>466024
thanks tried this, pic in next post
changed the tank color to see the effect better though

>> No.466030
File: 3.52 MB, 1920x1080, tankemitters.png [View same] [iqdb] [saucenao] [google]
466030

>>466026
yeah, one of the things I looked at when I decided to have 6 legs instead of 4, but the scale is a lot smaller than a scarab.
>>466022
>>466024
here's the emission render without the clay world effect

>> No.466031
File: 2.11 MB, 1904x1002, cycles (04).webm [View same] [iqdb] [saucenao] [google]
466031

>>466030
>>466028
You clearly have modeling down to quite a good level, far better than what my skillset is currently at. I'm glad to share the technical stuff.

In case you haven't tried texturing/multiple colors on 1 mesh, here's how. (For example, you can have your base material be the entire vehicle, and have the windows be a glossy/glass material by using this method)

>> No.466033
File: 63 KB, 366x822, blenderendering.png [View same] [iqdb] [saucenao] [google]
466033

>>466028
Also, I'm not
>>466020
(I use blender primarily)
To reduce the noise, keep your samples at ~50 as you have it, but check the "Square samples" box. It will reduce/eliminate the noise, but take quite a bit longer.(If you are rendering on CPU then probably set the tile size to 16, as it generally produces faster results)
If you are getting various flecks that are not the normal noise (blue ones, or whatever from maybe a really shiny material or volumetrics) you should set "clamp indirect" up higher (usually to around 3 works for me)

>> No.466034
File: 577 KB, 1920x1080, theorder1886.jpg [View same] [iqdb] [saucenao] [google]
466034

>>466030
and the order 1886 version cause I'm still trying to figure out how filters work
>>466031
thanks! Just figured that out a little while ago since I just started messing around with colors, still have to work on learning UV unwrapping though, eventually I want to texture it really nicely and put it through a nice render setup, I want to give it sort of a grungy rebel-hangar esque look, although from what I'm reading now, texturing is going to be a pain
>>466033
thanks a ton, will try this in the next render! I don't think I'm rendering off of CPU, is there any way to check I'm on GPU?

>> No.466035

>>466030
Looks great, i love stuff like this. If you were to blur background a bit and introduce some irregularities to the perfectly perpendicular surfaces it woul be hard to tell if it isn't actually a paper model.

>> No.466036
File: 2.33 MB, 1904x1002, uvmapsbasic.webm [View same] [iqdb] [saucenao] [google]
466036

>>466034
Chances are you are rendering off CPU actually.
You are if you:

- Have an AMD/ATI/Non NVIDIA CUDA Supported GPU

- In File>User Preferences>System does not have a GPU listed under "Compute device"

- In the render panel there is no option to select your device

If you want to do what >>466035 suggests, you can add DOF by clicking on your Camera, and going to the "camera panel" (where materials would normally be) and at the bottom using the "Depth Of Field" expansion menu.

Also, yes texturing is a massive pain at times. Check out the WebM I attached to get an idea on how to make it a bit easier.

What's nice is you can label these (I'll show you how in the next little webm tidbit) to keep track of what you're looking at, and I'll show you how to export them in the next one. The resolution doesn't have to be absurd like 4096, but you can do it like that if you want an absurdly high res texture.

Also, the "smart UV unwrap" doesn't require the marking of seams (Ctrl+E in edit mode), but may arrange the UVs in a different way than one may prefer.

>> No.466038
File: 2.16 MB, 1280x674, drawandexportuvs.webm [View same] [iqdb] [saucenao] [google]
466038

>>466036
>>466034
Here is a neat trick for "painting" on your UV maps and exporting them for external editing.
With the 2 images produced, you can use the "uvsbackg.png" as a reference for what you're editing, and the "uvs.png" as a reference for all the planes, their scale, location, etc.

>> No.466039

>>466038
>>466036
cool thanks! Will try thse out as soon as this finishes rendering, from what I can see of the image so far there's almost no noise, but it's been rendering for the past 20 minutes or so.

>> No.466042
File: 1.06 MB, 1600x898, snow.jpg [View same] [iqdb] [saucenao] [google]
466042

Can somebody tell me what's wrong with this? I got bullied again on /agdg/, they said the trees and the snow were shit but didn't really explain why. Is it the branches?
Sure I'd love to add a lot of detail but it's a game, it's supposed to be rendered on real time so I can't go crazy even if I had the technical skills. Still I'm completely open to suggestions.

Also I understand the sculpted terrain being shit, sure, but I don't see the problem with the material.

>> No.466045

>>466042
Branches way too straight and not proportional. Big ones on the bottom small ones on top, remember?
What engine is this for? Chances are it has built in editor for trees and foliage that would get you better, organic looking results than copypasting few branches, and faster at that.

>> No.466048

>>465985
what "challenge" are you referring to? some kind of series of challenges?

>> No.466049
File: 1.59 MB, 1920x1080, space_mail.png [View same] [iqdb] [saucenao] [google]
466049

i've spent way too long on this. i think i need to stop and come back to it later.

the stars don't even look like stars. the nebula is kinda half-assed. the mailbox looks too plain and the dirt/rocks/roots have too little detail. the grass looks like noodles and i don't know if i should keep tweaking the particle system or just paint textures for it.

please help

>> No.466050

>>466045
Yeah you're right about that, the branches are too thick on top. I also realized they are too straight and uniform.
It's not "for" an engine, that picture is already inside Unreal but there isn't any editor. It used to come with SpeedTree, not anymore.

>> No.466054

>>466049
If you've spent a lot of time on something and you hate it, the best course of action is just to start over.

>> No.466055

>>466049
Call it done and move on. It's a learning experience, so take what you learned and apply it to something new. I don't mean this as a negative about your work, but there's no point polishing a turd, and when you're an amateur, the case is usually that the previous project becomes a turd as soon as you move on.
I've found that's certainly the case for my own 3D work over the last few years.

>> No.466057
File: 2.47 MB, 1920x1080, tankrenderfinallyfuckingdoneholyshit.png [View same] [iqdb] [saucenao] [google]
466057

>>466038
>>466036
>>466034
holy shit finally fucking done after like 4 hours, but it looks much prettier

>> No.466060
File: 2.68 MB, 1920x1080, tankrenderfinallyfuckingdoneholyshit.png [View same] [iqdb] [saucenao] [google]
466060

>>466057
darkened it a little cause it was a bit bright

>> No.466061

>>466057
Looking good man. Nice to see you got a good balance of smooth/hard normals.
Are you going to UV unwrap this or polypaint it?
Looks like it might be a job for zBrush.

>> No.466064

>>466061
Thanks! Was gonna UV unwrap because I have no idea what polypaint is or how to do it, I was looking at xbrush but I don't have one of those digital drawing pads plus zbrush is expensive

>> No.466065
File: 941 KB, 1842x886, wip1.png [View same] [iqdb] [saucenao] [google]
466065

Just started a para ordnance black ops for baking purposes.

>> No.466066
File: 41 KB, 1164x326, Screenshot_65.png [View same] [iqdb] [saucenao] [google]
466066

>>466057
>>466060
WebM Guy here, Nicely done. It does look very nice.

>>466065
How in the heck?
I'm just plain bad at modeling stuff from blueprints/real things.

>> No.466067
File: 36 KB, 1920x1080, ji41GbW.jpg [View same] [iqdb] [saucenao] [google]
466067

>>466066
I've done like, 50 bazillion high poly pistol slides, I really just use the reference to get spacing right, most of it is done by eye at this point. To be clear though, that's bad, I did the one in that post without planning or blocking out the gun and I've run into a few problems that could have been avoided with a little planning.

Try modeling all the main shapes in low poly first just to plan everything out. Really basic geometry, just make sure you have all the important shapes down.

>> No.466068

>>466067
Do you do it as separate objects (the barrel is different from the main slide piece) or all as one mesh?

>> No.466071

>>466068
Usually it's broken up into pieces that would be animated separately (so barrel and slide are separate), as well as pieces that would have different materials in the end (there are other ways to differentiate that though).

For the para ordnance one it's particularly important to have a separate barrel because the plan is to have different barrel options, standard, threaded, thread-cap, and suppressor.

>> No.466073
File: 34 KB, 1031x668, Untitled.jpg [View same] [iqdb] [saucenao] [google]
466073

>> No.466091

>>466073
Bootiful

>> No.466101

>>466067
Dont m1911s have a cut-out in the slide for the barrel bushing?

>> No.466102
File: 2.59 MB, 1920x1080, Bug_Tank_PostProcessing.png [View same] [iqdb] [saucenao] [google]
466102

>>466060
You're definitely learning, keep up the good work.
Here's a little post processing photoshop I made, changed the color just because.

>> No.466106
File: 20 KB, 516x825, 11039820_10202965192644652_6621377785367890290_n.jpg [View same] [iqdb] [saucenao] [google]
466106

Crits welcome

>> No.466107

>>466102

breddy gud.

>> No.466113

>>466106
Boobs are massive.

>> No.466120

>>466106

>backproblems.jpg

Also, what's up with the pants? The creases on the upper thigh are odd. What are those supposed to be?

>> No.466125

>>466113
You're massive

>>466120
Folds. I really need to do some cloth studies.

>> No.466128

>>466106

The clothes seem really tight too. Like to the point where it would be impossible to move in them. They need some give to look more real.

>> No.466129

>>466128
They're yoga pants, kid. The ex used to wear them all the time.

>> No.466132

>>466073
nice boxing gloves

>> No.466133

which looks best? the natural bonobo colours or the pseudo make-up on the right? the idea is that the females are healthier and more well off due to higher social status compared to the male I posted before so that's the motivation behind this one.

>> No.466134
File: 486 KB, 1232x510, face.png [View same] [iqdb] [saucenao] [google]
466134

>>466133
Why must I always forget my image. for the record if I go with the make up look I will work further into it, it's by no means final.

>> No.466135

>>466134
I like the way the one on the left looks more. The right one is too blended/uninteresting.

>> No.466136

>>466135
thanks for the input, yeah I kind of feel the same way, I like now natural and healthy the one on the right looks, but the one on the left is more interesting I think and contrasts more with the original.
>>466129
what about the jacket, kid? it looks vaccum tight, particularly under the breasts. imo it should either flatten the breasts into more of a subtle bump or it should visibly ride up under them.

>> No.466137

>>466134
i'll be living off my pension by the time this is finished

>> No.466138

>>466136
I guess it's a yoga jacket.

>> No.466140
File: 1.94 MB, 1024x662, bonobo2.png [View same] [iqdb] [saucenao] [google]
466140

>>466137
I started a new model. the old one is pretty much finished. I understand your frustration though, I find it annoying when I see people posting really slow progress of a project, but I took long breaks during this one, the new one should only take a couple of weeks or less.
>>466138
I'm sure they don't have so many pockets and fluffy hoods, but I guess OP would know since his girlfriend wore them,

>> No.466141

>>466140
I'm actually the guy that posted it. They are supposed to be a material similar to yoga pants, but you're right about the jacket, I think I got a bit carried away.

>> No.466142

>>466141
I was only kidding, but yeah there are too many pockets and shit, a yoga jacket should have 2 discrete pockets at most imo, I guess the hood is fine but it looks like a skintight parka with all those pockets and buttons.

>> No.466143
File: 188 KB, 1920x1036, 10553962_10152867579134888_7551909122214999193_o.jpg [View same] [iqdb] [saucenao] [google]
466143

I started working on this last night. I was using bsp's at first but they were being buggy as shit so I made that wall model in blender. Importing the model was quite smooth compared to udk. When I get home I'll post more pics of the model itself and ask for critique because I think there's a more effective and efficient way I could model something like that. I want to make more cathedral pieces and ultimately do some sort of dm map in unreal 4 with them.

>> No.466145
File: 39 KB, 1168x560, 11024682_10152867600369888_5871309635046670395_o.jpg [View same] [iqdb] [saucenao] [google]
466145

>>466143

>> No.466149

>>466145
Anything that look great in this scene is thanks to UE4 and its shaders. The model appears flat and uninteresting, almost like a plane. The shading of the top arch seems broken. Perhaps you should play with edge splits / smoothing groups. Try to get some more depth in it.

>> No.466150

>>466149
Stop being such a cynical asshole.

>> No.466151

>>466142
It actually is a parka minus a hood. I'm working from a concept that someone else made so I'm not sure why she's in Alaska with yoga pants.

¯\_(ツ)_/¯

>> No.466152
File: 243 KB, 960x1134, demon final.png [View same] [iqdb] [saucenao] [google]
466152

first model, texturing and rig

>> No.466153
File: 153 KB, 960x540, DEMONRENDERRIG2.png [View same] [iqdb] [saucenao] [google]
466153

>>466152

>> No.466154

>>466152

Needs more anatomy, need to focus more on core planes of first. Need to get proper references.

Try again

>> No.466157

>>466153
>>466152
I like the lightswitch shaped nipples.
Can you make it so his horns lit up, on and off as he fiddles them?

>> No.466159
File: 63 KB, 960x540, DEMONRENDER5.png [View same] [iqdb] [saucenao] [google]
466159

>>466154
it's a cartoon tho

>> No.466162
File: 50 KB, 960x540, DEMONRENDER6.png [View same] [iqdb] [saucenao] [google]
466162

>>466157
I'm not that good at rigging how would you do that?

>> No.466173
File: 1.24 MB, 3840x1918, anakin_tcw_01.png [View same] [iqdb] [saucenao] [google]
466173

Taking another swing at making humans in Maya.

Feel like I've hit a bit of a wall. Pretty sure my head is suffering from "box model syndrome" where it's really square in some places, but I'm apparently really shitty at figuring out where I should tweak it.

Also I keep getting this bulge in the middle of the face, down the line of symmetry. I try smoothing and tweaking the verts in the area, but the bulge seems to stay. If it were right, the bridge of the nose would flow seamlessly into the forehead. But I can't seem to get it to do that.

Heads are hard.

>> No.466177
File: 3.81 MB, 1920x1080, prison cell door test.png [View same] [iqdb] [saucenao] [google]
466177

>>465990
>>466027
progress

>> No.466184

>>466173
I'm shit at anything organic but i think you're going at it the wrong way. Your starting box is too dense and you end up moving single vertices ad infinitum. Check the sticky, there's some good stuff there involving heads. They start with something as simple as a cube with 4 divisions, yours is like 10.

>> No.466188
File: 309 KB, 1450x839, wall.png [View same] [iqdb] [saucenao] [google]
466188

>>466143
>>466149

This is the model. I feel like I should be doing this flatter actually, or with less mes details, and use normals. I've never worked with normals because but is that how one would normally approach a wall like this?

>> No.466190

>>466184
Well, my starting cube was like 4x3x3. I've just added a lot of geometry in the front to create detail, but haven't been really managing that geometry as it flows to the back and sides of the head, I guess, resulting in a fairly dense-looking box head.

But rest assured, my starting box was low geo.

>> No.466195

>>466177
monsters inc

>> No.466219

>>466102
oh neat! I love the lighting idea, can that be easily done in blender with emitters or would I have to just have a bunch of light sources?

>> No.466221
File: 888 KB, 2030x1263, testrender 7th.jpg [View same] [iqdb] [saucenao] [google]
466221

How can I make it less shit?

>> No.466222

>>466219
You should add it in post. You would add planes where the lights are and render an alpha pass of those planes, then comp them over your beauty pass and add glow.
Glows in most renders almost always look like shit and take far too long to render.

>> No.466223

>>466221
I'd give the TV some reflection, assuming it's like a modern TV and is glossy, also once you're done with it I'd up the samples and shit to get rid of the noise, looking pretty good though in my opinion. Magazine seems at an odd angle though, and I would add some wrinkles to the carpet or something if you can to give it more of a realistic look

>> No.466224

>>466223
Cheers.

>> No.466230
File: 15 KB, 1200x1431, Space Marine.png [View same] [iqdb] [saucenao] [google]
466230

>>466173
Nice refs

>> No.466235
File: 519 KB, 1440x900, elutuba5ps.jpg [View same] [iqdb] [saucenao] [google]
466235

modelling my apartment. what to add?

>> No.466237

>>466222
Cool thanks! Will probably start trying to texture this week sometime if I can, hopefully this will all start coming together soon

>> No.466242

>>466235
Something on the shelves under the TV. A dvd player or a statue of two bears caressing eachother.

>> No.466243

>>466235
personalise it. Even if you keep your apartment that spotless irl, you need to add odds and ends around the place to give it life in 3D.

>> No.466246

>>466235
dragon dildo

>> No.466247
File: 637 KB, 1585x885, brah.png [View same] [iqdb] [saucenao] [google]
466247

im making an opening scene for my game. i cant find the strength to keep making it. theres a lot of parts i want to redo and theres still a bunch of shit left to do but i just open up the scene and stare at it

>> No.466249
File: 665 KB, 1280x720, previewrender.png [View same] [iqdb] [saucenao] [google]
466249

>>466247
heres the preview render

>> No.466254 [DELETED] 
File: 3.72 MB, 1920x1080, guantanamo.png [View same] [iqdb] [saucenao] [google]
466254

>>466195

>> No.466256
File: 682 KB, 1920x1080, Monsterinc.jpg [View same] [iqdb] [saucenao] [google]
466256

>>466195

>> No.466298

>>466249
>>466247
I know how you feel. Well I think it looks great.

>> No.466301
File: 2.04 MB, 1920x1080, added bed.png [View same] [iqdb] [saucenao] [google]
466301

More progress.


Also:
>>466256
This is brilliant
thanks anon

>> No.466305
File: 403 KB, 1652x947, anakin_tcw_02.png [View same] [iqdb] [saucenao] [google]
466305

>>466173
Getting there.

>>466230
Is there something wrong with them?

>> No.466306

>>466249
i really like it

>> No.466311
File: 2.97 MB, 1920x966, neck.webm [View same] [iqdb] [saucenao] [google]
466311

>>466305
Anyone know the best way to go about creating the neck for this head? I feel like I'm close, but keep doing it wrong.

>> No.466313

>>466311
you gotta ditch like 75% of your polygons. Just start deleting edge loops that dont contribute to details until just before you start losing your shape.

Working high poly while box modelling causes lots of extra work and makes you model susceptible to cube syndrome.

>> No.466315
File: 691 KB, 560x634, robot.png [View same] [iqdb] [saucenao] [google]
466315

Learning how the workflow works, all the way from modeling into unreal 4. Substance painter is neat.

>> No.466318

>>466311
Strip model from the back of the cranium, then strip from under the chin, then connect them

>> No.466319
File: 483 KB, 1920x989, anakin_tcw_03.png [View same] [iqdb] [saucenao] [google]
466319

>>466318
>>466313
How's this? I still feel like these aren't the right faces I need to be extruding to create the neck/jawline area.

And what am I going to do with these incomplete edge loops after I extrude the neck?

>> No.466323

Get Zbrush they said.

Zbrush is easy they said.

It is like traditional sculpting they said.

You can even do hard surfaces they said.

>> No.466325

>>466323
>Zbrush is easy they said.

Nobody with a brain has ever said this.

>> No.466327
File: 3.93 MB, 1920x1080, behind the door.png [View same] [iqdb] [saucenao] [google]
466327

>>466301
a room with a view....

>> No.466329

>>466327
so grainy and awful looking. shit you're bad at this

>> No.466330

>>466329
>no materials
>zero-detail prototype furniture
>20 second render

see:
>>466301
>>466177
>>466027
>>465990
also:
>>465846


>complains about it being unfinished
>WIP thread

>> No.466331

>>466330
>complains about critques
>can't take criticism

>> No.466332
File: 2.01 MB, 1193x675, grain.png [View same] [iqdb] [saucenao] [google]
466332

>>466329

just for you

>> No.466333

>>466332
>needleslly large png thats grainy as hell too boot

>> No.466334
File: 2.49 MB, 1920x964, head01.webm [View same] [iqdb] [saucenao] [google]
466334

>>466319
Update. Think I've got an okay neck, now, but the head/neck still feel kind of box-y. Any opinions?

>> No.466336

>>466334
you need to study basic human anatomy. You can't rely 100% on the reference otherwise you literally only model the front and sides of the face; you need to be able to extrapolate the anatomy of the face in all angles which is impossible to do unless you understand the underlying bone and muscle structure.

>> No.466340
File: 47 KB, 405x344, facialmuscles.gif [View same] [iqdb] [saucenao] [google]
466340

>>466336
Any suggestions on learning resources? I typically go with whatever I can find on CGPeers.

Video lectures are my preferred medium, but books and other things can also work.

>> No.466341

>>466340
learning online for this kind of thing sucks in my experience, I like Anatomy for the Artist by Sarah Simblet.

You don't really learn anything meaningful from the diagrams like you posted they are good for revision but you really need to understand how the muscles work and interact.

>> No.466354
File: 55 KB, 1000x1015, LAPD 2025 Blaster MK VI.jpg [View same] [iqdb] [saucenao] [google]
466354

Now to unwrap and texture map.... two of my least favourite tasks.

>> No.466355
File: 70 KB, 317x266, 1417535456898[1].png [View same] [iqdb] [saucenao] [google]
466355

>>466129
>crits welcome
>but don't expect me to not be a dick

>> No.466356
File: 492 KB, 1400x1200, PL300_Full_V1.png [View same] [iqdb] [saucenao] [google]
466356

PL300 for a client. I messed up the shape of the cab though. The back part shouldn't be so tapered.

>> No.466357

>>466332
Bro. What's yer render setting bro!

>> No.466358

>>466354
How many pieces is that?

>> No.466365

>>466358

Twenty-nine pieces in total.

>> No.466366

>>466365
It's a good model, but I feel like if you made more of the frame as one piece, you would come out with some more solid looking an believable.

>> No.466368
File: 747 KB, 2584x887, Sith and Wesson 45 Snub.png [View same] [iqdb] [saucenao] [google]
466368

I don't think I ever posted the finished model to the revolver I was making. Guns are fun to make surprisingly.

>> No.466369

>>466366

Thanks. I was going for a Firefly/BladeRunner mash-up with it. This was my first firearm model. Normally I just make clothing.

I can try consolidating some of the pieces together and see if that helps it. I'm hoping the fact that it will be a small prop will cover a multitude of sins.

A lot of the pieces are small things like the diodes and screws and what not which probably would be best to keep separate since they would actually be separate pieces. But I can try consolidating the major body of the weapon together.

>> No.466370

>>466162
Please tell me this is on your demo reel.

>> No.466371

>>466368

They are actually. Although I kept saying "Pew pew pew" while I was working on it which made my boyfriend look at me like I was crazy.

>> No.466390
File: 109 KB, 945x943, anakin_tcw_05.png [View same] [iqdb] [saucenao] [google]
466390

I feel like the bridge of the nose still doesn't blend into the forehead as seamlessly as I'd like it to. Does it look like it's protruding too much?

>> No.466394

>>466390
The bridge of the nose from brow to tip should be almost a straight line, that dips a little below the brow, your entire bridge is dipped and where it is supposed to dip it rises back out in line with the forehead.

>> No.466404
File: 93 KB, 640x504, nose diagram alar and other cartilage w base view.jpg [View same] [iqdb] [saucenao] [google]
466404

>>466390

>> No.466412

>>466368
Nice, and that render is fucking delicious. Marmoset?

>> No.466428
File: 2.60 MB, 1920x964, 2015-03-11-1630-12.webm [View same] [iqdb] [saucenao] [google]
466428

>>466404
>>466394
Hmm. How's this?

I'm pretty ignorant when it comes to anatomy. At the moment I'm just trying to make a basic head without any glaring issues. Gotta start somewhere, right?

>> No.466429

>>466428
it looks weewee bad

>> No.466430
File: 2.10 MB, 1180x956, 2015-03-11-1644-14.webm [View same] [iqdb] [saucenao] [google]
466430

>>466428
Updated version, I think this looks a bit better.

>> No.466431

>>466430
just give up, pandeho

>> No.466433

>>466431
>pandeho
Pendejo.

>> No.466434

>>466428
>>466430

Low poly modelling for character art.

You are a fucking moron

It 2015, why the fuck you not sculpting in Zbrush. At most you should be doing retopology in topogun or 3ds max.

>> No.466435

>>466434
Not him, but there's nothing wrong with poly-modeling a likeness before importing it into ZBrush for sculpting finer details. You see lecturers on Gnomon Workshop do it all the time in master classes.

It's just a different workflow from your precious ZBrush-only method.

>> No.466436

>>466435

38 year old do Gnomon workshop. Fulls back to low poly modelling as he been doing that for 20 years.

Lets face it dinosaurs don't want to fully let go off all them wasted hours doing low poly crap. I can watch Gnomon Workshop where people are still using photoshop instead of Mari 2.

Why learn what a dinosaur does?

>> No.466437

>>466436

My 3D studies started off with retopoing a base sculpt in our second semester to get us familiar with proper edgeflow. Especially if you're putting it in a game.

>> No.466440
File: 16 KB, 641x608, time for a healthy glass of.png [View same] [iqdb] [saucenao] [google]
466440

>>466436

>> No.466442
File: 227 KB, 1919x1040, WIP1.jpg [View same] [iqdb] [saucenao] [google]
466442

Sup /WIP/, how do you start of with your guns/hard-surface work, blocking volumes first, flow/loops or a messy combination of both?

>> No.466454

>>466442
That depends on whether I'm trying to do things properly or not...

If I have experience doing the part already, usually a messy combination of both, but proper blocking volumes and a good starting mesh can REALLY speed up the supporting edge phase.

>> No.466456
File: 265 KB, 1080x1920, longclaw.png [View same] [iqdb] [saucenao] [google]
466456

>>465667

>> No.466460

>>466436
If you're using zBrush and mari for low poly cartoon characters you're fucking retarded.

>> No.466461
File: 402 KB, 1656x928, Sniperfp.jpg [View same] [iqdb] [saucenao] [google]
466461

just suckin dick

>> No.466480

>>466461
Other than the fact the barrel looks like it's welded to the silencer and that the front part of the scope looks like it transitions too smoothly from skinny to fat, all of my UNF.

>> No.466481

>>466461
You've got a strange mix of ultra-smooth and super-sharp edges there.

>> No.466483
File: 613 KB, 1280x720, wip.webm [View same] [iqdb] [saucenao] [google]
466483

Still dirty

>> No.466484

>>466483
Why am I laughing? Is this intentionally supposed to be funny?

>> No.466485

>>466484
yea it is haha

>> No.466493

>>466483
Man that little zig-zaggy escape is so fucking good. The pool of blood kinda detracts from the fun factor though.

>> No.466495
File: 2.56 MB, 3840x2160, Final Render.png [View same] [iqdb] [saucenao] [google]
466495

Mikasa bitches

Zbrush + Maya

>> No.466496

>>466483
hold on, were you the guy that created the fan trailer for crysis..?

>> No.466499

>>466493
thanks. you think I could remove it and still have it have the same impact though? I'm not sure.

>>466496
no, I just found that rig a couple days ago. I'm in school. Spring break is this week so I have a bit of free time.

>> No.466501

>>466499
By impact do you mean an emphasis on how hard he's being landed on? In that regard i don't think the blood adds anything.
The motion of him being knocked down already feels quite forceful.

>>466495
Looks great except for the face. something about the tiny nose, mouth shape, and laugh lines make it look too mousey to me.

>> No.466520

>>466501
thanks for pointing that out, I think the face was way too wide, I thinned it out and it looks much better now.

>> No.466521

>>466495
the clothing wrinkles look pretty play-doh-ey. should smooth and crispen them. The body proportions look cool though. Face definitely needs fixing, the fingers too, they look like infant hands.

>> No.466526

>>466521
noted, thanks m8

>> No.466541

>>466495
Not really an expert on this but I think you should size up the area between the brow and eye.

>> No.466545
File: 40 KB, 400x400, mikasa_ackerman_9415.jpg [View same] [iqdb] [saucenao] [google]
466545

>>466495
Face wise, how does it compare to this

>> No.466546

>>466545
continued, i'm only worried about structural accuracy.

I feel like it might look a little strange as a sculpt, but with final fantasy-esque shaders and bright eyes with large sized pupils it may look more appropriate.

>> No.466547

>>466545
anime faces don't really work in 3d

>> No.466549

>>466547
You can do them a lot better than that though, just look at resin figures and shit, some of them look all wonky similar to >>466495, but some of them capture the lines of their intended characters very well.

>> No.466553

>>466311
>Even in 2015 the box-syndrome stays strong.

Keep doing them image planes in orthographic anons. In another 15 years or so they might just start working somehow.
It brings a tear of joy to my eye to see how new people keep on making the same mistakes we made back in 1999.

>> No.466554

>>466553
...and what mistake is that, granny?

>> No.466558

I'm doing a retopo for the first time and i'm not sure if this edge flow is any good any tips are welcome, and maybe there's a better way to deal with the area behind ears and forhead.

>> No.466559
File: 1.72 MB, 2624x1672, topo.jpg [View same] [iqdb] [saucenao] [google]
466559

>>466558

>> No.466574

>>466493
I agree. Remove the blood.

>> No.466575
File: 3.29 MB, 2545x2455, ddrendertest2.png [View same] [iqdb] [saucenao] [google]
466575

This is my first (technically second as i was using a tutorial for the first to learn the basics of modelling) serious model ever. I'm still learning everything. I'm also going to remodel the entire shirt as it's incredibly hostile to rigging, fix the arms, hands, feet, etc.

>> No.466577

>>466574
alright will do

>>466495
the facial modeling doesn't feel like it matches the detail of the rest. also her neck feels very long

>> No.466618

>>466412
Nope. Just Mental Ray in Maya.

>> No.466621
File: 197 KB, 1397x1258, wip4.png [View same] [iqdb] [saucenao] [google]
466621

Just need to do the magazine and the high poly is all done

>> No.466632

>>466621
really nice!!

>> No.466633

>>466554
he's talking about box shaped heads that you get from working in front/side ortho views.
Not sure what the granny comment is supposed to mean, but now you look like an idiot.

>> No.466638

>>466618
maya 15 i'm guessing?

>> No.466641

>>465984
That's why you work in quad viewport mode and disperse effort among all angles equally.

>> No.466663

>>466638
2014. Not that it matters, it was done with the most basic Physical Sun and Sky Settings.

>> No.466673
File: 3.26 MB, 1920x1080, 1000samples.png [View same] [iqdb] [saucenao] [google]
466673

>>466327

>> No.466674
File: 411 KB, 1433x780, COMPARISION.gif [View same] [iqdb] [saucenao] [google]
466674

how can i make mental ray to treat Hair & Fur in 3dsMax as the scanline render?

i want to use a Checker to give cool colors.

pic 4 shame. left: how i would like it, workspace iwndow. right: how it looks. it's not bad but i would like the black zones to be more defined.

>> No.466678
File: 103 KB, 1920x1080, crest.jpg [View same] [iqdb] [saucenao] [google]
466678

found a fix by messing with the Checker offset, doesn't look perfect ( there are some pale hairs and some white hairs) but will do the trick until i find the hell is mental ray doing.

>> No.466679

>>466678
much better

>> No.466680
File: 18 KB, 640x480, received_10205184337741014.jpg [View same] [iqdb] [saucenao] [google]
466680

>> No.466683
File: 769 KB, 1280x720, captura.jpg [View same] [iqdb] [saucenao] [google]
466683

current progress. colors are not real, used photoshop to brighten the details and adjust gamma, saving as JPG makes colors look shitty.

>> No.466687

>>466683
How are the colors not real? Do you mean to say you color-corrected the image or did you literally draw over the image?

>> No.466692
File: 434 KB, 1280x720, temple.jpg [View same] [iqdb] [saucenao] [google]
466692

colors shown on both images have a way higher gamma and are way darker than on the render preview window, so i color corrected what i could.

>> No.466702

>>466692
do you have beveling anywhere?

>> No.466739

>>466370
I don't have a demo reel bro, I'm a newb

>> No.466740

>>466673
>porridge
nigga shieeeett

>> No.466767
File: 460 KB, 1280x720, precinct 13.jpg [View same] [iqdb] [saucenao] [google]
466767

Slow progress. Adding details, still have to finish legs. Designing someting that will actually work and not clip all over the place requires some effort. Anyone remember that transforming bot someone posted here months ago, shit was unfolding from near perfect cube to a walking talking killing machine. That takes a real brain, not the pile of gray jam i'm sporting.

>> No.466768

>>466767
it doesnt take any skill to make something like this.

>> No.466769

>>466768
>implying

>> No.466770

>>466680
You need some bounce lights in this scene. Your hallway lights aren't enough.

>> No.466771

>>466767
This is starting to look cool, but you should try adding some beveling/chamfering to you're hard edges there. That way you can get those sweet rim highlights.

>> No.466773
File: 482 KB, 849x689, AKG C414_V1.png [View same] [iqdb] [saucenao] [google]
466773

I guess I'll post what I'm working on right now. It's a hanging condenser mic for a sound room I'm making. Pretty simple to make actually.

>> No.466775

>>466773

The one you're working on is a bit too thick and the mesh is too fine, otherwise it's not bad.

>> No.466778

>>466663
>Not that it matters
mental ray is a lot better in 15. looks less like ass right out the box.

>> No.466780

>>466680
scale feels off.

>> No.466781
File: 662 KB, 1208x1291, steroid.png [View same] [iqdb] [saucenao] [google]
466781

More Bonobo.

This one is a steroid abuser.

I need to study leg anatomy more, and arms.

>> No.466782

>>466781
That ape is fucking jacked

>> No.466783

>>466782
I want it to look like it's body is seriously abused by steroids to a ridiculous extent, I guess I will add some popping veins too.

>> No.466785

>>466781
where is his huge dick

>> No.466786

>>466785
it completely shrank due to the steroid abuse, sorry.

>> No.466787

>>466786
It's not present. How does he fuck?

>> No.466789

>>466787
it has receded entirely inwards
>How does he fuck?
he doesn't, that's the tragic irony of streroids.

>> No.466790
File: 1.02 MB, 2000x1250, render2.png [View same] [iqdb] [saucenao] [google]
466790

Daft Punk helmets, not sure about lighting/composition.

>> No.466791

>>466789
>it has receded entirely inwards

show me.

>> No.466792

>>466791
sorry anon but this needs to end here.

>> No.466793

>>466792
and why's that? You've been working for over a month on a shit monkey, and now you tell me the penis has evolved to be on the inside. SHOW ME

>> No.466795

>>466793
Anon please don't shout

>> No.466796

>>466795
SHOW ME THE MONKEY PENIS

>> No.466798

>>466795
BIG
MONKEY
DICKS

>> No.466802
File: 398 KB, 1360x768, dsfdsfd.png [View same] [iqdb] [saucenao] [google]
466802

>>466796
>>466798
I hope you're happy.

>> No.466803
File: 97 KB, 350x283, 1402640219281.gif [View same] [iqdb] [saucenao] [google]
466803

>>466802

>> No.466804

>>466802
When it comes to be mating season i bet it swells to 20x it's initial size

>> No.466805

>>466802
Now this is art.
You can delete your portfolio, that's all you'll ever need.

>> No.466806

>>466805
I may very well do that, this is clearly my magnum opus.

>> No.466807

>>466806
Magnum Penus

>> No.466808

>>466807
>the ironing board

>> No.466809

>>465726
Good design, with decent texture work it would be a good game engine asset.

>> No.466811
File: 317 KB, 2240x1680, face.jpg [View same] [iqdb] [saucenao] [google]
466811

>>466545
Ok back guys, I made a few face adjustments and I did a shitty paintover to show the general idea of how the albedo will look.

what do you think?

>> No.466812

>>466811
looks like a lesbo

>> No.466813

>>466812

>pleb doesnt even at least recognize attack on titan

>> No.466814

>>466813
>beyond shit tier cartoon

>> No.466816

>>466814
can you just critique my god damn work IDGAF

>> No.466819

>>466816
Mouth too small i guess. The lip corners should at least match eye corners vertically, judging from that animu picture.

>> No.466829 [DELETED] 

>>466173
Reminds me of Anakin from the animated series.

>> No.466830

>>466221
I think that overall it's great, but what it lacks are little details that add more life to the scene.
I'd suggest you remake the pillows in something like Marvelous Designer, so that you'd have naturally bending and wrinkling pillows that aren't such obvious clones.
Also, adding skirting to the wall-floor edge might make it look more homely.
And as it's been mentioned before, the carpet looks too flat.

>> No.466841

>>466811
show her without clothes

>> No.466858

>>466811
I like it, reminds me of the faces that Konjak paints; Google excrulimicatination.

>> No.466859

>>466811
Big improvement, now capture the style much more true to the source.

>> No.466868
File: 3.51 MB, 1920x1080, cards and a ps2.png [View same] [iqdb] [saucenao] [google]
466868

>>466673
Added a few more things

>>466740
i was hoping someone would notice that

>> No.466873

>>466868
>Euro Shopper tea bags.

Convince me you're not a student.

>> No.466874

>>466873
It kinda looks like a prison cell anon. Perhaps he's a ex convict.

>> No.466876

>>466859
Do you mean like cel shading? I'm gonna make it fully PBR, I'm going for a more final fantasy/metal gear solid look.

Trying to keep colors and proportions the same though.

>> No.466878

>>466876
No I just worded it very poorly. I meant it now captures the style much better.

>> No.466880

>>466874
It is and I am

>> No.466881
File: 141 KB, 1280x720, danbo.jpg [View same] [iqdb] [saucenao] [google]
466881

yooooo

>> No.466882

>>466880
armed robbery, anon?

>> No.466883

>>466882
Perhaps it was software piracy?

>Anon was the first of the gang with a copy in his hand. the first to do time, the first in the gang to buy, oh my.

Or perhaps it was that notorious loli vag tutorial? The brits are hard on that stuff.

>And he rendered the old and the young
>and the not very old and the very young
>and he stole all hearts away

>> No.466884

>>466882
>>466883
>armed robbery
>software piracy

either of these would be infinitely cooler than the truth.

>> No.466885

>>466884
I've been arrested multiple times too, anon. Nothing stuck.

>> No.466892
File: 1.38 MB, 1200x2000, Jewz.jpg [View same] [iqdb] [saucenao] [google]
466892

Made a glass of orange juice. Still too many scratches + the ground looks kinda shitty.

>> No.466895

>>466773
How did you do that? Did you start from a flat grate, and then used a deformer? In that case, which one?

>> No.466904

>>466892
There aren't too many scratches, it's just the scratches that are there are the wrong kind of scratches and they're concentrated in the wrong places.
Glassware usually has thousands of tiny little scratches in a fairly uniform concentration across the surface, good going though.

>> No.466906

>>466892
babby level texturing

>> No.466907

>>466006
Your asphalt looks like shit

>> No.466911

Trying to learn Zbrush and hard surface modelling in Zbrush. I want to die. This is so fucking hard.

Maybe, I should just not learn Zbrush.

>> No.466913

>>466911
3d clearly isn't for you. Give up now.

>> No.466915

>>466911
If your primary goal is hard surface I think you would be better of learning 3ds max or Maya.

>> No.466916 [DELETED] 

>>466915

I actually can model really well in Modo.

I'm trying to transition into Zbrush, but its really painful.

>> No.466917

>>466916
>I actually can model really well in Modo.

prove it

>> No.466919 [DELETED] 
File: 113 KB, 911x583, house2.png [View same] [iqdb] [saucenao] [google]
466919

>>466917
http://i.imgur.com/gvACYOu.png?1

http://i.imgur.com/I4yVy7d.png?1

I actually have more stuff and 140 hours in modo indie.

Granted, I'm still crap at modelling.

I've notice a lot new workflows you use Zbrush. Modo indie is also a lot more fun than Zbrush stuff.

>> No.466927
File: 210 KB, 960x540, chair.png [View same] [iqdb] [saucenao] [google]
466927

Now what? Should I add some cushions?

>> No.466932

>>466927
it would be a hell of a lot easier to know what to do next if you used a reference.

>> No.466933

>>466932
I wanted to create an original model (maybe it's been made before, but I sort of just let it flow and made this)

>> No.466934

>>466933
you should still have some reference though, so you can get a general idea of what the chair should look like and inspiration for details. You

>> No.466939
File: 84 KB, 422x392, Screenshot_83.png [View same] [iqdb] [saucenao] [google]
466939

Is this topology gud? Or am I doing it wrong?

>> No.466941

>>466939
edge flow is fine. but more edge loops would give you some more control

>> No.466970

Does anyone here use delete by symmetry in Zbrush?

If I delete by x it is fine, but if I delete from either y or z it crashes.

What could cause this. Just create a simple 3D sphere and do makepolymesh and then if I click delete by symmetry by z or y it crashes.

>> No.466978

>>466933
>I wanted to create an original model
Start modeling with references and follow tutorials too, once you get better you can create whatever you want. If you keep going as you are you won't learn anything and it will all be just frustrating.

>> No.467033
File: 36 KB, 538x480, zbrushbeginner.jpg [View same] [iqdb] [saucenao] [google]
467033

Zbrush beginner here. I plan to mess around with this for 5 hours everyday.

What brushes should I experiment with?

I've notice a lot of people use different brush, through it seems like a lot of people just use clay build up brush and move elastic move.

>> No.467061
File: 649 KB, 547x658, robotan.png [View same] [iqdb] [saucenao] [google]
467061

Finished my first sculpt. 3k tris and a single 2k texture for everything.

>> No.467069
File: 509 KB, 1546x1002, Screenshot_84.png [View same] [iqdb] [saucenao] [google]
467069

What's up with all this black stuff? My normals look fine to me... even tried "making them consistent" but that just makes it worse.

>> No.467100
File: 115 KB, 960x540, untitled.png [View same] [iqdb] [saucenao] [google]
467100

Hospital corridor/rooms.

>> No.467101
File: 510 KB, 960x540, untitled3.png [View same] [iqdb] [saucenao] [google]
467101

>>467100
How's the linoleum looking? Too reflective?

>> No.467102
File: 778 KB, 960x540, untitled2.png [View same] [iqdb] [saucenao] [google]
467102

>>467101
Close up

>> No.467147

Damn, this be a slow ass board

>> No.467165

>>467147
I'm here for you bby
what u want

>> No.467170

>>467069
Are those supposed to be mountains? Why are you rendering them as if they were smoke?

>> No.467171

>>467170
Because I can't get a good look. I want some nice ambient lighting that looks sunny/surreal like in >>465726
Or this other image that was really bright, but had fog and a mountainscape.

>> No.467173
File: 402 KB, 2560x1440, lowpolydesert.jpg [View same] [iqdb] [saucenao] [google]
467173

>>467170
this sort of thing

>> No.467174
File: 1.72 MB, 1920x1080, lowpolywhitemtns.png [View same] [iqdb] [saucenao] [google]
467174

>>467170
or this

>> No.467194

>>467069
do you have indirect lighting?

>> No.467197
File: 30 KB, 346x648, Screenshot_88.png [View same] [iqdb] [saucenao] [google]
467197

>>467194
Nope... I tried it with and it looked like ass.

>> No.467224
File: 582 KB, 600x900, AKG C414_V3.jpg [View same] [iqdb] [saucenao] [google]
467224

Finally finished this today. I was giddy to see how the textures looked in the lit scene, so I made this mockup ad as a test. Now to move on to the speakers...

>> No.467230
File: 570 KB, 2048x1170, ts.jpg [View same] [iqdb] [saucenao] [google]
467230

I haven't been here in years, but does anyone know what happened to the effort of modeling that Teikoku shonen 2d piece?

>> No.467277

>>467230
As far as I can remember, there was some initial effort made, and then it dropped off all together. Most likely due to laziness/ file compatibility/ lack of project management.

>> No.467278

>>467171
How are you plugging in your ambient occlusion? Through the camera render or through your materials?

>> No.467344

>>467171
>>467173
>>467174
That's not how you achieve that blur, look up Depth of Field, it's really easy to do it in blender.
Also, the material isn't everything in a good render, you need to learn proper lighting techniques, >>465726 this is basically a diffuse shader with a nice lighting set-up.

>> No.467346

>>467230
It was eventually finished. The end piece is pretty good.

>> No.467353

>>467346
Yeah I remember it was pretty far along last time I saw it.
anyone have a render?

>> No.467451

>>467102
Those are some well polished floors..
Yes, they're a bit to reflective

>> No.467522
File: 34 KB, 368x353, 1418845530263.jpg [View same] [iqdb] [saucenao] [google]
467522

>>467521
>>467521
>>467521
>>467521
>>467521
NEW THREAD

>> No.468948

>>466152
de la verga