[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 269 KB, 1500x882, 1426725731734.jpg [View same] [iqdb] [saucenao] [google]
469415 No.469415 [Reply] [Original]

Old WIP isn't bumping anymore!

Post what you're working on!

>> No.469416
File: 1.64 MB, 1920x1080, karls2.jpg [View same] [iqdb] [saucenao] [google]
469416

Making the Charles Bridge in Prague. Texturing this thing is fun!

>> No.469429
File: 2.27 MB, 1219x1218, Substance Painter 2015-03-31 16-12-20-542.png [View same] [iqdb] [saucenao] [google]
469429

Two questions: How do I return the deagle to its original position without fucking up everything? I tried to return it on 3dsmax, export it, then update the mesh in substance painter, but all of the maps are fucked.

Also, How would I render in 3dsmax with roughness, metallic, height maps? Alternatively, how do I convert these to normal, specular, etc?

Last thing, if I needed to change something in my model, would I need to do this shit all over again? (UV-ing, retexturing)

>> No.469448
File: 833 KB, 917x1080, chop.png [View same] [iqdb] [saucenao] [google]
469448

My first character model, just did UVs now to sculpt.

>> No.469456
File: 217 KB, 668x888, Screen Shot 2015-04-01 at 03.36.24.png [View same] [iqdb] [saucenao] [google]
469456

how do i into sculpting? euch everything is so blobby and difficult

>> No.469458

>>469456
practice. it's blobby because your resolution is low and you aren't using brushes correctly.

>> No.469461

>>469429
rougness is 'gloss' and metallic is 'specular'. But using a traditional blinn-phong type shaderd you typcially want these maps in another range.
Depending on the material PBR implementations will have them too dark though, they'll work but have a low quality to them as spec-gloss map.

>> No.469462

>>469461
>rougness is 'gloss' and metallic is 'specular'.

Try again

>> No.469463
File: 203 KB, 474x889, perfectcell.png [View same] [iqdb] [saucenao] [google]
469463

not sure how I'm gonna make him blink with those dbz eyes

>> No.469465

>>469463
does cell blink? I don't think he needs to. I would just squash the top edge of the eye to the bottom, and texture the outside around them a little bit so you can see where the eye is when shut.

>> No.469466
File: 245 KB, 776x647, celleyes.png [View same] [iqdb] [saucenao] [google]
469466

>>469465
yeah that's what I'm thinking. I added another edge loop above the eyes to even out the texture stretching when he blinks

>> No.469478
File: 1.83 MB, 1920x1200, boobs.png [View same] [iqdb] [saucenao] [google]
469478

made some tits. They're rigged with dynamics, need to find an easy way to convert a playblast to webm.

>> No.469482

>>469478
https://github.com/WebMBro/WebMConverter/releases

>> No.469487
File: 214 KB, 926x1874, legs.png [View same] [iqdb] [saucenao] [google]
469487

Started making some feline humanoid type leg the other day and found a similar model online (right) which i'm now using as reference, and made a few variations, though i'm not sure what the character will end up being or which proportions look best.

>> No.469488

>>469487
Oh no. you are >>469301 aren't you? I should've known.

>> No.469490

>>469488
no. But why should you have known?
i'm >>469478

>> No.469492

>>469490
Well it's like you wouldn't wanna be the guy who taught Hitler to write a speech right?

By the same token as I wouldn't wanna have taught Adolf to be Führer I don't want teaching Anon to be Furry on my conscience.

>> No.469493

>>469492
Nah i don't swing that way man, I was more inspired by something like puss in boots.
I was thinking up something kind of like a cross between midna and skullkid, but more feline.

>> No.469503
File: 128 KB, 756x759, Screen Shot 2015-04-01 at 9.48.14601 AM.jpg [View same] [iqdb] [saucenao] [google]
469503

>>469429
>>Last thing, if I needed to change something in my model, would I need to do this shit all over again? (UV-ing, retexturing)

It depends on how big of a change you make. At the very least you would need to redo the UV’s of the part you change, and likely texture them.

Pic related, this was a flat wall, but once I added the decay I wanted to sculpt it a bit so it would look right at parallel angles, so I extracted the face, made the edits, reprojected the UV, then combined the new faces back to the rest of the wall, created new/merged vets where needed to keep quads/tris, and merged the appropriate UV’s in the UV map.

>> No.469504
File: 901 KB, 640x480, CameraMotion.webm [View same] [iqdb] [saucenao] [google]
469504

Its almost all I have from it, its going slowly

>> No.469505
File: 1.72 MB, 1280x720, Comp 4.webm [View same] [iqdb] [saucenao] [google]
469505

>>469504
The other one was just to test how I could actually present the thing, used part of what I already had animated.

This part is for the trailer/teaser, also using what I have already animated, now I am redoing some textures and working out on the rest before continuing the animation.

Basicly the trailer is for me to see if I should keep doing it and finish the actual thing, otherwise its just the trailer, its still missing a lot.

>> No.469507
File: 21 KB, 960x676, received_10205899667627495.jpg [View same] [iqdb] [saucenao] [google]
469507

some nurd dragon modeling

>> No.469508

>>469416
I really like it. Throw more dirt on it and you have a genuine asscreed asset.
>>469505
For vidya? Or a short animation?

>> No.469512

>>469508
Short, so far its mostly learning stuff, I may end up not finishing it but I sure as fuck learned a lot doing it.

>> No.469520
File: 101 KB, 1280x720, mve01_ch04.mp4_snapshot_08.39_[2015.04.01_11.14.12].jpg [View same] [iqdb] [saucenao] [google]
469520

>>469507
How are you liking that tutorial, pal? :^)

>> No.469522
File: 828 KB, 1920x1080, test2.jpg [View same] [iqdb] [saucenao] [google]
469522

doing some gun modeling today

>> No.469524
File: 49 KB, 565x508, connectshoulder.jpg [View same] [iqdb] [saucenao] [google]
469524

How do I connect the shoulder to the model?

I can't get the legs to look smooth? Do I use more triangles?

>> No.469525
File: 47 KB, 960x540, le sticker man.jpg [View same] [iqdb] [saucenao] [google]
469525

>>469524
Read the stickers

>> No.469526 [DELETED] 
File: 48 KB, 514x520, topology.jpg [View same] [iqdb] [saucenao] [google]
469526

>>469525

I have read the stickies?

I just don't have a decent reference for the topology of these models in bravely default.

>> No.469527

>>469525

Oh yeah your correct.

>> No.469529
File: 411 KB, 1614x692, 2015-04-01_16h01_09.png [View same] [iqdb] [saucenao] [google]
469529

>>469429
Guys, I cant figure out this shit, when I export all the channels and try to render it in 3dsmax, everything gets fucked. Why?

This is what it looks like when exporting

>> No.469530
File: 290 KB, 1878x782, 2015-04-01_16h00_05.png [View same] [iqdb] [saucenao] [google]
469530

>>469529
This is what it looks like in 3dsmax (it looks the same in the renderer)

>> No.469536

>>469524

lel How am I supposed to help if you don't specify the software? I'm guessing 3ds max?

You can connect the arm any way you like. Make hole in the mesh, target weld verts from it to the shoulder, shift+drag out new polys in edge mode etc. But why is your arm trice as dense as the rest of the mesh?

Smoothness problem: poly mode -> smoothing groups. You used loop extrusion, new polys don't automatically fallow the old smoothing.

Remember about stuff like the swift loop tool. Add extra geometry at the joints.

>> No.469545
File: 48 KB, 514x520, topology.jpg [View same] [iqdb] [saucenao] [google]
469545

>>469536

I'm more worried about the topology and how it looks. The problem is that the legs don't look smooth and the arms, but the body looks smooth.

Anyway, I went with the shift drag like you said, but I still don't like how it joined together.

>> No.469547

>>469529
This looks like a reversed normals issue…can you turn on face normals and post a pic? What are you exporting to?

>> No.469549

>>469545
Can I see the reference image for this please?

>> No.469553
File: 975 KB, 2048x2048, Deagle_Material #14_Diffuse.png [View same] [iqdb] [saucenao] [google]
469553

>>469547
It's not the normals.
All the other maps (spec, gloss, normal) are fine, its just that for whatever reason the diffuse map that substance painter outputs is fucking black. How do I fix this? This is the diffuse map that it's outputting with the PBR SpecGloss config preset.

>> No.469558

>>469553
A quick search found this:

‘If you are exporting PBR spec/gloss map, the metal in the diffuse will be black. Metal doesn't have a color. The color comes for the reflectance value. In PBR Spec/Gloss this means the diffuse color must be black. The Specular map will have color in the metal areas, which are actually the reflectance value for the metal.

This diffuse map is not a traditional diffuse texture. Its purpose is to be used with a PBR shader. So with PBR Spec/Gloss, you will see that the metal reflectance value is placed in the specular map and metal areas will be black in diffuse.’

So, I think the issue is that the shader you are using in 3DS Max is not taking the PBR workflow into account, and therefore you are seeing a black body. I think you would need a proper PBR shader in 3DS Max to be able to use these maps the way they are intended.

Hope this helps.

>> No.469559

>>469558
From what I can find in the same thread, you would need to export a Blinn/Phong diffuse to get the traditional type of diffuse map you are looking for to plug into the shader you are using in 3DS Max, although I am unsure how it would turn out.
See >>https://forum.allegorithmic.com/index.php?topic=2948.0

>> No.469563
File: 292 KB, 2332x855, Screen Shot 2015-04-01 at 8.36.42346 PM.jpg [View same] [iqdb] [saucenao] [google]
469563

1/5 Downstairs done, goes below the attic I posted in the previous thread at
>>>>467521

>> No.469564
File: 251 KB, 2330x861, Screen Shot 2015-04-01 at 8.37.24219 PM.jpg [View same] [iqdb] [saucenao] [google]
469564

>>469563
2/5

>> No.469565
File: 297 KB, 2335x859, Screen Shot 2015-04-01 at 8.37.43356 PM.jpg [View same] [iqdb] [saucenao] [google]
469565

>>469564
3/5

>> No.469566

>>469563
>>469564
looks like shiny plastic lol...standards, man

>> No.469567

>>469558
Damn dude thank you! Every time I tried googling something I would just find stupid shit regarding the hype on the 1.3 launch of substance designer.

>> No.469568
File: 272 KB, 2340x859, Screen Shot 2015-04-01 at 8.38.01061 PM.jpg [View same] [iqdb] [saucenao] [google]
469568

>>469565
4/5

>> No.469569
File: 890 KB, 2048x2048, Interior.jpg [View same] [iqdb] [saucenao] [google]
469569

>>469568
5/5 the texture map
>>469566
It would, its just a diffuse shader in Maya with only a color channel plugged in. When the spec/gloss/normals are done and properly plugged into the PBR shader, it will look quite different.
>>469567
You are welcome. I’m actually glad you had this issue, as I am still trying to wrap my head around how to alter my texturing to work with a PBR workflow and am sure I would have hit the same stumbling block myself, so, actually, thank you. We both learned something useful.

>> No.469571
File: 255 KB, 1280x960, bravely08.jpg [View same] [iqdb] [saucenao] [google]
469571

>>469549

Here you go.

>> No.469572
File: 44 KB, 679x485, practice.jpg [View same] [iqdb] [saucenao] [google]
469572

So I've practice doing this today in Maya LT.

So much to do, not enough hours in the day.

>> No.469575

>>469572
Edge loops around eyes and mouth, please. At least.

>> No.469578
File: 203 KB, 960x540, letubbies.png [View same] [iqdb] [saucenao] [google]
469578

Made the base tubbie in about an hour, and I'm hoping I find some better composition for this one tomorrow.

>> No.469579
File: 817 KB, 835x935, celltexture.png [View same] [iqdb] [saucenao] [google]
469579

I decided to give his skin some roughness to it. It needs some work but I like it so far

>> No.469585

>>469579
You shouldn't have just blindly blended it over his spots. I think it would look a lot better if you masked the spots out of the bump pattern and left them a solid colour. Also, maybe use the spots as a slight bump or indent and have the bump texture you added deform around them a little.

>> No.469597
File: 1.03 MB, 1614x844, Chest.webm [View same] [iqdb] [saucenao] [google]
469597

Was going to make a skin shader with MILA SSS, but then i'd have to render instead of playblasting, and i just cbf.
>inb4 banned for nudity

>> No.469598

>>469597
This made me hard

>> No.469599

>>469597
Very nice work dude, hope you post more! Would you be willing to share how you went about creating this setup in Maya? Did you just use the Muscle system for those?

>> No.469602

>>469599
The dynamic part that controls the breasts is followed mostly step for step from this:
youtube / watch?v=WNZw57nC7Cs

No muscles or anything, just got to paint your skin weights well.
I didn't intended to do any more with this rig, I just wanted to learn dynamic IK/joints and had the mesh lying around. Although the thought of rigging a full body, maybe adding some softbody dynamics, and some "accessories", is tempting. On the other hand modelling a full body for the purpose of making sexual animations that i can't exactly use for folio work or show anybody i want to retain the respect of seems quite pointless.

>> No.469605

>>469602
Ahh damn, thanks. Well your result turned out much better than his, really nice work dude. Could you post a picture of your rig/guides?

>> No.469606

>>469597

Well, you can upload it to sites that host animated porn. I don't know how or even if it's possible to get paid for that, but maybe there's a way.

>> No.469608
File: 175 KB, 1606x875, boobRig.png [View same] [iqdb] [saucenao] [google]
469608

>>469605
Thanks, But Stefan is a damn good rigger. I guess i just prefer a more emphasised aesthetic to nudity. The rig really isn't anything special, like i said most of it is just copied straight from that tut. But i group my rig differently.

>>469606
The obvious choice to upload would be rule34.paheal, but really what good is that? I don't want my work to be associated with that SFM trash, even if it is basically just porn.
People don't pay for porn. I'm not sure if you can monetize tumblr an get ad revenue or something; that's what i assume all the SFM users do. Even when people make decent "games" like zone type stuff, it just ends up somewhere to download for free, like swfchan.

I'd rather put time into making i can potentially show people and say "look, i can do this, hire me." And porn isn't going to do that.

>> No.469614

>>469608
>I'd rather put time into making i can potentially show people and say "look, i can do this, hire me." And porn isn't going to do that.

Do what you love and forget about getting hired. Only then will you become hirable.
~feng tzu

>> No.469615

>>469416

looks good, edges seem a bit sharp though.

>> No.469616

>>469614

80% of new manga artist now do some hentai as it makes them a lot of money.

In the future there will be more fanservice in games and so doing porn won't be that bad.

>> No.469617

>>469616
You're pulling that statistic out of your azz

>> No.469622

>>469585
I'm not sure about leaving them a solid color since I want it to look like the same material, but I'll try giving them a slight bump to them

>> No.469623

>>469597
that's fucking nice. do you plan on doing the whole body? mainly the butt?

>> No.469625
File: 1.18 MB, 4096x4096, thunderhammer3.jpg [View same] [iqdb] [saucenao] [google]
469625

I still have no idea how to do the head of the hammer properly.

>> No.469629

>>469623
I was considering adding more to it, but if i did i kind of want to make a complete body, and i know at that point i'd feel the need to texture it and add hair and lashes and blah blah, too much generic boring shit. I think i'll leave it as is and move on for now.

>> No.469634
File: 473 KB, 966x1426, trunk.jpg [View same] [iqdb] [saucenao] [google]
469634

>>469578
*based tubbie
Anyway, i'm texturing muh tank. To the extent of my abilities which means it's shit. It requires more work and fixes, including normal map artifacts but i just can't wait to see it move in unreal. I've played around with the blueprints, surprisingly friendly.
Around 21k tris, still can be trimmed by couple, for performance. According to the internet it's roughly the same amount Bam Ham City or an AssCreed model has, so maybe there won't be any issues.

>>469625
You mean the skull?

>> No.469635
File: 223 KB, 2560x1008, Screen Shot 2015-04-02 at 1.09.13812 PM.jpg [View same] [iqdb] [saucenao] [google]
469635

>>469625
Something like this would work, and you could easily add detail.

>> No.469636
File: 472 KB, 2048x2048, thunderhammer4.jpg [View same] [iqdb] [saucenao] [google]
469636

>>469634
No, not the skull.
I made the head out of 3 different parts but the connection between these parts looks weird/not smooth because I more or less stuck them into each other.

>>469635
Thanks

>> No.469637
File: 639 KB, 919x502, man.png [View same] [iqdb] [saucenao] [google]
469637

Okay, I hope to complete this today. I'm going to aim to do a base mesh of a face a day to improve.

>> No.469638

>>469636
Ask yourself if you really need it to be smooth.
One way of going at it would be to use split poly tool to draw an oval line around where the connection is supposed to be. Delete the faces inside so you have your round hole, clean up and bridge it with the rest of the hammer.

>> No.469639

>>469608
I know this is considered noobiness or something, but what does SFM mean?
i couldn't find a synonym or anything on urbandic or elsewhere that would make sense in the way you used it :/

>> No.469640

>>469639
Source Filmmaker

>> No.469641

>>469639
source film maker, granpa

>> No.469642

>>469640
>>469641
gracias :)

>> No.469649
File: 618 KB, 768x477, fuck1.png [View same] [iqdb] [saucenao] [google]
469649

I really like the topology on this now.

>> No.469656

>>469608
People get paid for porn actually, people are making a shit tonne of money off of 3D and 2D porn right now through Patreon.
https://www.patreon.com/doxydoo
He's making $1712 a week with that one, and I believe he has another patreon where he's making even more, I forget its name. And there are plenty of other artists like him. You use Tumblr to build your fanbase, and then pimp out your Patreon.

>> No.469657

>>469656
lol you go to a real strip club and girls make $1712 in 10 minutes

>> No.469658

>>469637
Doing a base mesh of a face a day is not how you improve at modeling faces... It's how to become stagnant. You are not working with enough detail to really learn anything about the face. You need to pirate ZBrush or download Sculptris and learn to actually model a face in detail. Base meshes are a secondary thought these days that you simple make on top of your already done sculpt.

>> No.469659

>>469657
And your point is? We're not hot chicks here, that is not an option. Although what you said is false, strippers don't make much because the club takes a huge cut. And even then, most people coming in are just throwing dollar bills at you.

>> No.469660

>>469659
lol, strippers get money at the club, then they whore themselves outside of the club and get more money and cars and jewlery. And then some strippers marry famous people and quickly divorce them, and get literally tens of millions for 1-2 years of work

>> No.469661

>>469660
If male stripping was anywhere near as profitable I would too. But that's not the reality, so your post was completely useless.

>> No.469662

>>469661
Male stripping is definetly profitable, especially for "girls" nights and bachlorette parties. You have to be jacked and ripped. You can strip for gays and bis, too, and clips4sale. Its a decent life...

>> No.469665

Can you fuccbois go discuss your fetishes somewhere else?

>> No.469667

>>469597
>>469608
Is there a plugin to make them bounce or are you animating them by hand ?

>> No.469668

>>469667
It's physics based, no plugin or animation, the video he linked explains in detail how to do it.

>> No.469678
File: 907 KB, 896x1348, clothes wip 2.png [View same] [iqdb] [saucenao] [google]
469678

It's been a while since I posted here. Top is the finished armor if you can call it that, bottom is an in game screenshot of a less skimpier set I'll try to finish tomorrow.

>> No.469681

>>469678
less skimpier
no make it more skimpier i like the skirt thou wish girls would still wear them :(

>> No.469682

>>469678
Did you make the whole model? Or what game is it from, and where did you get the model?

>> No.469684

>>469682
I made it myself. Been modeling since a few years so I've got a pretty big library of models I've made. I don't even model humans anymore, just use one of the base meshes from the library and tweak as needed.

For the armor I always follow Joan of Arc's tutorial, it's the best I know. Although I do use better techniques since the tutorial is really, really outdated. But he explains how to get a very nice topology for armor and clothes.

>> No.469700

>>469678
good job on the hair

>> No.469707
File: 82 KB, 715x549, KogmawFanModelV02.jpg [View same] [iqdb] [saucenao] [google]
469707

I'm Beetle Girl chick (if that means anything), I'm done with the last work I've been doing and somebody asked me to do a LoL character and I was bored, here's the WIP result. Just finished the head, now moving to the body (not yet though).

Any opinion on what I could change? Before anyone mentions it, it's not meant to look like the real one, I'm going for my own spinoff but I want to keep the general idea~

First thing I might have wrong is the short face imo.

>> No.469744

>>469678
I like this. Any chance I could get the body base for reference?

>> No.469756

>>469482
that is the original one that isn't updated. Here's the best fork constantly updated

https://github.com/nixxquality/WebMConverter/releases

>> No.469780
File: 390 KB, 2560x2880, strange thing.png [View same] [iqdb] [saucenao] [google]
469780

Nothing impressive, just practicing again after not modeling for half a year due to a move (still waiting for my computer to be shipped to me)

I have a problem though, as I'm still pretty new to modeling and 3ds max in general, when I load this file of a crappy sword I made it is not selectable and doesn't appear in the view ports till I go under layers and select it there. Its no massive problem, just wondering if i hit a short cut that makes this happen for whatever reason and was wondering if anyone knew why this happens with only this file and how to fix it.

>> No.469781

>>469780
Forgot to mention the top picture is what it looks like when I load the file, and the bottom one is after I select it. All my other files show the objects when they are first loaded besides this one. I would really appreciate it if someone was able to tell me how to fix it, again sorry I'm not very good with the program.

>> No.469851
File: 67 KB, 830x782, BustVC.png [View same] [iqdb] [saucenao] [google]
469851

Since uv unwrapping is so easy in Maya now i thought i might as well texture this rig, and take the chance to give vert painting a go since i've never used it. Very handy for getting an albedo down and spread evenly which is sometimes a pain to do in photoshop especially on a shape like a breast.

Anyway, I can't be fucked making my own model to rig like this >>469597 so i was trying to find any SFM porn models as a Maya readable format, but can't.
Why the fuck do the people who make those SFM models leave them at such horrific quality and not make the original files publicly available so someone can actually make them less shit?

Does anybody know of or have a decent female body mesh, rigged or not?

>> No.469853
File: 62 KB, 830x782, BustVC.png [View same] [iqdb] [saucenao] [google]
469853

>>469851
Wrong image

>> No.469854

>>469851
>Why the fuck do the people who make those SFM models leave them at such horrific quality

I don't understand it either.

Meanwhile, Skyrim has dozens of industry-level nude mods that blow SFM out of the water.

>> No.469864
File: 14 KB, 176x278, 1304264460436.jpg [View same] [iqdb] [saucenao] [google]
469864

>>469853
>>469851

>> No.469898
File: 1.57 MB, 1263x1275, steroid wip.jpg [View same] [iqdb] [saucenao] [google]
469898

It wouldn't be a WIP thread without more painfully drawn out bonobo sculpts.

>> No.469910

>>469898
The shirt seems to have the same bump map problem like the pants last time. Just as a reminder.

>> No.469915

>>469910
really? they are all consistent in terms of the direction of the alpha, I just did more random angles

>> No.469918
File: 384 KB, 1263x1275, 14281653620241.jpg [View same] [iqdb] [saucenao] [google]
469918

>>469915
Maybe the resolution is a little bit too low to see it, but I marked some parts where the bump map seems to change it's direction.

>> No.469923

>>469918
Thanks, well I will check next time I start work on it

>> No.469930
File: 63 KB, 715x808, spaceguy.jpg [View same] [iqdb] [saucenao] [google]
469930

wonder if anyone played space commando,not following the original

>> No.469937

>>469781
>>469780
any one able to help? I've been trying to find something on google but cant find any fixes

>> No.469939

>>469780
http://forums.autodesk.com/t5/3ds-max-3ds-max-design-general/all-objects-invisible-in-1-viewport/td-p/4338939

came up on google,other than that i don't know

>> No.469952

>>469466
Nearly all of the dB games have sprites for eye expressions.

>> No.470007
File: 2.91 MB, 642x520, maya fluids is fun.webm [View same] [iqdb] [saucenao] [google]
470007

>>469851
>Since uv unwrapping is so easy in Maya no
huh?
I always thought uvmapping was pretty straightforward in maya, just tedious.

>> No.470146

>>470007
Before maya 2015 uvs wouldn't unwrap symmetrically and required a lot of editing

>> No.470164

>>470146
so much for industry standard

>> No.470166

>>470146
The fuck are you talking about? It did symmetry fine. And if you needed perfect overlapping UVs, you should never be letting an algorithm take care of that, you just delete one half, Unwrap, duplicate, mirror, weld and be done. Take mere seconds.

>>470164
UV Unwrap tools in 2016 are better than in any other software.

>> No.470202

>>470166
>UV Unwrap tools in 2016 are better than in any other software.
Then how come blizzard and the other bog companies didn't ditch UVLayout? You're full of shit

>> No.470203

>>470202
>blizzard

>> No.470206

>>470202
How stupid are you? 2016 isn't even out yet and a company like Blizzard doesn't instantly update to the newest version of Maya once it comes out. Only Maya LT 2016 is out, the full Maya 2016 will come within a month or so.

>> No.470208

>>470206
and whats so special about 2016? It seems to me like its just shovelware

>> No.470223
File: 1.95 MB, 380x266, 6789768.gif [View same] [iqdb] [saucenao] [google]
470223

I'm still pretty new to this. How does it look?

>> No.470228

>>470223
the bags in his eyes are way too prominent in my opinion. other than that great job!

>> No.470232

>>470223
Could be a lot worse.

>> No.470234

>>470223

revisit the anatomy of the back of the traps
Revisit all anatomy.
Nice first try.

>> No.470236
File: 248 KB, 593x557, fuckingmultires.png [View same] [iqdb] [saucenao] [google]
470236

for some reason the multiresolution modifier is doing this whenever I make him blink and it's driving me crazy. I can't figure out what the problem is.

>> No.470241
File: 177 KB, 1936x1066, afdadqad.jpg [View same] [iqdb] [saucenao] [google]
470241

Any critiques ?

>> No.470242

>>470241
coming out good so far. the receiver could use a little bevel though. it's too hard edged but good work

>> No.470260

>>470241
>no massive sniper scope
>no laser beams
>no bullets randomly everywhere for no reason

>> No.470262
File: 650 KB, 1080x1080, house4.png [View same] [iqdb] [saucenao] [google]
470262

I'm building a house

>inb4 dolls house

>> No.470273
File: 748 KB, 1080x1080, house5.png [View same] [iqdb] [saucenao] [google]
470273

>>470262

>> No.470274

>>470273
make haunted house

>> No.470278

>>470273
>>470262
The modeled roof beams and your door frames are not to scale compared to the windows and especially the texture you put in the roof. Also, the bottom of most stairs you can walk under is a flat surface.
Suggestion- nab a well proportioned human model from somewhere. I tend to use something ripped from say PS2-era games because it will be low poly (compared to now), doesn’t matter though. Use that as the base scale of 6 foot (72 inches). The average door frame height is 80 inches, or 6 foot 8 inches, and anywhere from 26-40 inches wide, depending on the door size. From there you can generally get a good scale of everything else, but you need a solid basis for comparison.

>> No.470284

>>470278
Most of the doors are double doors using measurements i found online. i was only supposed to double the downstairs doors but accidently carried it through. One single door can be seen inside on the left middle, and this definitley looks tall and narrow.

This maybe because there is no frame and the width i've used for the holes is supposed to be the width inside the frame.

I will be going through and rechecking these measurements and adjusting where necessary. Thanks for the input and advice for scale

>> No.470285

>>470284
That makes sense, especially if the openings are without the frame. I’m happy to help, I actually recently spent a fair amount of time doing a house myself so had to work out the scale issues, although I also had a lot of references because I was duplicating a real life building, and that sort of thing helps.

>> No.470298 [DELETED] 

WTF do I do next?

I generated this. However, I can't open the normal map in photoshop nor does it show up on the model.

>> No.470338 [DELETED] 
File: 131 KB, 293x469, hurrdurr.png [View same] [iqdb] [saucenao] [google]
470338

>>469415
started messing about with substance painter, it's a pretty fun program. Find it easy to start getting lazy with UV optimisation when using it, though.

>> No.470339

>>470338
yick

>> No.470353

>>470338
turn off the dof and post a bigger image so we can actually see it

>> No.470366
File: 823 KB, 1280x720, Crusader front.png [View same] [iqdb] [saucenao] [google]
470366

Trying to get a standard showcase look I can use for all my models, how's this looking? It can't have too many colours because it will be used as a background for a game's character ui and it can't be distracting so, one dominant color plus b&w.

>> No.470367

>>470366
looks terrible

>> No.470368

>>470367
Is that so? That's too bad but it would be better if you said why.

>> No.470369

>>470368
it shows complete and utter lack of skill

>> No.470370

>>470366
The background is fine, probably. Maybe try other neutral colors, like beige or taupe, dark blue is also okay.

Honestly, unless your background is white, because of color theory or whatever it's going to have an impact on the model in the foreground (and I don't mean reflected light, which obviously you can programmatically turn off)

Don't ever reply to trolls, you're just encouraging them, they're just here to build their courage before they go try to troll on real boards

>> No.470374

>>470369
>"I am a very opinionated but ignorant person"

FTFY

>> No.470379

>>470366
The unflattering lighting really does not help make a good impression.

>> No.470380
File: 238 KB, 654x558, angryface.png [View same] [iqdb] [saucenao] [google]
470380

looks a bit retarded without teeth and eyes

>> No.470384

>>470380
Bump is too small/strong, and the transition around the base where it curves around is too tight.

>> No.470386
File: 327 KB, 611x654, angryface.png [View same] [iqdb] [saucenao] [google]
470386

>>470384
>>470384
>Bump is too small/strong
I's a bit softer when i render it out, but I think I'm gonna redo it so it's not as small. It's actually done with the paint layers but I think I'm gonna do a generated bump material instead

>>470384
>the transition around the base where it curves around is too tight.
I'm not sure I understand. you mean the bottom of the brow?

>> No.470390

>>470386
>I'm not sure I understand. you mean the bottom of the brow?
Yeh the part just above his eyes, like the edge of the shell. I thought it might be your UVs, but the dots on that part seem to deform alright, unless you poly painted the dots?

>> No.470391

>>470390
no it's all UV unwrapped

>> No.470417
File: 124 KB, 1382x957, PenWing Colour2.jpg [View same] [iqdb] [saucenao] [google]
470417

Doing a courier for dota 2. Still in the concept stages.

>> No.470447
File: 303 KB, 1300x731, skopj.jpg [View same] [iqdb] [saucenao] [google]
470447

>>469416 Here

Still making bridges! This one is in Macedonia. First work project in a long time I'm actually enjoying.

>> No.470456
File: 100 KB, 1291x932, 2015-04-05 17_34_58-Blender_ [C__Users_flcn_Documents_Zvedza_Missile.blend].jpg [View same] [iqdb] [saucenao] [google]
470456

>> No.470459

>>470456
intradasting

>> No.470465
File: 169 KB, 1350x729, Untitled.png [View same] [iqdb] [saucenao] [google]
470465

im doing low poly airplanes

>> No.470473

>>470465
>low poly airplanes
Yes, yes you are.

>> No.470498

>>470473
is that too highpoly to be lowpoly ?

>> No.470505
File: 1.20 MB, 921x528, MK16_Mk4CQT.png [View same] [iqdb] [saucenao] [google]
470505

I did an old port of the SCAR's from Arma 2 for Arma 3. With a new update coming to arma with new ballistics values I decided to redo some of the stuff on the scar. One of those "stuffs" is the texture.

Here's what it looked like originally in A2.

>> No.470506
File: 58 KB, 960x540, 1428162679886.png [View same] [iqdb] [saucenao] [google]
470506

>>470505
I got rid of the old textures and blocked in all of the main colors.

>> No.470507
File: 272 KB, 1920x1080, 1428169980435.png [View same] [iqdb] [saucenao] [google]
470507

>>470506
I've slowly started to draw on edges and dirt and grime. Because I don't have a high poly I can't vertex paint->bake textures and cheat an edge map out of this. Its going to take time.

>> No.470509
File: 826 KB, 1600x900, 1428342200049.png [View same] [iqdb] [saucenao] [google]
470509

>>470507
Bohemia, for whatever reason, decided to put random noise into their normal map, so I 'm going to have to rebuild a normal map by hand as I cannot remove the random sporadic Photoshop filter noise by hand.

However, this is what it looks like in-game with the new color map + old specular diffuse inverse map + old normal map.

>> No.470542

Perfect Cell guy here. I'm wondering if I should redo the texturing and make every part of his body a separate material instead of it all just having one texture

>> No.470551

>>470507
>>470506
>>470505

Would you mind talking a little bit about the process or information you use to rip and manipulate these models?

>> No.470569

>>470542
Depends- If you are doing offline rendering, that can make it easier to manage. If you are going for real time, each additional material is going to create a draw call switch, which will increase GPU overhead, so a single texture/material is the preferred way for performance reasons.

>> No.470570

>>470569
Also, even if its a single material, you can separate the parts into UV islands and group them together by material on a single texture map if it makes it easier for you organization wise to paint.

>> No.470573

>>470569
>>470570
Well I'm not using it for anything real time so performance isn't much of an issue. I just want each part to have its own properties when I render it in cycles

>you can separate the parts into UV islands and group them together by material on a single texture map

I don't follow

>> No.470602

>>469448
I like it. It's cute

>>469456
A model like that doesn't need to be sculpted. Sculpting is for adding details

>> No.470621
File: 1.10 MB, 1600x900, arma3 2015-04-08 07-47-09-37.png [View same] [iqdb] [saucenao] [google]
470621

Also decided to port an ImbrokeRu weapon to see what his style of texturing looks like in game.

It looks decent in the light.

>> No.470623
File: 1.15 MB, 1600x900, arma3 2015-04-08 07-49-58-80.png [View same] [iqdb] [saucenao] [google]
470623

>>470621
>>470621
but in the shade it looks terrible

Gotta avoid that with my own texture.

>> No.470626
File: 239 KB, 1860x944, Screen Shot 2015-04-08 at 9.26.04198 AM.jpg [View same] [iqdb] [saucenao] [google]
470626

See pic. If you need different values for things like specular/environment reflection, bump, etc the generally accepted way, even for film, is to use images to define the strength of each, even on a model where all the components are a single mesh.

>> No.470639
File: 220 KB, 1400x787, berat.jpg [View same] [iqdb] [saucenao] [google]
470639

aaand it's another bridge.

>> No.470652
File: 189 KB, 1382x1018, killItWithFire.jpg [View same] [iqdb] [saucenao] [google]
470652

>>470639
Are these for a project? It would be cool to see some scenery around them, or just not the hideous default sun and sky BG.

Need some CC on this WIP, besides changing the feline feet to hooves. I'm not sure if the face/ears are too impish. Dunno what to change.

>> No.470654

>>470652
Yeah these are part of a larger project which I can't show you unfortunately. I just have to make bridges but there's a ton of other people involved building the rest of the environment.

I just do a few quick renderings inbetween to check how everything looks before I send it out, hence the sun and sky. So yeah, looks boring but I really like making assets, it's a nice, tangible no-bullshit task and I don't have to deal with any clients.

>> No.470656

>>470654
>really like making assets, it's a nice, tangible no-bullshit task and I don't have to deal with any clients.
That's my goal as a 3D artist

>> No.470658

>>470656
Sounds like a nice deal, but im sure after spending all day making assets you wouldn't want to spend your own free time doing more 3D, and wouldn't be left any time for your own creativity.

>> No.470659

>>470658
That's absolutely true. I haven't done any 3D for my own enjoyment since I started doing it for a living and that's what most people say. So yeah, if you value it as a hobby, don't make it your job.

>> No.470660

>>470658
I don't know, for practice I usually just do whatever, and for work I wouldn't get to choose, but as long as it's not a character I'd be happy to make anything.

>> No.470661

>>470626
ah ok. that makes more sense. I've already done that for the specular intensity, but I wasn't sure what you meant.

>> No.470663
File: 121 KB, 1405x873, pepe.jpg [View same] [iqdb] [saucenao] [google]
470663

made this tonight whilst waiting for a patch
posted on b and it got pruned before any replys

>> No.470664

>>470652
could you post a wireframe? she looks great and my anime sloots never do :/

>> No.470665

>>470663
haha that came out really good

>> No.470666

>>470663
You should have posted it on /r9k/

>> No.470669

>>470666
ill go do it now

>> No.470692
File: 57 KB, 1112x881, 2015-04-08 14_41_34-Blender_ [C__Users_flcn_Documents_Zvedza_TrainMk5.blend].jpg [View same] [iqdb] [saucenao] [google]
470692

RT-23

>> No.470718
File: 384 KB, 911x857, fuckyou.png [View same] [iqdb] [saucenao] [google]
470718

lel

>> No.470719
File: 1.67 MB, 1536x1167, TEST 11.jpg [View same] [iqdb] [saucenao] [google]
470719

Testing Grass n´shit.

>> No.470724 [DELETED] 
File: 317 KB, 1841x969, problem.jpg [View same] [iqdb] [saucenao] [google]
470724

I need to make a cocacola cap, but I only need to remove the bottom face, however, the object has 66 subdivisions and if I select the bottom face it also selects the top face for some reason.

This never happened before and the only way to remove bottom one is to shift click every single division...

So how do I fix this? Help pls

>> No.470764

>>470719
pretty. render time?

>> No.470778
File: 354 KB, 1920x1080, screenshot052.jpg [View same] [iqdb] [saucenao] [google]
470778

texturin'

>> No.470783

Greetings, I come from 3ds Max and thought "Man, Maya sure looks like fun, I'll master it in a few hours"

OH WAS I WRONG, /3/, SO WRONG.

IT'S A FAR AWAY PLACE FROM THE MODIFIER STACK, SHIFT-DRAG COPY EDGES/VERTICES, AND ALL THE LOVE.

I'm just trying to add one lonely vertex on an edge, according to grid, and connecting it to another to subdivide this awkward angle.

>> No.470784

>>470783
>I'm just trying to add one lonely vertex on an edge, according to grid, and connecting it to another
Brah, maybe look at all the tools in your modeling menu first. You don't need to create a vertice and then connect it, just select the multi-cut tool and you can create points wherever and have them connect to wherever you want at the same time.
https://www.youtube.com/watch?v=kUr9Nr7HZpo

Also, yeah, there's no real modifier stack unfortunately, but the history chain is modifiable, all your past operations show up in the attribute window on the right (the one with all the tabs). So you can go back and adjust the bevel divisions, or whatever other properties of an operation you did. Though it isn't as potential-issue-free as Max's modifier stack.

>> No.470785

>>470784

I learned more in these 3 minutes than I have in all 9hr tutorials. I love how the music choice matched his attitude for the video, and the monkey part was EXACTLY what I was looking for. My god, what a masterpiece. Thank you.

>> No.470788
File: 1.63 MB, 1920x1080, TEST 12.jpg [View same] [iqdb] [saucenao] [google]
470788

>>470764

about 2 minutes i7 4820k

>> No.470800
File: 175 KB, 1280x1024, ship.png [View same] [iqdb] [saucenao] [google]
470800

Hi, I'm kinda new to 3d. Last two evenings I had nothing to do and came up with this. How do I procede further?

>> No.470803

>>470784
Haha that's fuckin hilarious.

Modifying the history nodes would be a nice thought in principle if it didn't either completely fuck up your model or crash maya EVERY SINGLE TIME. I never understood why they even have those fucking nodes. I have never in my life been able to adjust a modeling node on anything but a simple cube without Maya throwing a rage fit.

>> No.470804

>>470800
Uh, how about you build the rest of the car?

>> No.470805

>>470804
uh, how about you try and answer a question without being a condescending little shit? He's clearly asking what the next step is to build the rest of the car.

>> No.470808
File: 681 KB, 1920x1080, superexplode1.jpg [View same] [iqdb] [saucenao] [google]
470808

>>470805
Well he did the hardest part already and he did it pretty well if he really is a beginner so I just figured the rest would be easy. Besides it uses pretty much the same steps he used for the body, I don't see the problem here.

But alright:
-Separate the individual body panels from the rest of your mesh (by the way it would have been easier to build every piece individually)

-Put some edgeloops around the outside edges so the parts keep their shape

-Extrude the edges of the panels inwards a bit and give that an edgeloop too so you get a nice, crisp but smooth edge.

-Copy the inside edges/vertices from around your windows and other holes and use those to make your windows (this way they'll match the car)

-Use Box modelling or whatever you're comfortable with to make headlights, taillights and other details. You can go high-detail and model everything inside the lights or just slap a texture on.

-Make a rudimentary interior with some simple seats, nobody likes an empty car or non-see-through windows to hide it.

-Make some rims, techniques vary wildly depending on what you want to do but if it's a normal 5 spoke rim or something, model one segment, duplicate around a circle and join the pieces.

-Make some tires out of cylinders, normal map will usually do it for the tread

-Make some shaders, this is easy for cars, always use fresnel reflections on the paint and glass, otherwise it'll look like crap

-Get some free HDR sphere that everyone and their mom has used before and make a cheesy rendering

-Congratulations.

If it helps, pic is a car I modeled ages ago, here you can see roughly how it's set up and made of lots of different meshes. Don't try and make everything out of a single shape.

>> No.470816
File: 360 KB, 989x1037, plane.jpg [View same] [iqdb] [saucenao] [google]
470816

Made a S260 plane in order to learn rigging and animation

>> No.470818

>>470816
You aren't going to learn any real rigging or animation working on a plane.

>> No.470821

>>470818
Damn it. I thought I'd start with mechanical things since there's no trouble with skin weights to get a grasp at all those bones and controllers stuff.

>> No.470822

>>470821
Well you're not gonna learn anything about soft body rigging/deformation and you actually don't really need to rig stuff like a planes landing gear since you can just keyframe simple stuff like that, BUT that being said a plane is actually a great way to learn about animation basics.

Things like animating the landing gear and propeller are easy to do and give you a good idea about basic keyframe animation. And when you're done with that you can have the plane fly around which is also great for learning about animation so I think it's a good start.

Character animation is a whole different story, I think it's best so start with something simple like this.

>> No.470823

>>470822
thank you for advice

>> No.470842

>>470808
Thanks a lot! Gonna save this wall of text so I don't forget it.
P.S. Fooken nice model and the level of detail

>> No.470852
File: 249 KB, 1920x1080, magerebrug.jpg [View same] [iqdb] [saucenao] [google]
470852

Jup, more bridges. This one is full of details, really fun to model.

>> No.470857

>>470852

Nice one post when textured.

>> No.470870

>>470800
You build an interior base, then connect it to the exterior. Then you add details. At least that's how I'd do it.

>> No.470873

>>470872
64k as in 64kilobytes of data. That is the program rendering what you see in Op's link is 4.2 times smaller on disk than is the current wip thread image which is 269 kilobyte.

>> No.470881
File: 241 KB, 1920x1080, rendered_medieval_outfit.jpg [View same] [iqdb] [saucenao] [google]
470881

working on some mount & blade props.

>> No.470894
File: 74 KB, 425x797, X9VQhTo.jpg [View same] [iqdb] [saucenao] [google]
470894

please enjoy

>> No.470945
File: 345 KB, 1280x720, aiiiiiiir.png [View same] [iqdb] [saucenao] [google]
470945

amidoinitrite

>> No.470947

>>470945
your ears are shit and she does have nostrils.

>> No.470966
File: 35 KB, 1511x885, arm01.jpg [View same] [iqdb] [saucenao] [google]
470966

A arm I just started working on.

>> No.470970
File: 26 KB, 852x671, arm02.jpg [View same] [iqdb] [saucenao] [google]
470970

>>470966
Starting with the hand, using a ink pen and ruler on my off hand to get some ballpark figures for the dimensions of the phalanges.

>> No.470971
File: 56 KB, 1406x638, arm3.jpg [View same] [iqdb] [saucenao] [google]
470971

>>470970
Putting the pivot exactly at the fingertip makes it easy to finish of the representation by just measuring the length from the center of the distal phalanx joint to the tip of the finger.

>> No.470973
File: 102 KB, 999x638, arm04.jpg [View same] [iqdb] [saucenao] [google]
470973

>>470971
Adding in some volume representations for the fingers, quickly roughing out their general shapes from cylinders just to see how they'll read.

>> No.470974

>>470973
quit spamming

>> No.470975
File: 61 KB, 872x638, arm05.jpg [View same] [iqdb] [saucenao] [google]
470975

>>470973
Aiming the metacarpal representations at the proximal phalanges allow us to keep the ratio of the palm bones as we pose them into
a more relaxed working position.

>>470974
>spam moar please
Sorry anon, went away and had lunch, I'll start posting again now.

>> No.470976
File: 1.45 MB, 1920x1080, OfficeScenecorners1.png [View same] [iqdb] [saucenao] [google]
470976

I'm modeling the office area that I do my modeling in. almost done, too (finally). And yes, I know the shadows on the door are a bit blocky. this isn't a final render...

>> No.470978
File: 247 KB, 1744x913, deerGrill.jpg [View same] [iqdb] [saucenao] [google]
470978

>>470975
Interdasting. Is this a rig or just a guide to draw a mesh around?

I'm trying to keep this model away from creepy furry weeb territory; that's not my intention, is it too close? if so what should i change? And are the antlers too much now?

>> No.470983
File: 112 KB, 1920x1080, arm06.jpg [View same] [iqdb] [saucenao] [google]
470983

>>470975
Measured my own left arm with a tape measure to get the distance to the joint and roughed in geometry.
At this point the arm representation is basically finished, next I will animate this into a various poses to see if something is off with my joint placements and general lines.

>>470978
it's a type of sketching in 3D that allow me to work out the precise location of all the joints for the rig while simultaneously building the volume of the character.
I use this type of geometry as a guide when making the actual skin topology, thus making sure my final character will turn out right from any pose once I animate it.

>> No.470997

>>470947
pretty sure he ripped the model from the game anon

>> No.471007
File: 39 KB, 800x600, apple.jpg [View same] [iqdb] [saucenao] [google]
471007

Making a 3d apple logo but I can´t seem to get it right.

Please help. Also my polygon count is at 200k polys but the surface seems faceted form some angles.

>> No.471013

>>471007
That's not an apple.

>> No.471014

>>471013

I know please help.

>> No.471016

>>471007
regarding the faceting, you might have tesselated it without smoothing it at some point early on. that would do it.

>> No.471044

>>471007
1) Google search "what is a pear"
2) Google search "what are smoothing groups"
3) Start over

>> No.471047
File: 1.25 MB, 1893x1060, model textures.jpg [View same] [iqdb] [saucenao] [google]
471047

mostly texture experimenting

>> No.471052

>>470976
You're modeling in a kitchen?

>> No.471066

>>471044

Wow thanks man. Wrong fruit, silly me :P I should restart another autocad 3d project.

>> No.471076
File: 2.76 MB, 400x300, OfficeSpin.gif [View same] [iqdb] [saucenao] [google]
471076

>>471052
nah, that's just the peninsula in the middle of the room. we've got the printer towards the back of it, and there's a bunch of storage space in it. Here's a better (albeit lower res) look at the area. rendered it this afternoon

>> No.471101

>>471076
>mfw that still looks like a kitchen

Maybe it's the bench tops; they seem a bit too reflective. Or the white head height cupboards.
the layout doesn't look like a kitchen, but the materials do.

>>471047
This is great. It's like a sci-fi aztec hybrid, and has a really nice sense of scale. I imagine those as being giant statues marking an entrance to a chamber. You should make a full scene with this motif.

>> No.471131

>>470978
i liek it
what i would fix is the shoulders neck and knees
i like the form from the side, really natural
also you might want to lower the animu amount on the face, maybe a bit more realism would fit this character

>> No.471141
File: 151 KB, 1920x1080, arm07.jpg [View same] [iqdb] [saucenao] [google]
471141

>>470983
Returning to this from yesterday. Image highlights the common problem CG hands always have in not being able to form a proper fist.
And the result after realignment and refining the ratios and angles of the digits. Now onto dialing in the true dimensions and position of the thumb.
The red parts of the fingers represent their girth during compression since your fingers becomes wider as you close your hand.

>> No.471167

>>471101
>>471101
fair enough. I can definitely see how you would see that without anything on the desks. I actually completely omitted the entrance to the ACTUAL kitchen from the scene. it's just to the right of the desk that the animation starts at

>> No.471182
File: 963 KB, 1479x1080, bathaccessories.jpg [View same] [iqdb] [saucenao] [google]
471182

Pewter bath accessories. Not really happy with the shader yet.

Why is all that shit on the floor? Because I'm lazy, that's why.

>> No.471184

>>471101
thank you. i was planning on detailing it further for a solo character, but you gave me a great inspiration of full scene with it. i'll definetly work on that full composition. what are you working on atm?

>>471182
what are you using for rendering?

>> No.471185

>>471184

This was done using 3ds Max 2014 and VRay 3.0

>> No.471186

>>471185
I've seen better in ue4

>> No.471187

>>471186
UE4 is way above the classic renderers now. Offline renderers are so outdated that I don't even know why people use vray or mentalray anymore.

>> No.471188

>>471187
when you want even halfway decent physics or hair rendering, you go offline

>> No.471189

>>471186

I don't doubt it. I've only been doing this for a couple of months, so I'm aware that this probably isn't anything special.

>> No.471190

>>471188
Sure but UE4 is pretty good for architectural rendering. I'm not saying people should make movies with it, I'm saying it has much more use to it.

>> No.471191

>>471186
>>471187
>>471189
>>471190
faggots

>> No.471192

>>471191
:^)

>> No.471448

>>471167
Btw, this is the first time I've really done a project like this, and I didn't have much luck when I googled this subject, but how should I handle the view through the two exterior windows. I'm honestly not even sure how to handle it...
Also, I unfortunately only have the shitty camera on my iPhone. any suggestions as to how I should go about things?

>> No.471454

>>471448
you could create planes back from the window a bit that are large enough that you can't see the edges of them from any angle, and map whatever image you want to them, or just find a panoramic image online and project that to a sphere, or if you use area lights right up against the window to project a sun/sky light through the window, then they will render as white, like you get from interior exposure.

>> No.471490

>>471454
sounds good. I'm working on it now...I'll post results in a bit

>> No.471562
File: 815 KB, 1600x900, Screenshot (4).png [View same] [iqdb] [saucenao] [google]
471562

>>469415

>> No.471574
File: 132 KB, 369x593, 2015-04-13 23_33_08-MaxView.png [View same] [iqdb] [saucenao] [google]
471574

still need to tweak the leaves before adding thickness to them and other parts

>> No.471583

>>471574
this is cool

>> No.471587

>>471583
thanks, going to make a figure of it probably

>> No.471605

>>471574
this is not cool

>> No.471617

>>471574

boots should not be plastified to the pants. if you're gonna print, then make it different via mesh, else, a normal will do.

>> No.471627
File: 2.81 MB, 1920x1080, MiniZ final.webm [View same] [iqdb] [saucenao] [google]
471627

Hey guize, looking for opinions on this.

The whole thing (5 models like this one) is due for an exhibit this friday, so I don't have time for more rendering passes (right now I have diffuse+AO+DOF for each). But what about post-prod? Do you think I should add any more effects, give it a particular vibe through some color corrections? The event is about industrial design, so it won't be anything funky anyway.

Thanks in advance.

>> No.471630

>>471627
no, it's serving it's purpose and looks good. Don't fuck it up like some autistic twelvie cod montage.
Anything you add that wouldn't fuck it up would just be different, not better.

>> No.471631

>>471627
I agree, looks fine for a technical presentation. Nice and clean. Image is a bit blurry though but maybe that's due to compression

>> No.471632
File: 84 KB, 1920x1080, MiniZ final.mp4_snapshot_00.36_[2015.04.14_17.04.17].jpg [View same] [iqdb] [saucenao] [google]
471632

>>471630
>>471631
That's what I thought, stock looks it is.

There's some blur due to compression, but I also have a slight background blur generated with the depth pass. Here's a screencap from the final file, Is it too much?

Thanks for the replies.

>> No.471633

>>471632
yes, i would remove the DoF. It's technical art right? The blur loks bad imo.

>> No.471634
File: 239 KB, 564x682, egghead.png [View same] [iqdb] [saucenao] [google]
471634

>don't even try using ZBrush without a tablet

I don't see the problem?

>> No.471635
File: 534 KB, 1920x1080, Comp 1 (0-00-35-24).jpg [View same] [iqdb] [saucenao] [google]
471635

>>471633
I wouldn't go as far as to say it's art, but it's not just technical indeed, it's about the communicative layer you can extract from technical data. So in a way looks matters too.

Here's a test without the DOF. imo it adds a sense of focus, and removes some of the background artifact on some edges, but it doesn't indeed looks very good, with stuff like this a depth pass always looks weird when used with after effects.

>> No.471638

>>471635
Looks better. I don't see how you could consider this not to be art. If it wasn't art it wouldn't be rendered, wouldn't have shadows or lighting/shaders, etc.

>> No.471639
File: 18 KB, 300x300, dean_norris--300x300.jpg [View same] [iqdb] [saucenao] [google]
471639

>>471634

>> No.471640

>>471634
and that's why it's as bad as it is.

>> No.471641

>>471635
People on 4chan in general are against DOF and motion blur for some reason, if it's for a presentation I'd find a forum to get a second opinion. Personally I think the DOF looks nice. As for color grading, a properly done post will never hurt your composition.

Look at some examples of product visualization, for example here http://www.maxwellrender.com/index.php/industries/design
One thing I've noticed is that the more the presentation leans toward an overall finished product the heavier it will be on effects, while the more it leans toward a purely mechanical presentation the less post it will have. Makes sense to me, since the focus of mechanical visualization is clarity.

>> No.471643

>>471632
>>471635
Both are fine IMO. I dunno which I prefer. The one without blur makes it seem more like it came out of a 3D graphics program though and less... natural? I don't know how to describe it precisely.

>> No.471648

>>471627
it's good. You get a clear understanding on what's going on. Is this rendered in KeyShot?

>> No.471649

>>471648
Yes it is.

>> No.471659

>>471640

>implying

If you knew who was the model for it you'd realize how wrong you are.

>> No.471660
File: 49 KB, 1201x733, CartoonCar.png [View same] [iqdb] [saucenao] [google]
471660

Hey!
I'm trying to figure out how to do the wheelhouse on this low poly car.
This is a pro boolean I made. How owuld you do it?

>> No.471664
File: 2.85 MB, 1280x720, Machine de Watt final_1.webm [View same] [iqdb] [saucenao] [google]
471664

>>471635
Here's another one I just finished working on, the model isn't by me, I just worked on the animation and rendering.

Overall this one is way more colorful and full in itself, with all the bolts and parts.

>> No.471670

>>471641
Agreed. It's very easy to do DOF wrong (I would know), but done right, and to something that looks good already, it looks AWESOME

>> No.471676

>>471664
nice.

>> No.471684
File: 278 KB, 1240x895, leo wip.jpg [View same] [iqdb] [saucenao] [google]
471684

Making a Leo mobile suit from Gundam Wing

>> No.471685
File: 165 KB, 596x495, sculpt1.png [View same] [iqdb] [saucenao] [google]
471685

I'm going to learn how to zbrush plan to do sculpt a day.

I'm just following a uartsy video. I wished I pick up sculpting 2 months ago. But, I had to follow the stupid sticky.

>> No.471686

>>471664
Nice, it's oddly satisfying to watch the parts come together too. Also I know how much of a pain in the ass those CAD models can be so nice work.

I'm the guy who mentioned the blurryness btw. And I didn't mean the DOF, I think that is fine. I meant the overall sharpness of the image, which I guess is a matter of preference, I prefer a sharper look so I'll usually use a sharpening filter for my AA settings.

Anyway, your animations look very clean and comprehensible which is usually what customers from the industrial sector want (which I'm assuming this is for). I don't think it needs any more eye candy and the DOF is fine for this application.

>> No.471687

>>471617
in the concept drawings and animation her boots are plastified to her pants, at most i will add a crease to show separation

>> No.471693

>>471659
Well we don't and it doesn't look very impressive on it's own, so deal with it. It's shit so far.

>> No.471704
File: 122 KB, 1396x883, sayaka.jpg [View same] [iqdb] [saucenao] [google]
471704

>>470978
i dont think im much of a weeb
she could do with clothes and maybe ugly her face up a bit if you dont want people looking at her with foul intentions.
still want a wireframe ? whats the polycount ?

>> No.471710
File: 724 KB, 1600x900, arma3 2015-04-12 17-29-11-46.png [View same] [iqdb] [saucenao] [google]
471710

New mini-project
Port ACE2 weapons and get them in acceptable shape for Arma3.

>> No.471711

>>471047
I have no experience in textures and modeling. Can you explain what you did in this picture?

>> No.471716

>>471664
My eyes are kind of all over the place as I watch. It would help if the camera focused more on the moving parts.

>> No.471722
File: 782 KB, 1307x1831, deerGirl.png [View same] [iqdb] [saucenao] [google]
471722

Added some tufts of fur or w/e, something to add a bit of interest. Since i don't have any intent on what this character is for i'm kinda lost on direction for the design.
Polycount seems a bit high but looking at the wireframe it's not too unoptimised, plus i don't really care about sticking to a low count.

might just go back to texturing tits >>469478

>> No.471725

>>471693

ur mum a shit m8

>> No.471729
File: 1.83 MB, 1920x1080, OfficeTestRender6.png [View same] [iqdb] [saucenao] [google]
471729

>>471454
looks like it may be a bit longer. I've got the view out the back door taken care of, but by the time I had done that, some clouds had rolled in (and have yet to leave), so I am still waiting to get a picture for the window.

>> No.471731

>>471729
lol, your image isnt even high dynamic range

>> No.471736

>>471731
A picture posted on 4chan will never be hdr, do you even know what that is you moron? I bet you don't even know the difference between colorspaces. God damn this is why I hate this boards, too many retards and not enough good posts to drown them out.

>> No.471738

>>471736
>A picture posted on 4chan will never be hdr, do you even know what that is you moron? I bet you don't even know the difference between colorspaces.

You take a high dynamic range image, and you use it to drive lighting effects in the renderer. 99.999% of all monitors are 8bit, so they all bake down to LDR in the end.

>> No.471739

>>471736
If you look outside your window you realize that this isn't a problem with the quality of /3/. It's a problem with the quality of humans living on the face of the planet. That said, I feel your pain bro.

>> No.471741

>>471738
>LDR
you mean sRGB? LDR isn't a proper term
and it has nothing to do with monitors being 8bit, the gamma correction came so that the image displayed on a monitor or hdtv didn't look different when viewed on a crt, and it stuck even though crts aren't used anymore

>> No.471744

>>471741
LDR is something that has a low dynamic range. Something that is 8bit, with a range of 0-255 is accepted to be low dynamic range. This is the final output of your display. SRGB is a curve over the output pixels that's neither here nor there.

In sum, learn to take even halfway decent photographs. HDR has been used extensively since 2001 in digital photography

>> No.471761
File: 61 KB, 960x540, ooeeoo.png [View same] [iqdb] [saucenao] [google]
471761

First character i've actually put any effort into making, drew the reference images myself and i'm making textures from pics i took at a museum.

>tfw shitty topography

>> No.471762

>>471761
wat

>> No.471776

>>471761
>topography
kek

>> No.471789

>>471574
i fucking love u anon

>> No.471791
File: 2.85 MB, 1280x720, Moteur final + FB.webm [View same] [iqdb] [saucenao] [google]
471791

This one pissed me off, I rendered the whole png sequence at 30FPS, but the project is using 25, so not only did I waste hours of rendering time, but I had to use frame blending to get rid of the jerkiness.

Also I'm not satisfied with the motion rythm, but it's too late to change any of that now.

>> No.471813
File: 484 KB, 1920x1080, chevy2.jpg [View same] [iqdb] [saucenao] [google]
471813

so I'm rendering this in mental ray and trying to composite it in photoshop, but I'm not sure which render passes are best to use or how to blend them and I cant find any good tuts. Any help?

>> No.471844

>>471813
Show the individual render passes in one image.

>> No.471849

>>471813
Man that looks nice, the blue in those reflections really makes the finish pop.

>> No.471860

>>471776
>lel trolled u xD

but yeah i noticed that after i posted, oops

>> No.471861
File: 56 KB, 602x391, KING GEEDORAH.png [View same] [iqdb] [saucenao] [google]
471861

Spent the last 16 months casually learning to model. Barely know how to render and light a scene.

Gonna start learning anatomy and branching out from fairly low poly models and into modeling characters.

Want to make a WC3 inspired Unity game

>> No.471869
File: 335 KB, 1537x864, render1.jpg [View same] [iqdb] [saucenao] [google]
471869

critz?

>> No.471881
File: 348 KB, 1556x1974, PPaint.png [View same] [iqdb] [saucenao] [google]
471881

>>471722
Time to UV/texture i think.

>>471869
I dont understand what the image of the tree in the top left is. I'm assuming it's a window, but that makes the wall paper thin. It is also a very strange place for a window. ALso it's clipping through the floor below it, you can see some space just above the shelves. The outside images are also way too low quality, and the green bounce light gives the place an eerie feeling.

>> No.471882
File: 510 KB, 1920x1000, Hollywood-Sign.jpg [View same] [iqdb] [saucenao] [google]
471882

Making a Hollywood sign with some environment.

>> No.471883

>>471882
AO fallooff looks a little too large.

>> No.471885

>>471869

Lookz likez zhitz.

>> No.471887

>>471883
Yea, thats due to the fact that the render is also producing an AO, I got a material that is just the Ao on it, so its a double AO on the render

>> No.471889

>>471887
Can you not disable the renderer’s AO pass?

>> No.471893

>>471889
Yes I can, but this was just a quick render

>> No.471915
File: 73 KB, 1045x757, CartoonCar2.png [View same] [iqdb] [saucenao] [google]
471915

>>471660
Worked a bit more on it today

>> No.471917
File: 30 KB, 474x696, warAxe.png [View same] [iqdb] [saucenao] [google]
471917

Working on some weapons just as training. Any crits?

Does anyone have some tips on how I can make the grip better? Currently I am using a helix shape, but it looks very odd.

>> No.471923
File: 679 KB, 783x733, perfectcell.png [View same] [iqdb] [saucenao] [google]
471923

got his eye rig set up now I'm getting his materials ready for cycles. just gotta finish doing some more shading then bake it all together

>> No.471931

>>471711
i'm no expert but i think he went something along the lines of sculpt head>retopo>uv unwrap>subdivide again>add displacement map to get that level of detail

>> No.471980

>>471923
Need to fix that derp mouth

>> No.472010

>>471664
Sexy. Would love to see more than 10s if possible

>> No.472026

>>472010
Thanks.

They will be on youtube soon, here's my channel : https://www.youtube.com/user/ziommmmoi/videos

I just dropped a USB stick this morning at the exhibit, my work will be on a big screen for the next 10 days, and I have to say it feels pretty good.

>> No.472219

>>471861
>unity

why bother when UE4 is free

>> No.472317
File: 1.06 MB, 1593x841, 1.png [View same] [iqdb] [saucenao] [google]
472317

Im working on this and aiming for a look in materials like 5 and 6 from this post >>472315 any suggestions and feedback would be nice.

>> No.472788
File: 2.13 MB, 1920x1080, TapeWIP.png [View same] [iqdb] [saucenao] [google]
472788

So what's with the blotchiness of the lighting on the walls and part of the window?

>> No.473486

>>472788
measuring tapes do not look like that, faggot, i bet that would look like a 2m tape