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/3/ - 3DCG


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File: 2.07 MB, 1297x752, vintage_wip.png [View same] [iqdb] [saucenao] [google]
472027 No.472027 [Reply] [Original]

Vintage Edition!
Post what you're working on!


To that faggot that started the other thread: It's not hard to google the "gay official picture" if you don't have it, is it?

>> No.472028
File: 528 KB, 1537x864, 1429271923657.jpg [View same] [iqdb] [saucenao] [google]
472028

a scene i've been working on

critiques welcome.

>> No.472029
File: 97 KB, 320x691, 2015-04-17 07_53_36-MaxView.png [View same] [iqdb] [saucenao] [google]
472029

the polypaint is just so i can get a better idea of the forms so not final. lots of tweaking, got reference burn-out.

>> No.472030

>>472029

I really liked her in the show, she's a model i might build down the road after Aya.
I'm no pro but remember the edges the characters in the show have, makes a big difference for the style they used.

Also for references i'm at the point where i want to pay some draw fag to make some for me, sad i know...

>> No.472031

>>472028
the doorway up top seems too short, where are the shadows for the tables, everything is too hard edged(not sure if that is what you want), i have a lamp like that.

>> No.472032

>>472030
yeah the edges are a bitch, for the moment i'm just trying to get the right forms before hardening certain areas, very long way to go. I have like 4gb of reference pics, its amazing how much anatomy they actually put into the models but it is hidden 99% of the time.

>> No.472033
File: 258 KB, 706x1080, Dee Dot.png [View same] [iqdb] [saucenao] [google]
472033

>>472032

GL anon, i look forward to your final result, hopefully you'll post.

As for me i'm working on a Dee DOT* bust, my second face model, learned and still learning allot as i go along. Sorting out the eyes next then onto sculpting details.

>> No.472034

>>472033
the cheeks at the corner of her lips seems weird, did you model this using topology or sculpting?
good start though.

>> No.472036
File: 55 KB, 798x333, Dee_Dot_Mod.jpg [View same] [iqdb] [saucenao] [google]
472036

>>472034

Topology, it's the base mesh, sculpting comes next to refine things.
It's not 100% especially the eye area, but so far it's inline with that Batman art style.
I plan to copout on the eyes and do a plane instead of a proper eye, when i tried initially with a sphere it showed the big problems with the cheek area.

Forgive the excuses but it's my first bust and 2nd face model so i plan to go a step further with the next one instead of trying to fixing the current.

>> No.472037

>>472036
yeah i figured topology, that kind of effect happens when you model like that sometimes, easy fix though. her cheekbone should be out a little more based on Timm's concept.

>> No.472038

>>472037

I'll see what i can do when sculpting to get it close.
But yeah, another flaw with references i need to get the hang of.
Hard to judge outline as cheek or jaw area when building up.

>> No.472039

>>472038
most of his characters have same face, i'd hunt down some action figures of his other women and see how they did certain things. her bottom lip looks much thicker than the ref too, hope that helps.

>> No.472056

>>472036
I would bang that bitch so hard

>> No.472102

>>472036
>>472056
She looks like someone from like Batman Beyond or the animated series. Stylistically anyways.
Where is this from?

>> No.472110
File: 308 KB, 1200x889, ロボット.jpg [View same] [iqdb] [saucenao] [google]
472110

>> No.472112
File: 892 KB, 250x250, 5tdh.gif [View same] [iqdb] [saucenao] [google]
472112

>>472102

Batman Beyond if i remember correctly, it's Dee or Dot in casual garb vs the usual joker makeup.

>> No.472113

>>472112

I may be wrong.

>> No.472114 [DELETED] 

>>472112
>batman beyond

what a terrible show.

>> No.472115

>>472110
I like it man, especially the render style

>> No.472117

>>472112

Its from batman:beyond the movie.

>> No.472118 [DELETED] 

>>472117
...it was a straight to video release

>> No.472121
File: 363 KB, 2331x852, Screen Shot 2015-04-17 at 4.01.56552 PM.jpg [View same] [iqdb] [saucenao] [google]
472121

Finally starting o put the props into the scene.

>> No.472122
File: 297 KB, 2325x850, Screen Shot 2015-04-17 at 4.03.01131 PM.jpg [View same] [iqdb] [saucenao] [google]
472122

>>472121
A different angle.

>> No.472123 [DELETED] 

>>472121
>>472122
put feel and pepe in there

>> No.472125

>>472110
Is this Theiser fan-art?

>> No.472126
File: 867 KB, 1194x666, Screen-Shot-2013-04-27-at-9.04.22-AM.png [View same] [iqdb] [saucenao] [google]
472126

>>472112
>>472117
Cool cool, I knew I recognized it somewhere. I just couldn't put my finger on it.

>>472114
Batman Beyond was't all THAT terrible. I mean it was a bit formulaic and angsty, but it wasn't bad towards the end.

I just wish they had gotten a proper ending instead of that episode tacked on to Justice League. The show could have been good with a more mature theme like what they're doing with the new animated movies. But it was still supposed to be a kid's show.

The city had some sweet designs though. Reminded me of Blade Runner, and maybe Akira.

>> No.472155

>>472126
I think the background are very good.

>> No.472160

Vintage hospital bed I made for fun. Just beginner's practice.

>> No.472161
File: 155 KB, 800x600, Hospital_Bed.jpg [View same] [iqdb] [saucenao] [google]
472161

>>472160
ugh forgot image

>> No.472164
File: 360 KB, 1280x720, screenlibr.jpg [View same] [iqdb] [saucenao] [google]
472164

Just a room

>> No.472168

>>472164
Are the little inconsistencies deliberate?

The desk is floating in the air, the middle shelf on the left seems to be a weird shape (the left edge doesn't extend all the way), on the top right the top most shelf is a different thickness from the middle and left portion

I kinda think the whole shelf should have a little more bevel but maybe not, I know how that particle board shelf stuff can have super sharp corners (because all the pieces are just cut by machines in an assembly line like setting).

I really like the colors, I'm not sure about the lighting though, needs something on the left instead of a white void (I'm guessing that's a light emitting plane that you forgot to make invisible to the camera), even just a simple hallway wall

7.5/10

>> No.472169

>>472110
Fucking awesome, would love to see a Veritech in battloid mode (I like them more than Gundams)

>> No.472171

>>472164
I like it. Make more in this style.

>> No.472180

>>472164
Light is blowing out the gamma on the floor next to it and causing shitty AA. You probably need to move it back from the window a little.

>> No.472183
File: 369 KB, 1920x1200, image.jpg [View same] [iqdb] [saucenao] [google]
472183

>>472027

>> No.472196

>>472168
Yea it's on purpose cause it's not done yet, I'm adding the wheels to desk, the shelf does not extend cause in that point it will be covered by a piece of the big window that im gonna put on that hole in the wall, the lighting is a vRaySun, the white will be removed, and I'm gonna place a plane with a bitmap to make the background

>>472169
Thanks, it's actually the room where I sleep, nice style

>>472180
I know, I need to fix some camera settings and change the parquet, still trying to figure out what would be good for this room, and there's light there, it's just the vraysun with low shutter speed on camera, I will try some tweaking, if I don't leave the shutter speed as it is, the scene gets really dark

>> No.472200

>>472196
>>472168
Sorry I didn't mean that haha the shelf needs to be extended yea I know

>> No.472202

>>472121
>>472122

Looking good man

>> No.472203
File: 399 KB, 1920x738, Hollywood-Sign2.jpg [View same] [iqdb] [saucenao] [google]
472203

Partially done with texturing, will continue after I have sculpted the hill, first sculpture that wont be off a tutorial.

>> No.472246
File: 290 KB, 1920x1080, oberbaum3.jpg [View same] [iqdb] [saucenao] [google]
472246

Bridgeguy from the last thread here. Still making bridges, there's no end to this project.

This one is in Berlin and the most complex one so far. Almost done with modeling, Texturing is gonna be a bitch.

>> No.472276
File: 287 KB, 1280x720, Cartoon_Car_01.jpg [View same] [iqdb] [saucenao] [google]
472276

Made a quick render, and added some stripes and an antenna in Photoshop.
Going to do some color correction and maybe something more before I call it done

>> No.472278

>>472246
Holy shit that's pretty great, I'm looking forward to seeing it textured!

>> No.472292
File: 344 KB, 2333x852, Screen Shot 2015-04-18 at 7.40.32420 PM.jpg [View same] [iqdb] [saucenao] [google]
472292

>>472202
Thanks. Here is the bedroom upstairs.

>> No.472293
File: 315 KB, 2327x852, Screen Shot 2015-04-18 at 7.44.18125 PM.jpg [View same] [iqdb] [saucenao] [google]
472293

>>472292
Cos shits because long FOV is loooong…

>> No.472354
File: 18 KB, 769x480, kjgb.png [View same] [iqdb] [saucenao] [google]
472354

>> No.472355
File: 973 KB, 1920x1080, scscsc.jpg [View same] [iqdb] [saucenao] [google]
472355

Added right textures, chair, carpet (plexiglas) and floor texture, maybe I shoula change position of the sun, I don't like the result on the materials

>> No.472357

>>472355
where can I buy some flying tables?

>> No.472381
File: 289 KB, 1280x720, Cartoon_Car_02.jpg [View same] [iqdb] [saucenao] [google]
472381

>>472276
Some background color, lights and final stripes all made in photoshop.
Calling this render done! Fun small project.

>> No.472390

>>472381
This is from a tutorial right?

I know I've seen this shit before in a gif somewhere.

>> No.472391

>>472357
Still wip, genius, working on the wheels

>> No.472398
File: 17 KB, 313x286, 1374363878877.jpg [View same] [iqdb] [saucenao] [google]
472398

>>472391
>wheels
>on a table

>> No.472399

>>472398

My drawing table has wheels.

>> No.472400 [DELETED] 

>>472381
I don't know if it's from a tutorial! I found the GIF and modelled the car and controller from that. With some changes!

>> No.472401

>>472390
I don't know if it's from a tutorial! I found the GIF and modelled the car and controller from that. With some changes!

>> No.472404
File: 322 KB, 1120x830, ザク.jpg [View same] [iqdb] [saucenao] [google]
472404

Zaku I rendition

>> No.472419
File: 229 KB, 401x473, skull.png [View same] [iqdb] [saucenao] [google]
472419

Practice 8 hour zbrush sculpt.

I plan to put in 5,000 hours into Zbrush and I'm only about 30 hours into it.

I really like the feature of making zbrush see through. I can sort of watch a program and sculpt at the same time.

>> No.472420
File: 39 KB, 640x348, transitional-desks-and-hutches.jpg [View same] [iqdb] [saucenao] [google]
472420

>>472398
faggot

>> No.472432

>>472246
what do you model all these bridges for?

>> No.472435

>>472404
this is some ace work dude. Do you have any hi-res alpha renders of your stuff?

>> No.472439

>>472432
I'm a freelancer, this is part of a bigger project for a studio I'm working for right now. Basically they hired me because they don't have enough guys to handle all the modeling (there's loads of other structures that have to be made)

So yeah, I just model the bridges, texture them and send them over, hence no fancy renders because as soon as I'm done I have to start with the next one.

Can't tell you too much about the project itself unfortunately since I signed an NDA. It's an Ad campaign for a big company.

>> No.472440 [DELETED] 

>>472439
It literally looks like underage student work

>> No.472441

>>472440

Literally reads like underage bait.

>> No.472445

>>472440
Sorry I think I can't hear you over the sound of all the money I'm being paid for this. I guess my clients just like to pay for shitty work then. Fine by me.

>> No.472446 [DELETED] 

>>472445
You have the skills of any student who watched tutorials for a month. Let that sink in.

>> No.472447

>>472446
I'm still getting paid very well for this. I bet that makes you furious.

>> No.472448 [DELETED] 

>>472447
I have money, health, youth, and actual skill.

>> No.472449

>>472448
If any of that was remotely true you wouldn't be wasting your time trolling strangers on 4chan right now. You're a fucking loser and you know it.

>> No.472453 [DELETED] 

>>472449
Whatever you say, chump :^)

>> No.472465

>>472399
>>472420
wheels on a table are fucking dumb. Where's the stability?

>> No.472469

>>472465
Wheels got a block device

>> No.472502

>>472449
Can confirm, as a NEET with no life, no friends irl, money in the bank to sustain me for a little while, and health and social issues, i absolutely wouldn't waste my time here if i was better off in all those aspects.

>> No.472514

>>472404
I'd like to see a wireframe of that. Looks like it's been made in a cad program.

>> No.472515
File: 721 KB, 713x809, Gorrilla.png [View same] [iqdb] [saucenao] [google]
472515

4 hour sculpt. Probably won't go anywhere from here with this one.

>> No.472518

>>472515
that's like a 5min sculpt

>> No.472530

>>472518
C'mon now, be fair, that's more like 10 minutes.

>> No.472534

>>472530
It's my second sculpt. I know literally nothing about zbrush besides the few things i have learnt from messing around.

Didn't see anybody complaining about >>472419

>> No.472536
File: 433 KB, 640x2287, 1429384426434.jpg [View same] [iqdb] [saucenao] [google]
472536

it never ceases to be true.

>> No.472537

>>472534
We're just breakin your balls dude, no worries. It's not bad for your second sculpt. Keep it up.

>> No.472585

>>472515
Even though it's supposed to be a gorilla, I think it would be kinda cool if you just got rid of the ape nose, and made him into some grizzled ass turtle veteran type dude.
I mean, he already has a bit of a turtle neck going (no pun intended).

What you have now is neat, but give him a roughed up shell, some meaty arms or some shit, and it could be pretty cool.
Just an idea though.

>> No.472587

>>472246
Do you have an online gallery that we can view?

>> No.472588

>>472536
lol i get it

because this is the deadest board on 4chung

>> No.472592

>>472518
i cant take a shit in 5minutes yet alone make a model
>>472534
you must be new on this board, expect at lest half of the replies you get to be shitposting, its as bad as /b/

>> No.472597 [DELETED] 

>>472534

I'm the person who did the skull. That isn't a five minute sculpt.

/3/ is full of trolls. But, you should work with the lowest subdivison possible and then move up. Your model is too lumpy.

You should be thinking can I work on another piece of the model before I up subdivision. Can I even go down a subdivision level at this point.

>> No.472598

>>472515

/3/ is full of trolls. That isn't a five minute sculpt.

Just either use references and keep a low subdivision.

Maybe, practice doing a skull or face with a lot of references and keeping a low subdivision.

>> No.472600

>>472588
not true actually

>> No.472602

>>472588
You clearly haven't been to /po/

>> No.472617

>>472588
It's slow, but it's not dead and what we lack in speed we make up for in community, barring the trolls that permeate all of 4ch.

>> No.472618

>>472515
This has a lot of personality, if like to see where you can take it! Don't give up on it just yet.

>> No.472678

>>472534
>>472592
at least /b/ doesn't have tripfagging

>> No.472681
File: 440 KB, 960x540, aright.png [View same] [iqdb] [saucenao] [google]
472681

makehuman is ok

>> No.472694
File: 1.44 MB, 1920x1200, deerGirl.png [View same] [iqdb] [saucenao] [google]
472694

playing with shaders. Needa add some detail to the diffuse. probably also needs a normal map but i don't know what details to add besides the horns/ears

>> No.472695

>>472694
oh deer...

>> No.472697
File: 19 KB, 240x228, 1411391100113.jpg [View same] [iqdb] [saucenao] [google]
472697

>>472695

>> No.472703

>>472695
Is that a bad oh deer?

>> No.472705
File: 128 KB, 1023x795, IMG_0028_edited-1.jpg [View same] [iqdb] [saucenao] [google]
472705

>>472703
Welcome to the Oh Deer Diner

>> No.472733
File: 518 KB, 1537x864, render5 7k samples.jpg [View same] [iqdb] [saucenao] [google]
472733

>>472028
updated render. i decided it's final
>>472031
i made the door a bit taller and i decided not to bother beveling everything. thanks for the critique

>> No.472734 [DELETED] 
File: 56 KB, 679x382, 1405997800964.jpg [View same] [iqdb] [saucenao] [google]
472734

>>472733
terrible, everything looks like its floating

>> No.472769

>>472733
Take it into photoshop next mate

>> No.472783
File: 370 KB, 1537x864, bn2tw7ju.jpg [View same] [iqdb] [saucenao] [google]
472783

>>472769
Just a quick one shop, next time your doing a large render which will take a while its a good idea to render out in passes, this is very easy to do and takes only a few seconds to set up, google it.

Youll want to render out (if your using vray) the diffuse, ambient occlusion, reflection and refraction at the minimum. Vray creates these anyway while your rendering but doesnt save them out, you can set it so that it does however. It doesnt add anything to the render time. The work is good though I like it. I would maybe change the camera angle though, personally id move it to the right a bit, and look towards the left far corner a bit more, I wouldnt show as much of the first floor as you have as theres not much going on up there. (I know its hard because you spent time modelling etc up there but your trying to show a finished piece not the work it took, if that makes sense)

Sorry about my grammar, I am actually a native english speaker my grammar etc is just shitty. Good work though mate definitely better than my first piece and I do this full time for a living now ;)

>> No.472786

>>472733
Also put a bit of glossy reflection on that wood floor it will look real nice around the window if youve got a bump map on there. Same with the light shade panels and TV Screen. Im just nit picking here too but skew the placement of the tables a little, try to tell a story with the image. Like what you have done with the pillow on the left side sofa, it looks like someone has knocked the pillow over.

>> No.472793
File: 281 KB, 827x782, Cartoon Face.jpg [View same] [iqdb] [saucenao] [google]
472793

Working on the face and hair right now. She'll be getting the D quite soon.

>> No.472794 [DELETED] 

>>472793
Lol, she texted me that she wants DP

>> No.472796
File: 2.27 MB, 843x3900, Cartoon Head.png [View same] [iqdb] [saucenao] [google]
472796

>>472794
Why not. Plus she got more hairstyles

>> No.472799

Wow it´s been a while since I ´ve seen someone so confident of his shit. >>472733

>> No.472800 [DELETED] 

>>472796
See you in a few minutes :^)

>> No.472885

>>472783
>>472786
i'll save these for when i revisit it sometime in the future. thanks for the focused critique. i like it when people are useful

>> No.472911

>>472110
it sorta looks like what you could get if you crossed a GUNDAM with an AC. you should totally try exporting it from sketchup, so you can use a more sophisticated renderer. that said....cleaning up the model in the new program will take a while, as the exporter likes to randomly flip and detach faces...

>> No.472916

>>472911
He could just throw it into Keyshot, it supports SketchUp

>> No.473078
File: 92 KB, 1875x903, ss (2015-04-23 at 04.54.44).png [View same] [iqdb] [saucenao] [google]
473078

>tfw you forgot to save your texture to your drive

>> No.473101
File: 1.49 MB, 2864x2676, executor_wip__2_by_exoticctofu-d8qrxt0~2.jpg [View same] [iqdb] [saucenao] [google]
473101

WIP as fuck

>> No.473102 [DELETED] 

>>473101
How long did it take to do all the 'tails

>> No.473107

>>473102
For what's pictured, like 12 hours. Its just a hobby though, so ive been adding a bit here and there over the last year

>> No.473109

>>473078
That looks nice what program are you using?
>>473101
That is pretty bad ass dude like 10/10.

>> No.473111
File: 219 KB, 1920x1080, ss (2015-04-23 at 09.11.09).png [View same] [iqdb] [saucenao] [google]
473111

>>473109
maya 2k14
I'm working on HVSS suspension atm for her but I keep fucking up geometry

>> No.473113

>>473101
> press greeble
> Puts all the detail to your shitty cheap box
> LOK WAT I DID GUIZ ::DDDD:D

pathetic

>> No.473117

>>473113
If more than 10% of it was greeble you'd be correct, you stupid faggot

>> No.473118

>>473113
>not recognising non-repeated/unique details

pathetic

>> No.473119
File: 621 KB, 1864x1977, Cartoon Face SSS.jpg [View same] [iqdb] [saucenao] [google]
473119

More shader work.

>> No.473120 [DELETED] 

>>473119
the model itself is soooo bad, even for cartoon standards : (

>> No.473122

>>473119
really, it's hard to ignore the shit to judge the shader. You may as well just put the shader on a sphere\.

>> No.473124

>>473119
personally I prefer this to the first one. The SSS looks sweet kinda gives you a frozen vibe. It was the strong speculars that made it look like plastic. The model is stylish enough as well but the sharp eyelids make her look older
great job keep it up

>> No.473125
File: 330 KB, 606x660, Cartoon Blonde.png [View same] [iqdb] [saucenao] [google]
473125

>>473122
>>473120
I have no choice but to ignore your posts :(
If you can't explain why you think it's bad, then I can't do anything about it can I ?
>>473124
Yeah, looks much more meaty with the sss. I love the soft shadows but the artifacts are kinda bugging on closeups. and yeah, I should smooth those eyelids

>> No.473126

>>473125
Not them, but the eyes are waaaay too skewed

>> No.473127

>>473126
yep. this is kinda the thing im going for >>471032

>> No.473129

>>473119
ayy lmao

>> No.473130
File: 249 KB, 1280x720, Skulls_final_01.jpg [View same] [iqdb] [saucenao] [google]
473130

Trying out ZBrush, how bad did I fuck up?

>> No.473131
File: 279 KB, 1280x720, Skulls_final_02.jpg [View same] [iqdb] [saucenao] [google]
473131

>> No.473132
File: 279 KB, 1280x720, Skulls_final_03.jpg [View same] [iqdb] [saucenao] [google]
473132

>> No.473133

>>473131
5/10

>> No.473135

>>473132
smooth a bit the edges. looks too rough.

>> No.473140

>>473135
That's strange, I actually spent quite a bit of time sharpening the edges, since I found the look to be too soft and undifined.

>> No.473143

>>473140
environement tends to polish the surfaces, be it water, wind, or sand. no skull would remain sharp too much, and actualyl most of our bones are smooth. smooth != round ,thought. http://upload.wikimedia.org/wikipedia/commons/thumb/e/e5/Crane1.png/300px-Crane1.png

>> No.473144

>>473143
Would look fine as a doctors office dummy

>> No.473145

>>473144
medical skulls are made usually of plastics or resins, giving them an even more polished look. http://www.fxsupply.com/props/images/IMG06skull.jpg

>> No.473168

>>473130
it's shit

>> No.473173
File: 181 KB, 640x480, render_07.jpg [View same] [iqdb] [saucenao] [google]
473173

Working on a studio apartment, first time trying to do a proper full job.
Any crits on this? Using mental ray in max

>> No.473186

>>472602
/po/ is a strange place, they have one 4yo thread there

>> No.473188

>>472246
As a person who doesn't do 3d I'm really interested how you texture something like this. Can anyone explain with simple words? Do you treat this as a whole model or break it up in pieces? How much time roughly does it take you to build this?

>> No.473191

>>473111
Could we see some wires?

>> No.473201

>>473173
Dont use much mental ray but I think tat looks pretty good, only things that stick out are the TV screen, put a reflective material on there, also the light on the front table looks a bit over exposed and the laptop screen is flipped the wrong way.

The lamp on the bedside table has a light coming out of it but the lamp itself doesnt really represent that.

Other than that mate its pretty nice maybe put some ornaments or dildos or some shit on the shelves though you fucking faggot

>> No.473202

>>473201
Cheers, I'll take ever single bit into consideration

>> No.473204

>>473127
that may be the look but its too skewed for even that

>> No.473361
File: 180 KB, 1136x651, bridge.png [View same] [iqdb] [saucenao] [google]
473361

working on a bridge

>> No.473368

>>473361
Why hello fellow bridge guy

>> No.473369

>>473361
I was gonna ask if you were THE bridge guy, but after >>473368 I guess not.
Nice bridge though.

>> No.473387

>>473369
lol I'm nowhere near his level. I'm just a noob messing about.

>> No.473389

>>473368
sup. love your work!

>> No.473435

>>473361
> all those wasted polygons

bad

>> No.473436

>>473435
every edge on that model adds to the silhouette. paint over of how you would change the edges while maintaining the same silhouette or gtfo.

>> No.473437

>>473436
> adding polygons on flat surfaces adds to the silhouette
this is what happens when you got nothing to come up with. learn how to model cumboy

>> No.473440

>>473437
the edges keep it quadrulated you moron.

>> No.473442

>>473440
> quadrulated flat surfaces
oh god you dont even know what youre talking about. please fuck off and never come back you retard

>> No.473444

>>473437
thats not the guy who modelled it you total fucking retard

>> No.473449
File: 163 KB, 1130x647, two_bridges.png [View same] [iqdb] [saucenao] [google]
473449

another bridge

>>473435
It's a WIP, I wasn't arsed deleting useless poly's

>> No.473450

>>473444
no shit sherlock. if that guy knew just a tiny bit of modelling, he wouldn't come up with something like that.

>>473449
You're just extruding boxes without even optimizing anything. this is terrible

>> No.473451
File: 504 KB, 1920x1080, 2015-04-26-155003_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
473451

>>472027
>my first work with 3d modeling, first work with blender, first work with sculpting
I dont know what I am doing

>> No.473452
File: 64 KB, 1024x768, 0020-0039.webm [View same] [iqdb] [saucenao] [google]
473452

>>473451
>I dont know what I am doing
No you don't.
Hell, neither am I.

>> No.473453

>>473451
This is going to sound real cuntish, but do you look at this work and think "Not bad, i should post this on the internet"? I mean surely you realise it's shit and can accept that you're going to produce shit because you're a beginner, and that it probably isn't worth showing to anyone.
Or if you're looking for advice: literally everything about it is wrong or not appealing, and it's probably due to a lack of software knowledge and practice.

>> No.473454

>>473453
>if you're looking for advice
nope just shitposting in wip thread, I would never want an advice from you /3/ cunts, I just like to look at your works

>> No.473462

>>473450
I did say that I was a noob...

>> No.473463

>>473450
It's not terrible. It has nice topology and nice form. Better than most of the shit i see on /3/.

>> No.473464

>>473463
>nice topology
I see 7 n-gons just from this angle. Generally speaking you'd want to avoid those.

>> No.473467
File: 28 KB, 636x424, fruitsalad.jpg [View same] [iqdb] [saucenao] [google]
473467

>>473463
> Better than most of the shit i see on /3/
Get off your high bridge buttboy :^)
Your shitty cumbox bridge is at the bottom of the /3/ desert. Better check yourself

>> No.473472

>>473467
for the second time. that is not the guy who modelled the bridge.

>> No.473473

>>473464
please point out the n-gons

>> No.473508

>>472515


Dimitri from Sly Cooper series?

>> No.473510

>>473173

lol'd hard at the laptop screen

>> No.473524
File: 207 KB, 1136x651, 1429993631991fix.png [View same] [iqdb] [saucenao] [google]
473524

>>473473
not the poster, anything that isnt a square or a triangle, its the first thing any 3d modeler should have seen in that pic.

>> No.473527
File: 89 KB, 851x716, the_joker___jared_leto_by_spidey9292-d865u0v[1].jpg [View same] [iqdb] [saucenao] [google]
473527

worst movie of the year award confirmed

>> No.473540
File: 95 KB, 960x540, zz1.webm [View same] [iqdb] [saucenao] [google]
473540

So I rendered a sequence using two computers and had the settings the same, but in the middle of the animation the metal changes reflection.

What is causing this?
Pic related, its where the two renders joined

>> No.473541 [DELETED] 

>>473540
i dunno, lol, you didnt give much info

>> No.473542
File: 29 KB, 395x371, 1335967240899.jpg [View same] [iqdb] [saucenao] [google]
473542

>>473541
Lighting is daylight system with no diffuse bounces

Materials are all the same and maps have been added to each node

I couldn't seem to net render or bucket render this scene so I just ended up putting the file on each computer and rendering respective halves

>> No.473548

>>473542

Do both computers have the same graphics card?

>> No.473551

>>473548
Yeah
They're both Dell T5400's with Nvidia Quadro fx 3500's

>> No.473560 [DELETED] 

>>473551
>Quadro

found your problem. Use gtx 970+ or r9 280+

>> No.473593

>>473524
thanks. I thought an n-gon was just s poly with more than 4 sides

>> No.473594

>>473593
it is.

>> No.473595

>>473540
>>473542
Are you sure your materials and/or lighting isn't animated? I made that mistake once.

>> No.473612

>>473524
Does this also affect game performance?

>> No.473613

>>473612
the fewer polys the better performance... Why would you even need to ask this?

>> No.473617

>>472183
Katawa Shoujo?

>> No.473624

>>473524
>>473612

Sometimes in game graphics you end up with geo that look a lot like the first picture because it allow you to do some clever stuff with UV space and texture tiling.
The proposed image with triangulated sides, while a lighter mesh would require a unique side texture for the whole side of the bridge.

>> No.473636

>>473593
there are no polys with more than 4 sides in my model though?

>> No.473637
File: 177 KB, 1136x651, ngons.png [View same] [iqdb] [saucenao] [google]
473637

>>473636

>> No.473639

>>473637
okay, I understand now. thanks. I assumed that since multiple sides were aligned and parallel that they could be considered 1 side.

>> No.473640

>>473637
So how do I go about changing it so it looks like this? Is it a matter of deleting edges and connecting verts?

>> No.473641

>>473640

In cinema 4d I usually select all the polygons and triangulate them, and work from there, melting unnecessary polys and what not.

3ds max might have similar tools that allow you to do this

>> No.473651

>>473641
Tried selecting all polys and clicking "retriangulate". Didn't do anything. Weird.

>> No.473652

>>473651
retriangulate flips the triangle direction of quads. You know how when a quad polygon isn't planar, it gets a bend in it from one vert to the opposite vert?
automatic triangulation is lazy and in this case unnecessary. Just manually connect verts to create quads or tris.

>> No.473653

>>473652

It depends on the complexity and shape of the model so sometimes one would benefit from manually do it rather than automaticaly

>> No.473654
File: 210 KB, 1129x645, fixed.png [View same] [iqdb] [saucenao] [google]
473654

>>473641
Okay so I tried doing it manually by deleting edges and connecting verts. Is this better? And if so, why?

>> No.473656
File: 199 KB, 869x575, polys.png [View same] [iqdb] [saucenao] [google]
473656

>>473654

leave no stone unturned

>> No.473659
File: 93 KB, 1600x733, untitled.605.jpg [View same] [iqdb] [saucenao] [google]
473659

butter building from kirby's adventure

>> No.473660

>>473656

that's a polygon you dumbfuck

>> No.473661

>>473660
They're all polygons you dumb fuck.
Having a corner with θ >= 180 degrees is bad topology. that vert should be connected to the same vert as the others to create two tris.

>> No.473662

>>473659
nice. Would you show the UVs?

>> No.473666
File: 185 KB, 1131x647, fixed_fixed.png [View same] [iqdb] [saucenao] [google]
473666

>>473656
Done. What makes this topology better? Is the lower poly count the only reason?

>> No.473670
File: 781 KB, 1532x1480, chest.png [View same] [iqdb] [saucenao] [google]
473670

Hey, just finished my chest.
Im playing through windwaker currently and for practice I decided modelling and texturing one of the chests in the game
What do you think ?

>> No.473675

>>473670

can you post your topology?

>> No.473677
File: 354 KB, 970x509, topochest.png [View same] [iqdb] [saucenao] [google]
473677

>>473675
sure

>> No.473678
File: 154 KB, 914x688, 54_less_polys.png [View same] [iqdb] [saucenao] [google]
473678

>>473670
Did you create these textures yourself?

>> No.473679
File: 55 KB, 500x500, chestdiff.png [View same] [iqdb] [saucenao] [google]
473679

>>473678
yeah, thats the texture map. Fairly simple and quiet ugly, but it works on the model somehow

>> No.473681

>>473679
simple textures for simple models, it just werks

>> No.473684

>>473679
I like that you kept it simple. Almost always when I make hand painted textures for low-poly stuff I over-do it and it looks like shit

>> No.473705

>>473540
No idea mate, but tbh, fix it in post

>> No.473719

>>473666
holy shit diablo trips

>> No.473729

>>473678
Don't compare polygons. Compare triangles. A quick count I estimate 124 triangles difference.

Your ngons are going to be converted to triangles inside any game engine. Either you do it manually, or it's done automatically.

If it's not for game content, then you don't even need to care about this.

>> No.473754
File: 317 KB, 1920x1480, untitled.87.jpg [View same] [iqdb] [saucenao] [google]
473754

Current WIP. I've managed to really fuck up the cylinder along with some other proportions but I don't think they'll be very difficult to clean up. Obviously a keyshot render, so excuse the 30 second drag and drop materials.

>> No.473759
File: 31 KB, 500x500, next-gen-stool.jpg [View same] [iqdb] [saucenao] [google]
473759

What I'm working on

>> No.473768

>>473759
not enough polys on the legs. please leave.

>> No.473783
File: 783 KB, 1600x900, Screenshot (12).png [View same] [iqdb] [saucenao] [google]
473783

how do i import this to unity while keeping all my textures? i tried importing it as an fbx and a dae but that did jackshit

>> No.473784

>>473759
Get that shit outta here.
You call that shit next gen? You had better watch yourself kiddo. You're walking on thin ice and it's cracking.
You post something like that shit again, and I'm going to dial 1-800-MODS to deport your sorry ass to N64 town.
That fucking abomination is made with hexagons and shit. This is 2015, we only use googlehedrons and beyond.

Get with the times old man.

>> No.473785

>>473784
fucking lol

>> No.473786 [DELETED] 

>>472027

>> No.473790
File: 203 KB, 1899x869, 70s3.jpg [View same] [iqdb] [saucenao] [google]
473790

Ray-tracing in this program is a bitch so the best I can do to make it look good is throw some shadows on.

It's supposed to be the 70s.

>> No.473796

>>473786
forgot the image pal?

>> No.473798

>>473678

it's a good practice to not leave polygons just "for the fun", use only the ones you really need, either because of texture mapping, or to give more quality to the model. in your case, it's just 54, for now. on my case, doing a polygon cleanse of a high poly roman helmet i didn't do removed between 5k and 9k polygons.

>> No.473826
File: 1.33 MB, 973x686, render.png [View same] [iqdb] [saucenao] [google]
473826

hey /3/ is this render time normal for this scene?

>> No.473828

>>473826
Yes, but probably not necessary. With bad settings you can easily end up with a render that takes 10x ++ the time to finish as one properly set up.

Take the time to learn your render, what does what and what values to use when and why.
There are so many scenarios that it's impossible to really create a standard push the button setup that works for everything.
The default settings tend to always be utterly useless.

>> No.473837
File: 59 KB, 569x649, my_chest.png [View same] [iqdb] [saucenao] [google]
473837

>>473670
Trying to create something similar in 3ds Max. How did you put an angle on the sides of the lid like that?

>> No.473937
File: 608 KB, 1899x869, 1430199233181.jpg [View same] [iqdb] [saucenao] [google]
473937

>>473790
needs lighting

>> No.473941

Is there a way to make holes circular in Blender like in 3Ds Max?

>> No.473942

>>473941
nvm it's with shift alt s and then 1

>> No.473949

>>473941
Loop tools - circle
if you can't find it you might need to activate the add-on

>> No.473955
File: 264 KB, 720x1280, herc_rigv5.webmhd.webm [View same] [iqdb] [saucenao] [google]
473955

Some wip jump cycle i'm working on.

>> No.473959

>>473955
Don't actually move the characters position when you're animating. Not only does code drive a characters position in a game, but the up/down movement makes it harder to see the animation.
If you want it to look like it's moving add an hdri background and move that up and down in the VP, that way the character stays centered and readable.
I like the stretch before he descends. Maybe bring the knees/feet up more with some follow through before as he reaches the top of his jump.

>> No.473968

>>473959
>Don't actually move the characters position when you're animating
This was a timing and spacing. It's much easier to animate the master control for this because it helped me visualize the timing and spacing. Normally I don't touch it, but in this case it's so much easier. Plus since it's not going into a game engine (cause the rigs aren't game ready), i don't mind breaking the rule to learn.
>but the up/down movement makes it harder to see the animation.
Well it's a jump, how else am i going to animate a jump without it moving .
>I like the stretch before he descends. Maybe bring the knees/feet up more with some follow through before as he reaches the top of his jump.
Yeah I was thinking about this. I still have some work to do with it and a lot of it is just polishing things. Pretty happy with it so far though. Also thinking about adding a little bit (like two or so frames) more hang time in the apex of the jump.

Appreciate the crit.

>> No.473973
File: 59 KB, 470x762, spaceman.jpg [View same] [iqdb] [saucenao] [google]
473973

>> No.473976

>>473968
>Well it's a jump, how else am i going to animate a jump without it moving .
Exactly the same way you animate it with up and down movement. I guess you could animate the master control up/down to help with the poses, and then delete the channels on the master ctrl afterwards. I still think for the purpose of showcasing your animation it looks better to have the model motionless. It helps you see the secondary motion, follow through, overlap etc a lot easier than if you have to track the movement up and down.
Btw is that model built from separate meshes?

>> No.473981

>>473937
thas bretty gud, mang

>> No.474030
File: 604 KB, 1920x1080, cernavoda.jpg [View same] [iqdb] [saucenao] [google]
474030

Bridge guy here. Well whaddayaknow, it's another fucking bridge. Starting to get a little tired of them but hopefully this is the last one.

Lots of instancing on this one.

>> No.474031

>>474030
the meshes of those cross beams just pass through each other in the middle right? Some of them don't appear to be aligned correctly.

>> No.474034

>>474030
What's the render time of this?

>> No.474035

>>474031
Yeah, it's all pretty quick and dirty. The whole bridge is really huge and there won't be any close up shots of it so perfect accuracy is not important here, the deadlines on the other hand are so it's good enough like this.

I just thought it's a cool shot from the middle of the bridge but that angle won't actually be seen in the end.

>>474034
3 minutes, doesn't actually have that many polys

>> No.474037

>>473113

>being this jelly
>not posting any wip

pathetic

>> No.474038
File: 297 KB, 1462x894, girl.png [View same] [iqdb] [saucenao] [google]
474038

Working on a thing for a game

>> No.474040
File: 305 KB, 1920x1080, Gairuman.png [View same] [iqdb] [saucenao] [google]
474040

Working on a character for a game i'm going to make, going to texture him soon.

>> No.474046
File: 54 KB, 316x421, DOSH Queen.jpg [View same] [iqdb] [saucenao] [google]
474046

>>474037
> youre jealous
> coz i can press greeble and you cant
AHAHHAHAHAHAHAHA

>> No.474090

>>474040
The level of quality of the work I can currently see suggests that you should do a few more tutorials before going into character modelling for a game.

Also, I would personally rig before texturing.

>> No.474109

>>474090
I'd recommend the opposite. Usually while texturing i find topology i'd like to change to better fit texture deformation and what not. which becomes a pain if you've already weighted your skin.

>> No.474117 [DELETED] 
File: 151 KB, 1600x860, Athing.png [View same] [iqdb] [saucenao] [google]
474117

I made a thing today, it's the first day I make things. They're not pretty.

>> No.474119
File: 346 KB, 1600x1708, Athing.png [View same] [iqdb] [saucenao] [google]
474119

I made things today, it's the first time I made things, they're not pretty.

>> No.474129

>>474119
dont you want quads instead?

>> No.474132
File: 932 KB, 245x150, 1430355666767.gif [View same] [iqdb] [saucenao] [google]
474132

>>474119
wtf those triangles

>> No.474140

>>474119
I think it's kind of neat. Keep at it buddy. Like everyone's saying, you might want to try to keep as many quads as you can, using three point polygons only when you have to.

>> No.474165

>>474119
hnnnnggons...

>> No.474179

>>474140
Thanks, yeah going into this I had no idea what a quad is and why I would like it. For some reason I was under the impression that triangles were good even. I think I'm just gonna re-do the person neck down and tweak the sword/shield.

>> No.474190
File: 51 KB, 858x506, Athing2png.png [View same] [iqdb] [saucenao] [google]
474190

Alright, made a quick and dirty fixed version, is it passable now?

>> No.474196
File: 194 KB, 1280x720, er.jpg [View same] [iqdb] [saucenao] [google]
474196

why are caustics so pretty

>> No.474198

>>474190
now you have ngons

>> No.474199

>>474196

>why are caustics so pretty

Posts a render with fugly caustics

>> No.474200

>>474198
Yeah I'm weeding those out, aside from the ones on the shoulder and knees I haven't found any new ones, would there be a quick way to find out in 3ds max?

>> No.474204
File: 294 KB, 1892x540, Athingandahorror.png [View same] [iqdb] [saucenao] [google]
474204

Alright normally I wouldn't post so much in a thread, but it seems to be moving slowly and this is some really good stuff I'm learning. I think I fixed the ngon problem. Also to make the image more entertaining I included my first attempt at a 3D person, look at it and laugh.

>> No.474218

>>474204
holy shit those eye sockets are giving me cancer. i have no constructive criticism

>> No.474226

>>474204
holy fuck just follow tuts until you manage on your own.

>> No.474227

>>474218
>>474226
Look at it and laugh, the clay thing was my first attempt, I thought it was too hilariously bad to erase. The one on the left is my current one. but, yeah, I should really find some decent tutorials.

>> No.474237
File: 144 KB, 1304x647, Capture.png [View same] [iqdb] [saucenao] [google]
474237

recreating this dream i had, there was a jet hovering about 30feet off the ground in a downtown area with highrises, modeling the jet now

>> No.474240

>>474199
you do better

>> No.474241

>>473101

who the fuck would do this to themselves. that much detail is not necessary

>> No.474247

>>474241
He said it's a hobby. wtf does "no necessary" mean. He isn't under restrictions, it's necessary because it's the LoD he wants.

>> No.474261
File: 273 KB, 1600x1600, voxell_lips.jpg [View same] [iqdb] [saucenao] [google]
474261

What do you guys use for spooge (fluid) simulation?

>> No.474262

>>474261
If you're using Maya, check out Bifrost.

>> No.474263

>>474262
also, please animate the female already for those of us who aren't into guys.

>> No.474264

>>474263
:[ be patient... currently so many schlong ideas in my dirty mind, sry

>> No.474265

she's a little on hold since I'm not content with the tit-rig of her, Pixell... the squishyness isn't looking the way I want in most cases :<

>> No.474266

>>474265
How are you rigging them currently?

>> No.474267

A simple joint drives the mass, a collision deformer for surface dimples and a jiggle deformer for mas delay. It works okayish, but the mesh isn't dense enough for squish folds and such. I can do it quite quickly as a sculpting, but then I can't animate it anymore. Not found the ideal solution yet.

>> No.474269

>>474267
I hope that isnt in Maya, because Maya's jiggle deformer is horrific. If it is Maya, try the joint for the main motion, could add a dynamic joint chain to that, soft body low poly proxy for squish/collision, then wrap a high poly to that proxy mesh.

>> No.474270

>>474267
Put a subdivision node on the mesh, and then use Maya's sculpting tools to sculpt in blendshapes. 2016 has a special UI panel for this specifically now, and new powerful sculpting tools that handle millions of polys.

>> No.474271 [DELETED] 

>>474270
wrong. use zbrush for all sculpting then send to target app with zapplink with one click : )

>> No.474273 [DELETED] 
File: 781 KB, 900x450, voxell_cumshot.gif [View same] [iqdb] [saucenao] [google]
474273

posting spooging cocks will get me banned soon - welcome cockinator

>> No.474274

>>474273
>get me banned
>/3/

good one

>> No.474276

im so lonely.

I have rhino, im just tired of being alone.

maybe we can make a car.

we did that once it was fun.

>> No.474289

>>474237
2dark4me

its possible to have a well lit night scene.

>> No.474291

>>474289
probably the same guy who made the "futuristic" post office he saw in a dream that looked like it came from the 90s.

>> No.474293

>>474276
nurbs a shit

>> No.474298

>>474293
go tell that to the automotive design world.
im sure they would love your wobbly polygons.

>> No.474331
File: 69 KB, 400x372, 1386439485726[1].jpg [View same] [iqdb] [saucenao] [google]
474331

>>474276

>> No.474338

Hey guys check out this
https://youtu.be/CBWKtVTfqdU

>> No.474340

>>473826
i think you could render ~same output under 20 mins

crank down GI, even "outdoor - preview" will be alright, use physical renderer, adaptive - medium settings and lower whatever other render settings you previously cranked up. If the grass is created by "hair" use "grass" instead, it's way faster, or use just texture instead of it. if you use displacement with sup-polygon-displacement, lower number of subdivisions, it increases exponentially, same goes for subdivision surface.

>> No.474342

>>474196
for "pretty" caustics you will need better AA

yes, caustics is a nice thing, but it requires fuckhuge amount of time to render it to look good, especially with a lot of objects.

>> No.474345
File: 92 KB, 951x660, domewax.jpg [View same] [iqdb] [saucenao] [google]
474345

i was bored so

whats a good software to make accurate structures

>> No.474347

>>474345
google sketch up

>> No.474363
File: 308 KB, 1009x372, 2015-05-01 19_39_28-MaxView.png [View same] [iqdb] [saucenao] [google]
474363

having a difficult time trying to make her hair look right, in the show they cheat and the leaves rotate depending on the view, but i want to make a figure of this so i can't do that.
which looks right so far?

>> No.474374

>>474363
i'm assuming it's from adventure time, but i don't watch it and didn't know this character wasn't original. The middle one looks good

>> No.474375

>>474274
ha

reminder that our janitors are strong, upholding christians :^)

>> No.474391

>>474363
Just make the leaves more bulging so that they take up more space. Or fill in the crevices with smaller leaves that are only seen at glancing angles. Sometimes it's alright to go a little off concept to make a design work.

>> No.474409
File: 82 KB, 310x750, -.png [View same] [iqdb] [saucenao] [google]
474409

>> No.474427
File: 286 KB, 992x800, HH Yuan-1.jpg [View same] [iqdb] [saucenao] [google]
474427

DnD Yuan in C4d.

>> No.474429

>>472028
Holy shit, a scene? You mean a picture of someone's house? That is the most realistic thing I've ever seen, and I've been on /3/ for twelve seconds!

>> No.474462
File: 227 KB, 1090x780, -.png [View same] [iqdb] [saucenao] [google]
474462

>> No.474468
File: 64 KB, 842x526, Plsno.png [View same] [iqdb] [saucenao] [google]
474468

Update time, today is a good day for rigging. Also that bone was affecting that loop, no idea why.

>> No.474476
File: 41 KB, 369x456, image.jpg [View same] [iqdb] [saucenao] [google]
474476

>>473125
Just texture on some quick eyebrows and the face will look much better. Pic related, they are very important.

>> No.474477 [DELETED] 

>>474476
GAH!!!!!!!!!!!!!!!!

>> No.474480

>>474476
jesus christ

>> No.474483
File: 308 KB, 789x654, Brows.jpg [View same] [iqdb] [saucenao] [google]
474483

>>474476
Oh man I see what you mean.
How about some pixar style irritating eyebrows.

>> No.474490

>>474483
A) That's called Dreamworks face and I don't know why you'd want it
B) Make the ends closer to the nose thicker

>> No.474491

>>474483
ultimate butterface

>> No.474496

>>474263
The solution is obvious; futanari.

>> No.474497

>>474496
nah not into dick girls, that shit's a crime against nature.

>> No.474499

>>474483
great piece of ass tho

>> No.474512

>>474409
>>474462
Is there supposed to be a camel toe, because it looks like there is one.

>> No.474520

Actually I am working on the next part to this video
https://youtu.be/pn6MOXq9CBQ

>> No.474521

question: I'm trying to drape a cloth (a plane with cloth modifier) over a pointy object in 3ds max 2014, but the pointy object is piercing a hole in the cloth. How can I solve this without changing the pointy bit?

I'm trying to decipher all the properties and I can't quite make out which one to fiddle with.
http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-80CAE782-8EFD-4E9E-ABA2-C53127D6659A-htm.html

Shear maybe? but I don't want the cloth to be stiff all over, I just want it to not be pierced by the pointy bit

>> No.474522

>>474521
thickness

>> No.474523

>>474522
still gets pierced, even with high numbers

>> No.474524

>>474276
guess nobody want make car.

should I make thread?
what car?

>> No.474525
File: 50 KB, 1280x720, why won&#039;t you do what I want you to do.jpg [View same] [iqdb] [saucenao] [google]
474525

I even added spheres where the pointy bits were breaking the cloth, which I then hid for the render, and cloth is still getting cut

>> No.474526

>>474525
and that's with thickness 50 (cm; the rocket is about 30 meters tall)

>> No.474527

>>474526
its not about thickness, its about polycount.
the simulation needs more points. you need to use very highly subdivided meshes for the sim.

>> No.474528

>>474525
what about constraining the troublesome verts?

>> No.474529

>>474527
That did the trick, thanks

In hindsight it's so obvious and so I feel a little dumb now

>> No.474531

>>474529
cant be expected to know how to do something until you've learnt the lesson.

its not like everyone instinctively knew.

>> No.474535
File: 3.67 MB, 3000x1500, hexagon.png [View same] [iqdb] [saucenao] [google]
474535

WIP

>> No.474538
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474538

>> No.474562
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474562

>> No.474564
File: 184 KB, 773x1280, untitled_by_billybeef38-d8rxu22.jpg [View same] [iqdb] [saucenao] [google]
474564

>>472027

>> No.474576

TFW all the online cad communities are dead.

just want to make models with people.

who wants to make car?

>> No.474580
File: 154 KB, 1920x1080, Usp_S_max.png [View same] [iqdb] [saucenao] [google]
474580

Fuck it i'll post it here too.
feedback appreciated cause i've basically just started.

>> No.474582
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474582

>>472027

>> No.474589
File: 700 KB, 1121x914, gamorasword_c4d___and_g13_zps931827e6_JPG.png [View same] [iqdb] [saucenao] [google]
474589

>>474535
I respect what you're modeling here.
>>474030
Bridge man, I have an idea for you- you could break into more detailed things, and combine them with your clean/structural thing by modeling up http://en.wikipedia.org/wiki/Bridge_trilogy
"The trilogy derives its name from the San Francisco – Oakland Bay Bridge, which was abandoned in an earthquake and has become a massive shantytown and a site of improvised shelter."
>>473101
How are you forming these details, generally?
>>474576
Yeah, everyone's in a bunker, or changed industries, or under NDA, etc...

I'm working on something to be 3d printed for a cosplayer- Gamora's sword from Guardians of the Galaxy. Having trouble creating all the tons of detail, currently using a few NURBS objects and slicing the detail into, and weighting, each groove and line.

>> No.474594
File: 137 KB, 1169x925, gamorasword_c4d__.png [View same] [iqdb] [saucenao] [google]
474594

>>474589
Oh, because this is WIP thread and not a help thread, overall-

>> No.474599
File: 75 KB, 852x574, curves.jpg [View same] [iqdb] [saucenao] [google]
474599

>>474594
this is a thread that's passed the bump limit I think.
meh I started car. I want to make 50s cars but so many complicated curves.
I see people make modern cars and I get jelly even tho I don't like them.

>> No.474621
File: 253 KB, 1107x757, OJzRW9t.png [View same] [iqdb] [saucenao] [google]
474621

>>474589
Thanks!

I dunno what to do with it. Its a game model, sure, but a real model? Desk ornament? Model Kit?

>> No.474622
File: 428 KB, 1154x912, hOVnEPw.png [View same] [iqdb] [saucenao] [google]
474622

>>474621
One more, with film

>> No.474681
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474681

>> No.474682
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>>474681

>> No.474685
File: 26 KB, 921x633, lid.png [View same] [iqdb] [saucenao] [google]
474685

>>473837
before I extruded all the faces, I selected the ones on the side of the lid, moved the rotation pivot to the point at the bottom of it, and just rotated all the selected faces a bit. Same on the other side (using maya btw)

>> No.476153

>>473437
You don't optimize your mesh until it's damn near finished, cuntnugget. In its present state of completion breaking the edge flow would only make it harder to work with.

>whyamitakingthisbait