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/3/ - 3DCG


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File: 1.47 MB, 1500x882, new_wip.jpg [View same] [iqdb] [saucenao] [google]
584125 No.584125 [Reply] [Original]

Previous thread:
>>581321

Since nobody else bothered, I'm opening it again.

>> No.584126
File: 2.58 MB, 1920x913, 2017-09-28 01_17_45-MyProject2 - Unreal Editor.png [View same] [iqdb] [saucenao] [google]
584126

>> No.584127
File: 492 KB, 1194x567, 2017-09-27 22_32_44-MyProject2 - Unreal Editor.png [View same] [iqdb] [saucenao] [google]
584127

>>584126

>> No.584128
File: 705 KB, 1197x565, 2017-09-27 15_50_05-MyProject2 - Unreal Editor.png [View same] [iqdb] [saucenao] [google]
584128

>>584127

>> No.584129
File: 1.47 MB, 1920x1027, 2017-09-28 01_16_57-MyProject2 - Unreal Editor.png [View same] [iqdb] [saucenao] [google]
584129

>>584128

>> No.584131
File: 1.13 MB, 1067x555, rev2.png [View same] [iqdb] [saucenao] [google]
584131

>>584129
Anyway, started working on this yesterday evening, it's pretty basic atm. I'm not satisfied with the wall textures, but I think it's due to lighting, because it looks much cooler in SP. So now I'm trying to figure out what would be the best lighting setup. Also, yeah, that's the gun from the previous thread. Pic related. And yeah, I didn't figure out why is SP not baking HP to LP properly, so I just textured a high poly version and put that project on pause. Don't care much, though, since it's not like I'm trying to make a full game, so here it doesn't waste too much resources.

>Btw
This corridor is actually a single piece. I know it would usually be better to do it in a modular way, but I wonder how can I sculpt the walls in zbrush then, and how can I make chipped edges if I use flat planes? That's basically why I ended up just modeling a full corridor as a single piece, because I have more control and you can't see any repetitions on anything.

>> No.584133
File: 99 KB, 1440x810, WIP gas nozzle.jpg [View same] [iqdb] [saucenao] [google]
584133

This is a retro gas pump I'm working on, any tips?

>> No.584157

>>584131
is this for a game or what? i believe the modularity is due to practical reasons. the more copy and pasting you do to build a level the less VRAM will be wasted on textures that will end up looking pretty similar anyway. also the less time has to be spent making unique assets that will only be glanced at by the player for half a second. ALSO sculpting plain ass walls like this in zbrush sounds really excessive. zbrush is for sculpting organic forms, i don't think it's really suited to this task.
>>584133
can you post pics you used as a reference? i have no idea what i'm looking at honestly.

>> No.584159

>>584131
Large single pieces do not flow very well in and out of VRAM. If you want chipped edges use a normal map nigga, but even if you wanted it as geo you can still just project the detail from a sculpt onto a flat plane and it will be fine.

>> No.584160

>>584127
>>584128
>>584129

What's supposed to be casting the light in these scenes? You have light but no source.

>> No.584167

>>584131
You should learn about texel density.
It will make you hate 3D but at least your textures will look better.

Basically, you HAVE to build modular shit if you want to go into SP, at least if you want textures that don't look really low res, because textures can only be so large.
For large environment pieces it's probably better to use tileable textures and then add detail with vertex painting and decals.

SP is really only good for props and assets that are not too big or are far away.

>> No.584177
File: 96 KB, 640x480, test.jpg [View same] [iqdb] [saucenao] [google]
584177

Just another exercise on my way to become the best Quake mapper.

>> No.584180

>>584177
you can not be the best quake mapper if you're not making them for q3a.

this is irrefutable.

>> No.584181
File: 156 KB, 800x600, test.jpg [View same] [iqdb] [saucenao] [google]
584181

>>584180
Actually I'm targetting Quake 2 at this time because I like the software renderer.

>> No.584182
File: 1.29 MB, 1394x592, sp_test.png [View same] [iqdb] [saucenao] [google]
584182

>>584157
>>584159
>>584167
This is for an interactive environment scene, or a vertical slice of a game I guess. But I don't plan on actually using it for a full game. So yeah, I understand that this method obviously wouldn't work for anything bigger, I just thought that I could get a better quality if I do it this way (and also it is faster).

So about the modular meshes. Actually yeah, sculpting on a plane would not be a problem. But what about
>repeating of textures
>repeating of sculpted cracks in walls
>small differences of size and height of an environment throughout the scene?

Afaik and from my experience, if I go modular, that means that I can't use SP a lot, like, I can't use generators for dirt and such, because those patterns will become visible when I stack them together (so as you said, I'd have to use decals). That means that I could only use SP to add a basic wall material, right? That's a huge waste of time, though. Same goes for Zbrush. Because I could model, sculpt and texture something like this in half an hour and get unique details everywhere.

And e.g. you can see that other room's ceiling is a bit shorter. What if I want to have rooms of different sizes? How many of different modular meshes would I have to create?

So I don't completely understand it how they do it for games. Because I DO usually see repeating things in their environments.

But the real problem is this
>You should learn about texel density.
>It will make you hate 3D but at least your textures will look better.

Yeah, up close they really lose quality, even at 4K. And if I wanted to add more rooms to that single environment piece, separate walls would have even less UV space, so obviously it can't work like that. That's actually the main reason why I thought about going modular.

So please explain this to me, I'm not sure how to approach it, all things considered.

>>584160
I don't have any lightbulb or lamp models atm, so I'm just placing lights around for testing.

>> No.584184

>>584182
>Repeating of textures
Decals and procedural textures to change features
>Repeating of sculpted cracks
Have multiple versions that are changed, decals, etc. Not sure how you envision your cracks but they should just be normal mapped not actually sculpted unless you actually have to be displacing geometry. If theyre just decals you can use normal maps there too
>Small differences in size and height
Lots of ways you can handle this, you can have pieces specific for it or cheat it

You can still use dirt and stuff but you would be using substance designer instead. You can also have hero elements that you hand paint, but a large stretch of wall that's mostly repeating with a few features like the blood and black stuff can easily be done with decalsinstead.

Have a look at Bethesda's GDC talk about modular design for Fallout, you might rethink your perception of it: https://www.youtube.com/watch?v=QBAM27YbKZg

>> No.584207
File: 432 KB, 1920x1017, Death-28.09.2017.png [View same] [iqdb] [saucenao] [google]
584207

Butterfly wings or bat wings?

>> No.584211

>>584207
Well for a skellington it's gotta be bat

>> No.584214

>>584211
Why would it have to be bat wings? That's kinda an obvious choice. Butterfly wings on the other hand would be something a bit different and unexpected, and potentially more interesting. Why stick to safe choices?

>> No.584216

>>584214
depends how you execute it. if you texture it right it might look cool or if you do it wrong it might look absurd and comical. the bat wings would be harder to fuck up because we already associate bats and skellingtons with horror. butterflies are generally regarded as beautiful, not terrifying. good luck

>> No.584217

>>584216
(I'm not the anon that asked the question btw)
Yeah, that is true, it's easier to make it look like a mess. Although he could go with the ones similar to this:

https://jgi.doe.gov/why-sequence-a-butterfly/

Fits better. Obviously they wouldn't be all pink and yellow.

>> No.584219

>>584216
>>584217
I was thinking about something more abstract but that is really easy to mess up. Also it's hard to make colors match each other with bf wings. But i guess i'm still gonna try it (without abstract part)..

>> No.584225

>>584207
If it's going to have the hard rods supporting them then it'd only make sense for bat wings I think, unless the membrane is really loose and baggy it would end up stretching and looking like a bat wing.

I think moth wings would be cooler though but it'd require a different structure than the current long rods.

http://www.enchantedlearning.com/subjects/butterflies/anatomy/Wings.shtml

Check this out, I never really knew the details of butterfly wing anatomy. Turns out it's a vein system that supports them and also collects oxygen. These veins match up with the patterns of butterfly wings too, like the monarch butterfly.

So instead of long straight rods with skulls on the end you could have something closer to the vein shapes.

>> No.584228

>>584207
Why not bird or insect wings? You could make them torn looking with could be neat and unique enough. Something like Raziel’s wings from Soul Reaver?

>> No.584230
File: 195 KB, 1920x1017, Death-28.09.2017.png.jpg [View same] [iqdb] [saucenao] [google]
584230

>>584225
I really wanted those upper rods (arms) and was thinking about removing rods below for a better bf wing shape.. I should have think more thoroughly about wings before shitting out non-existent anatomical structures...
>>584228
I will try to keep upper arms in the game so, i guess my only reasonable option now is bat wings, still it would be better if it could carry a skull with one finger

>> No.584231 [DELETED] 
File: 1.27 MB, 1200x522, decals.png [View same] [iqdb] [saucenao] [google]
584231

>>584184
Thank you for that link. The video answered practically every question I had about modular approach, even unrelated to this current project.

I'm trying out modular walls again. Ofc, the level of detail up close is insane compared to the previous version.

Btw, is it possible to place normal maps of wall cracks in the same way as these decals, or do I have to sculpt it? Because the problem is that repeated holes will be immediately visible and I don't want to use a bunch of random stuff to hide it all the time. So I could just have various normal map decals and spread them across multiple modular pieces, if it's possible.

>> No.584232
File: 1.27 MB, 1200x522, decals.png [View same] [iqdb] [saucenao] [google]
584232

>>584184
Thank you for that link. The video answered every question I had about the modular approach, even unrelated to this current project.

I'm trying out modular walls again, and the level of detail up close is obviously insane compared to the previous approach. Now I only need to find some good 4K decals or learn how to do them myself, because compared to the 4K texture of the walls, they look blurred, (the ones in the pic related are free 1K version from textures.com).

>> No.584233

>>584230
Have you been thinking about what kind of character that guy is, how he moves, where he lives etc.? That could help you decide what is the best way to visualize him, instead of choosing based on what looks cooler and/or easier to do. Your choices should have clear reasons behind them.

>> No.584234

>>584232
One more thing though.

As you can see, my previous version of the walls had real geometry. Now, is it possible to place some normal maps of cracks and bumps on the walls the same way I do it with decals? Because in this case, I can't just sculpt a modular plane in zbrush, because the pattern will become visible and I don't want to hide the seams with random objects all the time. And yes, I do want to have some real geometry, if you stand by the wall, it can't just look like a perfectly smooth plane. Especially since this is not for a full-blown game, so I don't need to care about performance anyway. I just want the best possible results.

>> No.584235

>>584233
Well actually this char is a really old drawing of mine. I was inspired from Disciples 2, Death unit.
I don't have a story for the char, but i want to keep him four armed because that is a term for caskets here (more like a idiom) and char can benefit from this in various ways i think..

>> No.584237

>>584232
You can scale them up with sharp edges using http://reshade.com/ which is fractal-based resizing comparable to the paid product Blow Up from Alien Skin, or with the caffe version of Waifu2x https://github.com/lltcggie/waifu2x-caffe/releases which won't have the resolution limits of the websites. If for whatever reason your GPU isn't supported you can go into the settings and set it to use CPU.

Hope this helps.

>>584230
Check out some skull moth illustrations for how skulls and skull-ish shapes can be used for the vein structure to keep up with the death and skulls aesthetic.

>> No.584244
File: 247 KB, 1920x1080, MTMSTINGER.jpg [View same] [iqdb] [saucenao] [google]
584244

One day I wanted to make a car of my own design with a big rear glass hatch, so I ended up with this.
Not finished BTW, if that isn't obvious.

>> No.584251

>>584234
>>584232
Glad it helped you. I would advise against 4k decals but since you don't care about performance go for it. And yep you can use normal maps for 'em.

There is a way to make a sculpted plane in Zbrush seamless, but I forget the method so you'll have to google it.

>> No.584255
File: 2.86 MB, 850x478, beach_1.webm [View same] [iqdb] [saucenao] [google]
584255

Been working on this the past few days. There's still a lot that could be improved upon but I'll probably move on for now.

>> No.584257

>>584255
That looks great, is that Houdini? Is it possible to export that simulation in UE4 maybe?

>> No.584258
File: 2.87 MB, 740x740, 0001-0267.webm [View same] [iqdb] [saucenao] [google]
584258

This is whateber

>>584255
That looks sweet. What are you using, how long does it take to simulate that, and how long to render?

>> No.584266

>>584257
Thanks, yeah it is Houdini. Not possible to export for UE4 in its current form, it would first have to be baked to texture and applied to way lower resolution geometry.

>>584258
Damn that's cool and eerie, did you make the fps and shutter the same as what it would be for a real timelapse or did you cheat it?

It took me about 12 hours to sim everything combined (water, whitewater, wetmap), and about 11 hours to render 290 frames with Redshift on a 1080ti + 1080. Using Houdini.

>> No.584268

>>584266
Damn, I can't find a way to create some good particle effects for UE4. I want to make a beach and need exactly this what you created for a sea. I don't even know where to search, I didn't find any good solution for water in UE4. So you mean that it's not possible because it is unoptimized for the game engine, or it just can't be exported and implemented to look properly atm? Because I don't care for the realtime optimization, I'd just like to render cinematics and stills.

>> No.584272

>>584268
why use UE4 if it doesn't need to be real time? use a real renderer

>> No.584283

>>584266
oh fuck. thats pretty long but worth it for those results. I got 2 1060s myself. Its pretty fun finally being able to animate and render stuff in a sane timeframe.

the bear scene is animated the way its rendered without any time shifting or anything. I didnt do anything with shutter settings, that all stays the same for all 267 frames

>>584268
I imagine he'd be dealing with gigs worth of data if it took 12 hours to simulate. Id like to see unreal do this realtime but I doubt it

>> No.584285

>>584258

Jesus freaking christ, that is amaze balls. How did you do it anon? Are the stars in the background particles or they just done in post-compositing? tell me the details, what are you using!?!??!

>> No.584292
File: 441 KB, 1910x1040, blndr.png [View same] [iqdb] [saucenao] [google]
584292

>>584285
lol Im kinda iffy on this one desu! Heres a screenshot with everything.

Im thinking of making it better somehow before halloween but idk what to do with it. Any ideas?

>> No.584294

>>584292
give it colors

>> No.584300
File: 343 KB, 1033x928, snow.jpg [View same] [iqdb] [saucenao] [google]
584300

>>584294
I started out with color but it was a little distracting to me. Maybe snow with some peaking colors might be cool?

>> No.584305

>>584300

Fug, stuff like this is what makes me get back to 3d. Screw the boring and redundant hard surface models, guns, cars, zbrush blobs, etc. I want to make some pretty shit.

>> No.584307

>>584300
How did you make the vegetation? And what is your lighting setup? How the fuck are you doing these so fast and achieving such a high quality?

>> No.584313

>>584305
>>584307

haahaa thanks!
You have to add a bunch of particles on everything. Blender saves a ton on ram when rendering everything with particles so just go nuts when you setup a new particle system.

Its a rotating sun light and animated sky light values. You can look at the blend file if it helps. Theres nothing complicated in there, just a lot of particles https://ufile.io/dpur8

>>584305
express yoself, neighbor. I used to try a lot of super realistic stuff but that makes my head hurt from trying too hard. Cartoons are a lot more fun and easy for me

>> No.584314

I'm too lazy to open a new UE4 general, so I might just ask - does anybody know of some good resources for learning how to creat a REALLY realistic lighting? I'm talking about all the tweaks you might have to do in the settings and such. My scenes look okayish, but I can't achieve that look you see in archviz renders at all. It isn't even close to that level and what pisses me off more is that people seem to be like "oh, that's easy to do, just a baked lighting durrr...". Well, I'm failing at it.

>> No.584315

>>584313
i want to make an animated clip too. but i neglected my animation and camera skills in favor of modeling and rendering.
i have 3 years on blender and i already made a few animations but they are either from tutorials or just small experiments, not entire scenes like this

>> No.584322
File: 109 KB, 666x800, gas_pump_nozzle.jpg [View same] [iqdb] [saucenao] [google]
584322

>>584157
sure thing sorry I forgot about uploading it.

>> No.584323

>>584322
looks like a good start. keep working on it.

>> No.584324

>>584323
cool thanks

>> No.584331

>>584268
You can use Houdini but the approach would be quite different, you'd just be baking something to texture basically, so your setup would have to reflect that. I can't remember any good resources for particles in UE4 except some Youtube stuff and ke.qq.com (Chinese)

>>584283
Yeah it's pretty long, there were about 80mil particles total and once meshed it's 40mil particles + 9mil polygons so I'm actually pretty surprised with how well Redshift ended up handling it. And it is hundreds of gigs uncompressed, impossible to bring into UE4 as-is pretty much.

And damn dude, I can't believe you did that essentially by eye, it seriously looks like you rendered out a full timelapse with 'physically correct' parameters! You're Ribber, right?

>> No.584341

>>584181
>targeting quake 2
you slick son of a bitch.

>> No.584342

>>584207
bone wings with souls for feathers.

>> No.584345
File: 1.35 MB, 1920x1080, REND-04.jpg [View same] [iqdb] [saucenao] [google]
584345

Girlfriend is having a house build.
Already has the blueprints so I'm making it in blender to choose floor and wall colors and see what furniture will fit.

>> No.584346

>>584345
Might wanna use a more accurate renderer if you're using it to decide what to go with irl.

>> No.584350

>>584346
What do you suggest?

>> No.584351

>>584346
I don't see what's the problem with Blender, it can make decent enough archviz scenes, especially for this, it's not like it's a professional work.

Although, I'm not aware of the state of Eevee, but you might want to make it realtime, so you are able to walk and interact with the objects inside your house, which can greatly help. But you would have to use Unreal Engine for that, and that means some amount of learning. If that's not the problem though, you can stick with what you know best, IMO.

>> No.584352

>>584350
Not Blender. And can't use you just use catalogs like normal people?

>> No.584353

>>584352
>And can't use you just use catalogs like normal people?
Because the rooms in those catalogs are not the same as the rooms of his gf's house. Don't you think it's better to test the interior design in the exact room with the right dimensions and positions of windows?
>Not Blender
Stop trolling.

>> No.584360
File: 22 KB, 681x713, bookcase.png [View same] [iqdb] [saucenao] [google]
584360

If I have a simple bookcase, made from separate parts like pic related. What is the right way to texture it? Do I unwrap everything separately and have a full texture map for each piece so I can achieve the highest quality texture, or do I attach (or group?) everything together, unwrap as a single object and have a single texture map for it?

The material will be the same, though, so I'd have 10 separate pieces, all with it's own texture maps. Does it make sense if I just want to achieve the best quality?

>> No.584362

>>584360
Just to make the texturing process easier I'd try to fit it all into one texture. Just be sure to preserve the aspect ratio of everything, no squishing, and don't worry about trying to fit it all into a square. You'll need to figure out the aspect ratio of the final texture when you're done UV mapping though and then squish it all into the square since the UVs are measured in fractions of the texture, like what's UV mapped to the center of a square texture will also be the center of a rectangular texture. Pack it all together as neatly as you can with maybe 10 pixels between them all to avoid bleeding in mipmapping since I doubt you'll always be rendering it up close to show off the grain of your textures.

>> No.584363

>>584360
To expand on the earlier post, you can get the aspect ratio of the final texture you'll need before squishing it all down by pressing N in the UV editor and looking at the vertex positions of the farthest corners, provided Normalized is unchecked under Display.

>> No.584364
File: 57 KB, 1648x378, Clipboard.jpg [View same] [iqdb] [saucenao] [google]
584364

>>584362
>>584363

>> No.584366

>>584360
Here is a pro tip: If you have multiple identical pieces, you need only to unwrap one and then copy it. Moving the UV pieces on the UV vs Unwrapping a piece 5 times.

>> No.584368

>>584362
>>584363
>>584364
>>584366
Thanks for the tips. Btw I'm using 3ds max, so it will be a bit different, but np.

But here's the thing. I don't know, but even at 4K, textures still just look so blurry if I have only a single map for a whole model. Pic related, but don't mind the ugly look, since that's just one smart material dropped in.

If I want it to be good looking up close, I'm not sure it is possible to achieve it with a single texture. Even in the best looking games, models like these look blurry at really close distances, and I bet nobody uses multiple textures for generic objects like bookcases, since that would be unoptimized as hell. So what could I do? I want it to be realtime, but in a small scene it shouldn't be a big problem to use 4k on literally every separate object, so should I just do that?

P.S. does anybody know how is it done in films? Do they also use multiple textures per piece?

>> No.584369
File: 1013 KB, 1123x584, single_texture_4k.png [View same] [iqdb] [saucenao] [google]
584369

>>584368
Fuck, here's a screenshot.

>> No.584371
File: 1.15 MB, 1919x1011, other_method.png [View same] [iqdb] [saucenao] [google]
584371

>>584369
And here's where everything is separate, but this is insanity, look at how many separate pieces on the right have to be textured exactly the same. Didn't bother dropping and rotating material for every piece for this screenshot, so here's just a single shelf.

I mean, I guess this wouldn't be needed if the texture map was 8k or 16k, but I don't think I can export those resolutions from SP.

>> No.584372
File: 1.12 MB, 1189x581, wut.png [View same] [iqdb] [saucenao] [google]
584372

>>584371
... Wait a second. I added a different material to this one, but now when the materials are the same... I actually don't see much (or any) differences? How could this be? If I select all objects in max and export as a single fbx in SP, with separate material ids for every piece - does it still mean that every piece will get its own 4k texture or not? Maybe I'm wrong about this, but I know it worked like that before.

Why the fuck am I not seeing any difference now if the material is supposed to have a much higher resolution??

>> No.584386
File: 604 KB, 637x575, nvm.png [View same] [iqdb] [saucenao] [google]
584386

Nvm, one texture map is good enough.

>> No.584417
File: 149 KB, 639x556, Capture.png [View same] [iqdb] [saucenao] [google]
584417

Doodled a head, still shit but slowly learning zbrush interface

>> No.584420

>>584417
quiet?

>> No.584453
File: 102 KB, 1751x1215, WIP1.jpg [View same] [iqdb] [saucenao] [google]
584453

A little environment doodle is turning into a project . I'm enjoying working on this

>> No.584456

>>584386
That looks nice, my only critique would be the dust in the corners seems too obviously procedural. Break it up a little bit

>> No.584457
File: 78 KB, 640x480, test.jpg [View same] [iqdb] [saucenao] [google]
584457

>> No.584465

>>584386
shit

>>584417
shitter

>>584453
shittest

>> No.584471
File: 873 KB, 1115x708, Capture.png [View same] [iqdb] [saucenao] [google]
584471

Not really a WIP, but I figure you guys would enjoy this. Made it available to download on sketchfab, meme away I guess.

https://sketchfab.com/models/a11f593600c944cfad8323b3d2908cd7

Oh,and don't mind the shitty texture/UV work, this one was meant as a quickie.

>> No.584473

>>584465
Explain yourself or you can kys and gtfo.

>> No.584475

>>584471
smiled when i looked at the bottom of the bowl. good meme.

>> No.584482

>>584473
I know what I'm talking about I've been doing 3d before you were born, shitter

>> No.584486

>>584482
Oh, so you're a shitposting troll. Thanks for letting us know that, opinions disregarded.

>> No.584510
File: 1.19 MB, 1280x720, JUST.png [View same] [iqdb] [saucenao] [google]
584510

>>584125
>This isn't even my final form
i need to change exhaust, its look fucked up :(

>> No.584512

>>584482
Underage leave

>> No.584519

>>584471
UMA

>> No.584523
File: 105 KB, 736x783, bla.jpg [View same] [iqdb] [saucenao] [google]
584523

quiock update

>> No.584528
File: 103 KB, 413x775, Capture.png [View same] [iqdb] [saucenao] [google]
584528

sorry for the spam, just working on another body type too, transposed the head

>> No.584536

>>584528
Don't worry about the spam, it's fine. She even looks like a waifu material which is very good. Do you start sculpting from scratch or do you start from a basic human mesh? How much time to finish sculpting a whole character?

>> No.584543

>>584528
What program are you using?

>> No.584586

>>584536
From scratch always
>>584543
Zbrush. Stopped sculpting in march to focus on environment art but 4r8 makes the interface look a bit nicer so went back into it

>> No.584592

>>584528
The height of the belly button indicates that she, at some point in time, used to be a he. And that camel toe.

>> No.584594

>>584592
nani the fuck? explain what bellybutton height has to do with anything

>> No.584600

>>584594
I think human anatomy is relevant to your project.

>> No.584608
File: 423 KB, 1256x1564, spubmachinegun.png [View same] [iqdb] [saucenao] [google]
584608

This has been sitting on my harddrive for a while. The texture is just a planar UV projection of the whole gun lined up with the reference and obviously gross as fuck and not something I'll roll with for the entire model, but it's still a really good start on the texture and I've been wondering if there'd be any way to bake it onto the UV layout when I eventually get around to unwrapping it proper.

>> No.584611
File: 200 KB, 2024x1125, 22047819_1583562155020783_7584593489134505676_o.jpg [View same] [iqdb] [saucenao] [google]
584611

Baby for a womb scene

>> No.584619

>>584600
https://9gag.com/gag/aOvBAGE/the-belly-button-way-to-tell-if-a-person-is-a-male-or-a-female is this your source? seems dubious.

>> No.584650 [DELETED] 

How do I attach this ear properly and give it the right shape? IE redoing the ear so it looks more natural.

Currently working on the skeleton, deformation and rig.

>> No.584654
File: 184 KB, 1360x768, earhelp.jpg [View same] [iqdb] [saucenao] [google]
584654

How do I model a ear like this but have it attachted and more natural looking. Like this>>581539

Currently working on teeth, tongue, skeleton, weighting and rig.

>> No.584655

>>584244
Nice

>> No.584657

>>584292
Keep the one color, but make it a more Halloweenish color. Maybe make the sky turn orange at sunrise and sunset, and if you want to, add moonlight.

>> No.584661

>>584654
zbrush that shit my dude. it's much easier shaping and messing around with organic forms, trust me. get your forms first, then worry about topology during retopo (which by the way, your topology is terrible anyway.). right now in maya you can place things roughly where you want them, such as the ear, the head, and a solid blob connecting them (doesn't actually have to be connected topologically, the meshes just need to be penetrating eachother) then you can either booleans add them in maya or send them to zbrush and do it there then either dynamesh or zremesh and just start sculpting and refining the shape to better match that other guy's model or whatever other references you can find.

>> No.584671

>>584661
Got an advice for those without zbrush other than "sculpt first, retopologize later".

>> No.584673

>>584654
For such complicated operations you will need Blender.

>> No.584674

>>584654
Ask the other mouse guy.

>> No.584707

How do you people start/finish stuff?
I got the basic knowledge for the whole process, but I can't seem to finish anything.
I'm a programmer, so maybe I'm just made out for creative work?

>> No.584709

>>584707
Sorry, I meant
>so maybe I'm just NOT made out for creative work

>> No.584710

>>584707
i always have trouble finishing stuff. but then i lower my scope and do smaller stuff.
after my speed improves it takes me less time to finish stuff

>> No.584711
File: 490 KB, 1920x1017, Death_HP.png [View same] [iqdb] [saucenao] [google]
584711

>>584707
It takes a few weeks at least for me to finish stuff, so it's understandable if you can't pour that much time. But i mess around too much since I'm a newbie and everything is new when you actually start doing things yourself..
Also cartoon skelly, I'm gonna add wings in PBR version..

>> No.584712

>>584710
>>584711
Makes sense. I want to make a whole game so I guess I should just practice until I get fast enough to even think about it

>> No.584714
File: 104 KB, 994x566, earGoodEnough.jpg [View same] [iqdb] [saucenao] [google]
584714

>>584707
See this peace of shit Ink-eyes knock off right here. See this garbage eating trash cunt. I wanted to quit and start another 3D project 4 times. Instead I took a brake and pushed back my self imposed dead line.

After not getting 3D models done over the years I decided once I lose steam I don't just start another. Instead I take a break by drawing on my tablet or even working on my miniatures. That way I don't get board . When the mood to do 3D again comes back I get back at her.

Another trick I find is to always learn something new with every model. Weather its a style, rig, texture, sculpt ect... That way you at least learn something new.

Creative work is not something that you can flip on and off like other physical or mental jobs. You are literally creating something from your mind and making a new thing in this world. That takes time. You only get fast with practice.

Get as much ref as possible. Don't feel bad to be "inspired" by others work. Just don't make a carbon copy.

Work flow
Step 1 Start work
Step 1.5 2D draw break
Step 2 Keep Working
Step 2.5 2D draw break for new 3D project
Step 3 Work some more
Step 3.5 Decide what 3D to do next and make more reference (more the easier it be onces you start new project
Step 4 Finish project
Step 5 repeat Step 1 in tell death.

TL;DR When you get tired/board, do a some pencil paper drawing, resist starting a new 3D project. Your will to get back on the horse will return.

>> No.584715

>>584714
The ears look fine to me.

>> No.584716
File: 59 KB, 533x800, 9b62c69c80983a950f0ae1dc7083489b.jpg [View same] [iqdb] [saucenao] [google]
584716

>>584714
Thank you anon, that's actually inspiring

>> No.584742

>>584671
yes, pirate zbrush. or get blender, i hear it has OK sculpting tools.

>> No.584749

>>584742

The sculpting tools in blender are fine but the performance is horrible. Zbrush is a must for any 3d artist.

>> No.584771
File: 223 KB, 690x690, test3.png [View same] [iqdb] [saucenao] [google]
584771

>>584510
sweet ride. Must have taken weeks.

>>584657
My friend suggested changing the color at dusk and dawn too. I'll get to work on that when I have a bit of a break from that one. Its sucking up too muhc time for my taste :( Im starting to think I just should just skip it

>>584331
thats me!
Thats even more nuts! I was expecting something like 1 or 2 gigabytes, though I've never done serious simulations. Keep it up!

>> No.584778

Working on a Procedural Bridge Asset in Maya.

Currently using instance and history output and some basic python

Thinking of doing up Procedural Medieval Houses next in maya

https://youtu.be/soZwM2-X2k0

>> No.584782

>>584778
that is pretty cool. how tough is it to make something like that? do you need programming experience?

>> No.584785

>>584782

I only used python programming for the duplication of the pieces. The rest was done without using programming... So I'd say its quite easy.

Programming knowledge is a plus point.

>> No.584824
File: 3.41 MB, 4975x3870, 107_Main_Street_Interior_Complete.jpg [View same] [iqdb] [saucenao] [google]
584824

Finally finished texturing this building interior. For the curious, it is 2x2048 maps, one for each floor. The inner windowsills/exterior doors are on a different texture I haven’t wrapped up and is why they are missing from this shots.

>> No.584826
File: 3.75 MB, 4305x3854, 107_Main_Street_Exterior_Done.jpg [View same] [iqdb] [saucenao] [google]
584826

>>584824
And the exterior.

>> No.584828

>>584824
What's this for? This sort of Half-Life 2 detail has me real interested...

Also I think it's a little odd seeing no wear and tear around the doors inside the frame where the paint might begin to come off and expose wood underneath that moisture could attack, darkening the outline of the door and helping the details stand out like a grungy AO.

>> No.584833
File: 2.53 MB, 3072x2304, DSCF0035.jpg [View same] [iqdb] [saucenao] [google]
584833

>>584828
>What's this for? This sort of Half-Life 2 detail has me real interested...

It’s for a survival horror game I am working on called The Four of Us Are Dying. A passion project, takes place in a town I grew up in called Old Town St. Peters. Something I have mulled for years and am finally getting off my ass to work on. Want to push it to PS4/Vita (Vita is dead as far as Sony is concerned but the hardware intrigues me).

>Also I think it's a little odd seeing no wear and tear around the doors inside the frame where the paint might begin to come off and expose wood underneath that moisture could attack, darkening the outline of the door and helping the details stand out like a grungy AO.

This is a good catch, I’ll work that in there. It’s the accumulation of those sorts of details that fleshes this stuff out, and is why I opted for lower texel resolution to get unique detail. I miss the days of Silent Hill 2/3 level art detail in games. Stuff like photogrammetry is helping there, but there is something about this kind of photo bashed/handpainted work that gives it a really neat and unique appearance.

Pic is the actual building.

>> No.584834

>>584749
Shame it's expensive as fuck.

If only if they have a monthly/annual payment plan, like Allergorithmic or Adobe.

>> No.584836

>>584826
What game engine will you be using?

>> No.584846

>>584836
Le meme Unity. I’ve been using it since version 2, back when you paid for licenses for it. It’s perfect for this type of graphical fidelity. The thing I’m working on now it how to take this texturing method and generate normal/spec/gloss from it- I suppose I should probably look at Substance and see if I can come up with a workflow for it.

>> No.584847

>>584846
how did you create the textures?

>> No.584849

>>584846
I don't think it makes much sense to generate spec / gloss from these, it won't be based on any sort of physically relevant data and will just be the texture but desaturated. You could handle that on the shader level if you wanted, just RGB averaged to control those values.

I think PixPlant would be best for generated normals from textures since it should have batch options. Again that won't be physically relevant either, it won't be like actual blocks of bricks and will just be all the edges.

Don't see why you wouldn't just keep it at this level of detail like Half Life.

>> No.584851
File: 423 KB, 2099x1883, dysj.jpg [View same] [iqdb] [saucenao] [google]
584851

I finished designing this character :v and retopoed her,
only back of hair remains, which i'll kill today.
then Texturing and Possing.

PS: can anyone suggest how to retopo hair like this?

>> No.584852

>>584851
PLEASE listen to the advice from one of the previous threads and redo those eyebrows. They look like she painted them on, just cringy. It should be fast, too. Ofc, I'm saying that they should be an actual mesh, not a paint.

The rest is great, did you use Marvelous designer for the clothing or? And what do you plan for her, how will you use this model?

>> No.584853

>>584851
Oh, and where are her eyelashes?

>> No.584854
File: 471 KB, 1113x500, iquit.png [View same] [iqdb] [saucenao] [google]
584854

I quit. I'll just use movable lights like a pleb and have shitty renders without GI. I can't figure it out and I wasted 3 days on this UE4 bullshit.

>> No.584856

>>584847
It’s a combination of using photo bases, layered together with more photos and hand painting detail with different layer blending, custom layer masks, etc (for example, the PSD for the upper floor interior has about 90 or so layers). The most important thing is just being mindful of how things age over time- for example, just the wallpaper in the foyer/hallway is like this, layer wise:

Ceiling grime
Floor grime
Wallpaper seams
Door seams
Window seams
Seam cracks
Door seam cracks
Window seam cracks
Tear cracks
Tear shading
Wallpaper discoloration A
Wallpaper discoloration B
Base wallpaper pattern
Base wallpaper color
Base wallpaper wrinkles
Broken plaster bits
Wood slats

Most of these layers have hand painted tweaks and hand painted masks. I keep everything separated like this so I can tweak the layer blending modes/styles/opacity and fill rate as needed to get the final look I want, down to things like single pixel wide hand painted edge wear on a door frame or the crown molding, that way I have basically infinite flexibility. Some of these PSD’s come out at > 1GB when I am done.

>>584849
Personally I agree- I’m likely to spend more time working up post effects like DOF/bloom/crespecular rays/dynamic shadows- doing some tests with Sketchfab gives me a pleasant appearance even with straight albedo with baked occlusion maps.

>> No.584859
File: 110 KB, 1460x935, capt_s.jpg [View same] [iqdb] [saucenao] [google]
584859

>>584852
actually "eyebrows" is separate the mesh, I just tuned wax preview too high and it blends in face

.

>> No.584860

>>584859
Ah, good. I still personally think that they would look better as smooth curves, since this character is stylized after all and it would fit better. It looks a bit messy to me. I also think you should make her some eyelashes, they don't have to be big and feminine, but she looks strange without them.

>> No.584864

>>584853
oh shiet... I forgot them )) I'm making them now

>>584860
brows are also higly stylized... I'm kinda making them messy on purpose.
I'll try to smoothen them up

>> No.584879
File: 116 KB, 1352x963, Cap_1_1.jpg [View same] [iqdb] [saucenao] [google]
584879

>>584860
I smoothed up brows and added lashes. tnx for sugestions !

>>584852
only pants are done in marvelous, but then I heavyly modified it, I kinda just got the general shape of it there, everything else is zbrush.

I'll texture her and then pose her.
afterthat, maybe rig her, but I want to start something new.
what could I do with her tho?

>> No.584895

>>584879
>what could I do with her tho?
porn

>> No.584908
File: 251 KB, 434x663, marmo.png [View same] [iqdb] [saucenao] [google]
584908

marmoset is crazy, actually inspires me to complete a character to render with it

>> No.584992
File: 1.16 MB, 1613x815, HighresScreenshot00000.png [View same] [iqdb] [saucenao] [google]
584992

>>584854
Things you need: Lightmass importance volume, and increase the light map resolution. Before:

>> No.584993
File: 1.21 MB, 1613x815, HighresScreenshot00001.png [View same] [iqdb] [saucenao] [google]
584993

>>584854
After:

>> No.584994
File: 20 KB, 464x247, ReadTheDocumentation.jpg [View same] [iqdb] [saucenao] [google]
584994

>>584993
Here is where you accomplish this. The lightmass importance volume is in the classes, make sure it covers what you want to have look nice and nothing else unless you want to wait 10,000 years for your shit to bake

>> No.584995

>>584833
If you publish on vita, I promise I will purchase a copy. Looks great btw

>> No.585012

>>584992
>>584993
Are you trying to tech him how to go from ugly to uglier?

>> No.585019

>>584994
I appreciate the help, although I already know very well about that and tried it. I watched some guy from Epic talking about it. There really is no solution, you simply have to reduce the modularity of everything, so you minimise the number of problematic seams.

>> No.585026

>>584995
Thanks. I’m pretty invested in the PS ecosystem with a PS4/Vita/PSTV here so ultimately I want to make a cross buy app for all three platforms.

>> No.585032

>>584993
The corner shadows are still fucked mate

>> No.585043

>>584895
if I wanted to do porm, I wouldn't have designed so much clothes and armor..

>> No.585048

I'd love to post my WIP in this thread, but I have zero imagination for what I want to make, how do you guys do it?

>> No.585050

>>585048
do you know what WIP means?

>> No.585052

>>585048
most artists are just copying things they like. be it from games or real life or whatever. like that dude who is making the silent hill inspired house.

>> No.585053

>>585048
i just do stuff... you can model a chocolate bar.. here i give you inspiration

>> No.585056
File: 1.30 MB, 2099x1883, 1506958442967b.jpg [View same] [iqdb] [saucenao] [google]
585056

>>584851
It feels weird the difference in style the between her face and the rest of her body.
I would give her smaller eyes and mouth. Plus ticker neck and jaw line. Narrower nose-top and temporas. It would still look cartoonish and still look good. The rests of the body and the clothes are perfect.

>> No.585058

>>585056
>this woman is too attractive, you should make her look more like an ugly man
t. western video game dev
please don't listen to this guy.

>> No.585060

>>585058
This.

>> No.585061

>>585058
>>585060
Not taking the bait

>> No.585064

>>585056
>...and still look good.
WTF is wrong with you?
Can't you see that it is NOT good.
If you have a shit-taste its one thing (your problem), but going around and spreading this shit, that makes you infectious.
Go away and stop spreading your sickness.

>> No.585065

>>584851
the brows ruin the model

>> No.585066

>>585064
Is it the fishing seasons open? Not everybody is an animufag, get used to it.

>> No.585068

>>585066
I don't care about the style. Your "improvement" looks bad.
If you think that it is good, then you have a shit-taste.
>>585058
he is right.

>> No.585069

>>585056
> It feels weird the difference in style the between her face and the rest of her body.
this is such bulshit. how should her body look like then? show me.

>>585066
this is not "animu", here is "animu" http://images4.fanpop.com/image/photos/18300000/Kingdom-Kearts-Sora-my-friends-18370543-640-416.jpg

>> No.585070

>>585068
I'm very ok with you not liking my shitty taste, my point is the difference in style is too big and that make it look weird. You can same fag alll you want, you are just missing the point.

>> No.585071

>>585070
You are obviously missing the point when you imply i am samefagging.
I am not. There is actually more than 1 person telling you to fuck off with your improvement.

>> No.585079

>>585071
>>585071
If so, I just think you guys chould pause all this anime watching a little bit, get outside and look how the wourld looks like. I just told him what ((( I ))) would do and why. whather if he will think about it, thats up to him. now stop whining about it.

>> No.585082

>>585079
I'm >>585069
and I'm OP. can you answer the question.

and why do you think that watching anime = sitting home?
many my friends watch anime, and I mean many of them and not only anime. we are all artists musicians and Djs. I literally grew up in clubs... with all of my community. I'm VJ myself.
what you are saying just tells, that you don't have many people around and think that edgy comments is reality. and you know what also sells that you don't go out? using word "fag"

>> No.585086

>>585082
Dude, when it gets to the point where you have to defend your anime watching with "I also have a life" the discution is over to me. also if you dont call nobody a fag, faggot, gay... or whatever thats probably cos thats what you are. but thats none of my business. good luck! see you!

>> No.585087

>>585086
>It feels weird the difference in style the between her face and the rest of her body.
still you can not elaborate, why you are stating this?

and no, I'm not gay

>> No.585088

>>585056
This sounds like something some one who worked on Mass effect Andromeda would say.

>> No.585089

>>585086
Nobody but you brought up Anime as an stupid ad hominem attack to sideline my critic of your "improvement".
And now you declaring the discution(!) over?
If it gets to the point when you have to defend your shitty opinion with phrases like, I just told him what (( I )) would do, while simultaniously NOT adressing any criticism of your opinion THEN the discussion is over.
Because you are obviously unable to have one.

>> No.585092

>>585089
I almost feel sorry for him )) he worked his ass of to create this, >>> >>585056
I'm sure his intent was "pure" )))

>> No.585093
File: 259 KB, 1920x1080, interior.jpg [View same] [iqdb] [saucenao] [google]
585093

Working on the interior for my car. It's the first interior I've done, so it's pretty shit.

>> No.585094
File: 3.99 MB, 2898x1630, HighresScreenshot00002.png [View same] [iqdb] [saucenao] [google]
585094

>>585019
Yeah the seams on modular walls and whatever are an issue. They're not as noticeable when the walls are textured and normal mapped, but I can see why its an issue with archviz. I hope I didn't come off as condescending. Good luck
>>585012
>>585032
I tried again. The light at the far corner isn't actually an artifact, there is just a tiny gap between the cubes.

>> No.585096

>>585092
Yeah, you don't have to agree with his feedback, but it was his opinion, and he actually took some time to even make an example. You attacked him for no real reason.

>> No.585097

>>585094
Nah, not condescending at all. Thanks for trying to help me. I'm posting in this thread >>585091, too. Just when I thought I got it decently looking, I realized the issue remains. Fug.

>> No.585099

>>585096
I did not attack him, I asked to explain why he was sure that styles were not matching. and to show us example what styele would match the head, he said everything besides explaining his main point
then he called me a faggot and ran off ))
I think we all should attack people like him

>> No.585106

>>585096
I attacked him.
>fishing season
>animufag
>samefagging
>get outside and look how the wourld looks like
>(( I ))

more than enough reasons, i would gladly attack again

>> No.585107

>>585106
Nah, that's different. You guys attacked him after his first reply, and he didn't insult anyone at that point.

>> No.585108

>>585093
I would suggest decreasing the intensity of the normal map on the wood paneling by the clock. It makes it look like a really rough piece of plywood instead of wood paneling.

>> No.585111

>>585052
This is the truth. My whole game project started with the notion that I wanted to continue the art style of the first three Silent Hill games. The idea grew its own legs and has become a full game concept at this point, to the point that I submitted paperwork and design documentation to Sony today to get a dev kit for the PS4 and Vita so I can actually start working with the hardware.

>> No.585112

>>585111
Good luck! When you get to the point of having a real dev blog or something please post

>> No.585115

>>585112
Sure thing. I’m not trying to shill my work here, I mostly post just because I like the mix of constructive criticism and total assholes that post here. It’s better than the constant circle jerk at places like CGSociety and Polycount, or at least more entertaining.

>> No.585119

>>585107
His suggestion of improvement was an insult.
>>585115
Good luck, i hope you make it.

>> No.585131

>>585119
How was that an insult, lol? He just stated what would look better. What the fuck...

>> No.585140

>>585119
Frankly I don’t want or need to make a lot of money off this. I’ll be happy if even one person enjoys the experience I’m trying to create. If I wanted to be famous I’d shill retro games on YouTube.

>> No.585178
File: 172 KB, 500x500, potion.png [View same] [iqdb] [saucenao] [google]
585178

This is my first project I've done with zero tutorials and wouldn't mind crits, I'd like to texture it but currently just used materials

>> No.585184

>>585093
>>585108
You shouldn't even normal map that wood. Also, use very smooth rounghness map. Those car materials are usually not wood, but very polished plastic or wood + coat.

>> No.585195

>>585178
It looks awesome, keep it up!

>> No.585196

>>585178
Hmm, that string, that frosted glass and the liquid behind it, no noticeable issues with topology, decent lighting...

See, this is what I was once talking about /r/blender. There were posts like this one, where the OP says it is his first work ever without any tutorials, but his work is for some reason a lot better than the first work from the most of people. And to figure how to even do that without any tutorials (or documentation) also seems a bit fishy. I'm not saying it's hard to learn a 3D software, I had a relatively easy time learning 3ds max, but I still watched tutorials when I was learning. Don't know if I could have done it without them. I bet I would just use default Scanline at the beginning, don't know how he figured that one out too, if he has no knowledge of the subject matter.

>> No.585205

>>585196
It’s his first work without tutorials. Doesn’t mean it’s his very first work. Also doesn’t mean he hasn’t watched tutorials before he did this. That being said, the shading and lighting could’ve been a trial and error process. My texture work is entirely without any tutorials- I was given a copy of Photoshop 3 on 8 floppies 20 years ago and everything I do there is gleaned from two decades of practice and self teaching coming from traditional art methods.

>> No.585206

>>585196

I'm just saying it's my first model with zero tutorials, I've done a ton of tutorials to get to the point where I'm at to be able to make that without following one step by step and instead make something by myself. If you think I'm implying that I'm just winging it, then I don't know what to tell you lol

>> No.585208

>>585205
>>585206
Oh, that's another story then. But I've seen posts similar to this on /r/blender, and I don't like them because it is obvious that people want to be praised + it also changes the feedback they get, which ultimately leads to noone benefiting from it. There are always posts titled "Muh first 3D model :D!!!!" that get upboats because of it.

Anyway, forget that. I can't see all the details because the image is small, but it seems that everything is smooth. I'd only advise you to boost your lighting strength, since it's still too dark. This is something I noticed literally everyone fucks up in the beginning, me included.

>> No.585211

Been working on uploading some of my stuffs on sketchfab the last few days.

https://sketchfab.com/models/81401359f7854153b31977bde5470e3a
https://sketchfab.com/models/5bf360ab82fa456d8b7686b35c20e813
https://sketchfab.com/models/0f6dcff06a844b06a2bb14eb0f67623e

>> No.585234

Where can I find good decals for free? (Or pirated, fuck it).

>> No.585257

I fucking love 3D.

Too bad normies don't care and you can't become rich and famous with this.

>> No.585280
File: 1.98 MB, 1906x887, screen1.png [View same] [iqdb] [saucenao] [google]
585280

Haven't posted in a while. T b h I didn't add a lot of things to the scene yet, but I had to redo that interior from scratch, redo the texturing and lighting and that took a while. Please tell me what do you think and how to make it better. These are now decals, and not made in SP like the last time.

>> No.585287

>>585208
Yeah, I agree I should have worded it better. Thanks though, will try to work on my lighting more.

>> No.585297

>>585280
looks good/spooky. could be issues for all i know, but if there are it's too dark to see them. which is probably fine if that's how dark the final version will be.

>> No.585298
File: 1.77 MB, 1919x964, screen3.png [View same] [iqdb] [saucenao] [google]
585298

>>585297
Here's two more.

Don't know, I think this is a good base, I finally got my lighting bake correctly, no problems with that. UVs are fine I think, no issues with textures as well. I just want to get it as photorealistic as possible, I know that lighting plays a huge part now, I'm trying to position it the best way I can, although I'm not 100% sure what I'm doing, I'm just trying out what works and what doesn't. I'll probably increase the roughness of the walls a bit, don't like how wet they look like, even though the place is flooded.

But yeah, I want one main light around this area, and want to keep the other room practically completely dark. maybe I could boost indirect lighting, but I feel that would reduce the tension and make it feel less "creepy".

>> No.585299
File: 1.97 MB, 1915x936, screen4.png [View same] [iqdb] [saucenao] [google]
585299

And I'm not sure what additional tweaks I could make in post processing (btw this is done in UE4 if I didn't mention it already). Also, I don't know if I should add some exponential fog, but it didn't feel right, the hallway in the background was too bright, and I don't want you to be able to see the other end of it at this POV.

>> No.585300

>>585298
i think wear n tear should be more subtle, but its just my opinion.

>> No.585302

>>585300
I'm thinking about that too, it's probably a bit too much now.

>> No.585312

>>585280
>>585298
just noticed the "run" thing. looks kinda cheesy. the message lacks any kind of subtlety and the letters are too thick, they look like letters in a comic denoting sound fx (BAM! BIFF! etc.). if you're going to do letters they should be thinner and scratchier like they were gouged into the wall with a knife.
i don't mind how exaggerated the wear and tear is though. it looks like a completely ruined hellhole, which i assume is the intent. looks like some place that isn't safe to explore at all because it might collapse at any moment.

>> No.585313

>>585312
Hahah yeah, it is a bit cheesy. I'm not sure how to redo that modular mesh with my current workflow without having to import and reposition everything again, though. That doorway was sculpted in Zbrush, and I should have done those letters with decals I guess. Ah, fuck it, maybe I could hide it with some decal or some object if it really becomes a problem, but I'll have to deal with it for now. Wasted too many time just trying to setup my modular workflow and lighting bake, now I have to actually model more objects to fit on that bookcase and around the corridor.

>> No.585314
File: 2.33 MB, 1920x1031, scene7.png [View same] [iqdb] [saucenao] [google]
585314

I think that stronger and sharper light which points up possibly looks better. I also tried playing with that red humanoid painting lmao, it looks like trash, but I'm googling for some inspiration and saw a photo of something similar. I don't know, I'll remove that one, but want to add some more story into the scene. Not sure what is it supposed to be, to be honest. I am imagining it as a hidden flooded basement of an abandoned house. And those stairs >>585299 on the left should lead to the surface. But I've been also looking at some abandoned military underground bases, so I might put some old rusty metal equipment around and that dark room could be one of the bedrooms with old beds, bedsheets everywhere and tons of trash everywhere, I'll see. I was already thinking about placing some floatable objects around that entrance, so they are floating from the room out towards the hallway.

>> No.585371
File: 2.61 MB, 2608x1467, HighresScreenshot00011Fix.png [View same] [iqdb] [saucenao] [google]
585371

Learning how to use lightmass properly

>> No.585387
File: 81 KB, 1125x723, 3 (2).jpg [View same] [iqdb] [saucenao] [google]
585387

finally, on to the next one

>> No.585388

>>585387

I don't even know where to start telling you what's wrong with this.

>> No.585390

>>585388
??
it's a likeness

>> No.585391

>>585387
How does one get to the point where he can't see differences between his work and reality, like, AT ALL?

I think there are 3 possibilities here:
>He's a troll
>He's a kid who should get his ass spanked and forced to learn more before doing complicated things like this
>He's mentally challenged or completely lacks any skills and talents for this pursuit

Jeez, maybe I'm harsh, but this has to be told. I've seen things like this posted on /r/blender and people would actually give positive feedback. Well, NOT HERE. Fuck you, you'll get destroyed with a critique, I'll get destroyed with a critique and everyone else who is not good enough will keep getting destroyed with a critique until he improves or quits. That's the beauty of this place because you get realistic feedback, but you get to be anonymous, so you have the ability to post again without anyone knowing it's you and thus skewing their opinions based on your previous works.

This thing looks barely human, go to Photoshop and paste in on some body and see for yourself, if you can't do it right away. Go to CGPeers and find some good character tutorials and go through them. It is obvious you didn't follow any tutorials yet.

>> No.585392

>>585387
The siloette and shape from the side profile is not bad at all.

This is a clear example of a good artist trying to make something bad on purpose. Its not easy, is it?

>> No.585419

>>585390
Jesus Christ, is this true fear

>> No.585428

>>585387
>>585387
Alright so, in the interest of giving you some crit that might help you make better work if you made this seriously. It's not a likeness of any human that has ever walked this Earth. This piece shows you lack an understanding of the shape of the skull and the underlying musculature. The eyes and the lips are horrendous and it would be wise to hold off on texture, hair and color until your base mesh is at least passable. You need whatever the Loomis is for 3d art. Unfortunately, the fact that you posted this, possibly in earnest, and then DEFENDED IT might mean it's too late. Prove us wrong

>> No.585445

>>585388
>>585391
>>585428

Is that that fucking Mrs. Mooth asshole who keeps shitting up the /3/ lewd threads on /aco/. He does the same shit there. Posts crap then says he can't see the difference between it and the reference.

He is either trolling (in which case they should perma ban him) or legitimately has autism. He's the Chris-chan of 3D

>> No.585446
File: 993 KB, 1920x988, levels_test.jpg [View same] [iqdb] [saucenao] [google]
585446

Daily update. Boy, some days are going slow as fuck. I still have barely any new models, except that wine bottle on the bookcase that you can barely even see, and, well, that placeholder hiding in the dark. But I've been working on decals some more, and I have plans for other parts of the scene, so I'll start working on that. That being said, I think that the hallway is still a bit too bland, and it needs to have some additional point of interest.

Anyway, I have something else on my mind - is there a way in UE4 to control the levels of the shadows, mids and highs like in Photoshop? I've been experimenting with sliders inside of post-processing volume, but I can't achieve the same effect. This image is altered a bit in the PS, I boosted the highlights. I need to do it somehow in UE4, but all the options I tried boost too much of everything else at the same time. Contrast is not it, either.

>> No.585452

>>585446
The "easiest" way to achieve the levels effect you're looking for is by using a LUT. take a screenshot of your level, make all the adjustments, then apply the same adjustments to the LUT image that epic provides. Here are some links to help you: https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/ColorGrading/

also look for a series on youtube called "the corridor UE4" or something like that. They go over the process in detail in the last few videos. Look forward to seeing how this project comes along

>> No.585455

>>585452
This is amazing, thank you. I know about LUTs but never used them. Didn't know they can help like this, this is huge.

And is this the series you were talking about?

https://www.youtube.com/watch?v=0t-wgRf8ZKc&t=88s

I think I watched one introductory video of it, it could be useful so I'll check it out.

>> No.585462

>>585392
this )) I really don;t get how people miss that the head is built very well at least proportionally and then destroyed

>> No.585466

>>585211
These are pretty good, also some of them matches my taste too. How long have you been doing these, also what do you use for modelling?

>> No.585468

>>585387
Perfection mate, never saw anything handsome as this man.

>> No.585469 [DELETED] 
File: 193 KB, 748x1080, Huntress.png [View same] [iqdb] [saucenao] [google]
585469

>> No.585473
File: 119 KB, 974x666, nonStopControl&RiggingActionAdventureGO!.jpg [View same] [iqdb] [saucenao] [google]
585473

Non stop excitement! Had time for naming and control placement. Could not get much done scene I worked an extra shift this week.

Averaged the vertices more on the face to get rid of the weirdness. Got teeth and tongue left to model. Then I can skin her and start blend shapes.

Cant wait to try out the corrective and mirror blend shapes script.

>> No.585491
File: 76 KB, 960x540, WIP.png [View same] [iqdb] [saucenao] [google]
585491

Practice on making a toony character

>> No.585492

>>585446
what's in the door on the left, anon?

>> No.585493
File: 1.05 MB, 1987x1114, cover1.jpg [View same] [iqdb] [saucenao] [google]
585493

>>585466
> How long have you been doing these

A bit more than a year. I'm mostly using Zbrush and also max.

>> No.585510
File: 302 KB, 2195x1024, Hammer with wires.jpg [View same] [iqdb] [saucenao] [google]
585510

Seen a fella in another thread say you should know how to model hammers and scissors and handcuffs before modelling humans and I realized the last time I really tried to model a specific thing was maybe a year ago now when I really fucked up a gun model based on some sketchy concept art.

Glad I actually improved despite not really doing much.

Topology is still weird at the hammer head, I didn't want to look up references so I could see what I could accomplish with my own memories and reasoning.

I'm very aware of the big triangle, it subdivided well enough and making it a quad would do nothing but add another edge I'd have to worry about at the claw.

Hammer is mostly http://www.homedepot.com/p/Husky-20-oz-Ripping-Hammer-N-S20SHD-HN/205157322 but I took some liberties around the cylindrical impact area because I really wanted the top and bottom to be symmetrical, though that did mean missing out on the cool addition it has on the top for holding nails so you can whack them right into a plank of wood.

Lots of 360 views of objects on Home Depot's website it seems.

>> No.585531
File: 1.10 MB, 1280x720, Fan_Room_Wip_019.png [View same] [iqdb] [saucenao] [google]
585531

Second post of this

>> No.585533

>>585531
It looks small, like a toy model. A realistic toy model, mind you, but a toy model still.

I think the reason I'm interpreting it this way is the angle, FOV, and DOF. It kind of reminds me of a macro lens focusing on something close up.

Also I think the texture is throwing me off too. There's no sharp details, it all looks kind of soft. Maybe this is an issue with mipmapping for a small resolution? Edges don't really look sharp either. Maybe if you modelled where the pieces of wood or whatever material were placed together to form the speaker housing instead of making it one solid piece it'd be more believable? A little gap between the parts or something?

Maybe this is just a temporary problem and it's gonna look more realistic when you continue on.

Either way it looks interesting! The cables on the floor, the yellowish and slightly orange red tiles that are tastefully colored to not be a pure white and red, the speakers and tub, the fan, it's an interesting stage.

Speaking of cables, I'm not convinced that one thick cable connects to those two speakers. Maybe put some room behind them for where it plugs into the back and where the power line goes and the cables connecting the two speakers.

>> No.585534
File: 43 KB, 500x500, kuzco.jpg [View same] [iqdb] [saucenao] [google]
585534

>>585510
>that topology

>> No.585540
File: 1.94 MB, 1925x1080, 6.jpg [View same] [iqdb] [saucenao] [google]
585540

>>585493

>> No.585545

>>585510
Damn, that's pretty fucking good, any more time sunk into the topo at this point would just be autism. Don't worry about the tri, if a tri or ngon end up on a flat it shouldn't affect the smoothing.

>> No.585550

>>585491
Needs work, looks flat. Like the hipster design. Seen some IRL that were skinny but had a huge beard that they resembled a bobble head.

Can we get a look at the topology and 3/4 view?

>> No.585565
File: 81 KB, 1048x707, Topology.png [View same] [iqdb] [saucenao] [google]
585565

>>585550

Here's a screen.
What would you say needs more work? Details like wrinkles/folds on the clothes or just general proportions?

>> No.585572

>>585565
>>585491
Shirt neck is a little high up and tight. You could also extrude the face loop at the opening just a little to make the band.

You need more edge loops on the glasses, they get destroyed with subdivision. You could probably just bevel the whole thing and put some loops on the long parts and be fine, can't tell for sure.

Thumb looks like it's coming out straight like the the other fingers and it's curving in a weird way. Hold your own hand up, fingers loose. Your thumb is about 90 degrees rotated along the axis it extends toward from what your model has. Changing this will make it easier to rig and it'll deform more naturally.

Earrings could be more asymmetrical, don't think I've ever seen someone with piercings all over their ears the same way on both sides.

>> No.585599
File: 203 KB, 1920x1080, spidywalk.webm [View same] [iqdb] [saucenao] [google]
585599

My first model. Will be rendered into sprite and have the turret will turn independently so it's got to be all stiff and static in the waist. There's a (poorly) rigged accordion type join there that'd allow me to move the hips around a little bit but I'm not sure it's worth it.

>> No.585601
File: 85 KB, 1305x918, Capture.jpg [View same] [iqdb] [saucenao] [google]
585601

>> No.585603

>>585601
Now THIS is what I'm talking about, kek.

>> No.585604

>>585601
I remember you, it definitely looks sexy af

>> No.585606

>>585599
>Will be rendered into sprite and have the turret will turn independently so it's got to be all stiff and static in the waist.
i don't understand why the former necessitates the latter. either way, it looks terrible and bizarre not having the center piece moving at all. you should really fix that.

>> No.585623

>>585606
I dunno, if it's a future robot, I think it would have some sort of spacial stabilization
Check out this vid at 0:49
https://www.youtube.com/watch?v=tf7IEVTDjng

>> No.585625
File: 1.90 MB, 275x205, GXzqw.gif [View same] [iqdb] [saucenao] [google]
585625

>>585606
>either way, it looks terrible and bizarre not having the center piece moving at all. you should really fix that.
Do you not understand what a gyroscope is? Or platform stabilization? Are you even a fucking artist?
Get the fuck out of here you piece of garbage.

>> No.585632
File: 124 KB, 2208x1147, mp5.png [View same] [iqdb] [saucenao] [google]
585632

Newbie here.

What verts should I connect here to avoid the smoothing error pictured? I'm modeling something low poly based on a 2002 render so I'm trying to keep the edges and polycount as similar as possible without additional edge loops etc.

>> No.585636
File: 46 KB, 704x489, divide.jpg [View same] [iqdb] [saucenao] [google]
585636

>>585632
New edgeloops are the best solution as far as preserving decent deformation is concerned. The only other solutions involve creating four tris (or eight if the same thing is happening on the other end) and will probably just end up flipping the smoothing error anyway.

>> No.585638

>>585636

Thanks for the advice. Will do this.

>> No.585639

>>585606
>i don't understand why the former necessitates the latter.
Because each sprite frame has 16 angle variants. If there was overlap between the upper and lower part there'd have to a custom shader and per-pixel sprite depth maps and that's beyond me.

>>585623
>>585625
Yes, that's what I was going for. It maintains a stable tripod at all times so there shouldn't really be any movement in the middle on a solid surface. Other than minor vibrations.

>> No.585640
File: 163 KB, 1606x902, Capture.jpg [View same] [iqdb] [saucenao] [google]
585640

How do I stop being shit at retopology?

>> No.585642

>>585640
copy topo from example 1:1 and even count the quads

>> No.585644

>>584177
>/3/
>knowing anything about how to make games
You having a laugh now?

>> No.585648

>>585540
I hope this is intended and you didn't just fell for the 'THICC' meme.

>> No.585650

>>585639
The other anon was right. The tower not moving looks bizarre, really weird. And since it's art, it doesn't matter what you were going for; it just doesn't look right.
Other than that, it's OK. More of a good animation, than a good model.

>> No.585651

>>585603
this is just for lulz, she is dressed ))

>>585604
tnx man

BTW I still can not gasp this >>584851 :D

>> No.585655
File: 708 KB, 655x596, gondolacapture.png [View same] [iqdb] [saucenao] [google]
585655

Made a gondola
https://sketchfab.com/models/f601a8fd9e304c43b17cd79879efe1aa

>> No.585661
File: 113 KB, 1130x484, creasing.png [View same] [iqdb] [saucenao] [google]
585661

>>585638
There's no way to terminate the extra loops without creating some sort of fucked up crease so pick your weirdness.

>> No.585662
File: 42 KB, 1293x250, uncrease_loops.png [View same] [iqdb] [saucenao] [google]
585662

>>585638
>>585661
This is the least amount of extra loops you can add as far as I can tell. It still adds a highlight through the middle.

>> No.585672

>>585655
Oh shit that's cosy, now I want to do something like that

>> No.585675

>>585623
>>585625
there are plenty of subtle jerks in the movement, it's not perfectly stable. also that "future robot" looks dead simple mechanically. if anything it looks like some steampunk type shit like the centurion spiders in morrowind. i haven't done that much animation but even i can tell that this looks wrong.

>> No.585676

>>585625
Not him, but you should cool off your rustles, jimmy, learn to take criticism the proper way.

This said, I think he is still right; no matter how high-tec your robot is, you could try to add some bobbing and unstabilize it. I'm sure you can still make the shooting effect look good without having to stabilize it to the max.

>> No.585677

>>585651
Mhhhhmmmm, retopoing hair is surely tricky. Never done that, but I guess the trick is retopoing it by tufts; if you are trying to retopo it as a whole single mesh you are doing it wrong.

>> No.585731

>>585655
I really like the textures on this, can I ask how they were done?

>> No.585732

People here sure do like low-poly memes and animu waifus.

>> No.585746
File: 16 KB, 441x494, shelfbook.jpg [View same] [iqdb] [saucenao] [google]
585746

>>585732
I just spend like an hour making this but I haven't tried to make anything in about 10 years

>> No.585747

>>585655
you gotta show us how you did the fuzzy textures, please!

>> No.585757

>>585473

wow. she turned out pretty sexy, anon. nice work.

>> No.585758
File: 2.92 MB, 720x720, graintest.webm [View same] [iqdb] [saucenao] [google]
585758

Doing some more experiments with softbodies.

>> No.585761

>>585758
I'll never understand what's the point of these. Where will you use them and how?

>> No.585764

>>585473
Why are you using quintrillion controls for her tail? And her neck? And her waist area?

>> No.585766

>>585625
Why move it at all, its a futuristic robot - it can just fly. And look like a box. These fucking animators calling themselves artists, amirite?

>> No.585767
File: 88 KB, 640x480, test.jpg [View same] [iqdb] [saucenao] [google]
585767

I'm still working on restoring the Quest editor for Quake. I just fixed the plane cutter function and I've abused it a little bit.

>> No.585768

>>585758
Is it potentially dangerous? Is it going to want to steal our chicks eventually?

>> No.585772

>>585757
Thank you for the complement. My models tend to look like shit till I am around 3/4 done.

>>585764
That is a good point. I will look up tutorials to make it simpler to control. Before rigging.

>> No.585773

>>585758
what program?

>> No.585778

>>585761
Softbodies have plenty of applications in FX
>>585768
Probably dangerous, I wouldn't lick it let's put it that way. Stealing our women is one of its end-goals, yes
>>585773
All done in Houdini and Redshift

>> No.585779

What do you guys do when you want to create a scene with a shitton of assets? Do you model some basic placeholders for everything first, or do you model them one-by-one until you achieve perfection on each one of them.

I think that if I decided to go with the second method, I'd never finish anything, and I'm also afraid that if I change my mind at some point and want to make another setting, that would result in a huge amount of wasted time. And since I don't have a clear vision in my mind, I'm afraid to start working on anything atm.

>> No.585783

>>585778
>All done in Houdini and Redshift
how long did it take?

>> No.585786

>>585655
I'm also wondering how you did the textures, they look great.

>> No.585787

>>585779
use cubes for height+weigh estimation, then model the actual assets on different layers

>> No.585791 [DELETED] 

>>585783
Took a few hours to make the stuff and simulate it (grains are super fast to sim for softbodies), and about 5.5 hours to render 240 frames.
>>585786
Thanks! The concrete is from Substance Source and slightly modified, and the glass is a simple refractive material with dispersion and caustics.
The alien thing is mixing the diffuse color and multi scattering (darker colour) with single scatter SSS (lighter colour) by changing the weight of the diffuse. I just sorta fucked with the sliders until it looked how I wanted and added a glossy coat. Absorption color, diffuse weight, coating, absorption scale, and scatter scale were the main sliders I was messing with.

>> No.585792

>>585783
Took a few hours to make and simulate, then about 5-6 hours to render 240 frames.

>> No.585798

>>585761
Damn you're dumb. Whats the point of doing anything in 3d?

>> No.585811

>>585798
Fuck off with insults like that, there are plenty of points of doing 3D, I just wanted to ask him that because I legit don't know what he could do with it.

>> No.585813
File: 1.48 MB, 1500x713, how_to_improve.png [View same] [iqdb] [saucenao] [google]
585813

Who would have thought I'll be stressing so much over this... It's hard to find a good feedback which could push me forward. I'm asking for opinions around the internet, but, of course, I can't expect anyone to tell me exactly what to do to improve, like a mentor would.

Updating one more time, didn't work so much on other areas because I really want to nail this one and I know it's still bad. It should be as photorealistic as possible - if it looks like some indie game, then in the trash it goes, because that's not good enough for me. The problem is - I don't know what to work on and what to improve anymore. Fuck, this level of anxiety over stupid things is not healthy...

>> No.585815

>>585813
remove the chromatic aberration for starters
remove the wierd yellow reflections on the water
keep the gritty torn out wall details, they look good
darken the areas where the walls and water contact since it would be wet. this goes the same for the wooden cupboard
maybe add some floating stuff on the water like trash
add some cables sticking out of the walls and ceiling
add the light source. it looks wierd to see light coming out of nowhere
and I'd add some smoky volumetric fog light to the light source to make it look more dusty and abandoned.

>> No.585816

>>585815
Thank you. I just want to mention something - I still don't know why are people so against chromatic abberation. I believe Kojima also used it in P.T. and I didn't see people complaining about it. I think it works nice in settings like these, but I can get rid of it, no big deal.

Btw, do I need to rework something about the lighting, postprocessing and textures? I believe the lighting is the most important aspect of this, and I'm sure it can be done even better.

I'll work on the things you mentioned.

>> No.585824

>>585811
naaaah, whats insulting is people spending hours and hours doing pretty neat stuff and people like you tell them, "Whats the point of what you're doing?". Why not get back to working on your wip that will never be used on anything. What's the point of those anyway? How are you gonna use your last unfinished project?

>> No.585827

>>585824
Boy, you actually think I asked that question in the insulting manner... No comment. I'll just say that you COMPLETELY misunderstood my intent.

>> No.585831
File: 100 KB, 1154x848, NightBeast.jpg [View same] [iqdb] [saucenao] [google]
585831

>>585827
>>585824
Aight just calm down and hug each other, guys :)

>> No.585834

>>585827
Learn to communicate

>>585831
no

>> No.585837

>>585834
I was pretty in clear in my post, but you seem to have some issues and have managed to interpret my post as negative and offensive. I'd gladly stop this pointless, toxic exchange like >>585831 said, if you don't mind.

>> No.585845

>>585758
i'd call this "dancing vomit" ))
you should put some clasical music on background and loop animation somehow )))
pretty awesome.

>> No.585849

>>585761
Well you probably wouldn't use that project exactly, but the experience and familiarity gained with softbodies and physics could be used in numerous projects. Perhaps an animation of popcorn being cooked in a pan by a cute house wife, maybe an explosion of particles for a still render, who knows!

Just little exercises when you don't feel like doing a big project, you know? Build up your core knowledge and solve problems along the way since there's hardly ever going to be a unique problem you'll never encounter again.

>>585824
>>585834
Some people are just blunt without actually having any sort of ill-intent. I know I can be like that, especially when my stimulants kick in.

>> No.585850

>>585831
It looks thoroughly leathered and lump and nasty, but there are some things that keep it from appearing realistic or grounded in the realm of possibility.

The flesh around the eyes restricts the field of vision quite a lot and the skull needed to form this shape around the eyes while also having the deep dip behind it is quite unshapely.

I'm not sure how the sides of the mouth are suspended like that. When a human makes that sort of shape with their mouth the corners of the lips are pulled back by the muscles and it stays on the surface of the skull. Right now it looks like it's folding over on top of some flesh which as far as I can tell would need a bone of some sort.

The teeth also make biting impossible. It could maybe stab you with a headbanging sort of action but that's about it.

I think a lot of this would be really simple changes to make it more believable, just dragging large areas around. Maybe it would help to do a rough model of the volume and shape of the skull and jaw? Or perhaps open a human skull in Photoshop and Liquify it to warp it around.

I like the lumpy skin on the sides of the neck at the base a lot! Was that from making the cross-hatched slashing and then inflating it?

With the skin wrinkles, think about how it would stretch and make the wrinkles perpendicular to that. For example, look at your knuckle wrinkles. The skin stretches outward, and the skin wrinkles go across it when it all bunches back up. This will help you decide where to place wrinkles so you aren't just trying to evenly place them everywhere which can be even harder.

I imagine it would have a loose wrinkly jiggly throat for swallowing people or parts of people with its big mouth, maybe that would be a fun detail?

>> No.585860

>>585815
not him, but why removing chromatic aberration altogether? I think that when used correctly (and in that pic it is definitely not overused) it looks pretty good.

>> No.585863

>>585860
It's a useless addition trying to blur the image into looking realistic. Also our eyes don't have chromatic aberration, just about nothing but the cheapest lenses from China or strong glasses at the edges do. Plus people that have used cameras with lenses that aren't glued to the frame recognize it as a defect that needs to be removed so that the image looks clear and realistic, which actually makes sense.

There are people that genuinely like the look of chromatic aberration, but there are also people that like selectively colored black and white images or photos with wildly incorrect white balance. Sure it's a matter of taste, but typically people with more artistic experience grow out of it, which means it's fine for the general population.

>> No.585864
File: 3.42 MB, 1920x1036, tweaks.png [View same] [iqdb] [saucenao] [google]
585864

>>585860
>>585863
I get it. Actually, now I think that I'd rather have a sharper image, here's a new version with some tweaks.
>removed chromatic aberration
>cables on the wall
>wet detail around the water plane
>some fog and smoke
>increased GI because people told me they can't see anything. If you didn't see the black figure in the last image, you probably see it now, but I'm trying to balance it so it is barely visible.
>added additional light with some shadows at the end of the corridor, because "pitch black hallways are bad".

I don't know if this is better, but I'd still want a bit darker overall image. I feel that if too much is visible, it loses it's tension.

I'm not sure what is better anymore.

>> No.585866
File: 33 KB, 563x691, Pear.jpg [View same] [iqdb] [saucenao] [google]
585866

>>585850
It's a very, very old piece I posted just to have an image, but your critique was great! and still very relevant for other projects. Thank you. This is another simple sculpt from that year.

>> No.585868

>>585864
darker version is much spookier. the lighter version is fine too, but it's more of like a space of less tension in between the stressful places so the player doesn't get fatigued. the darker version is more interesting to look at and would make a better promotional picture but you probably need both kinds of lighting setups in a game. if you just want this to show off to people i would think it would be better darker.

also your wall decals don't look nearly as good in the light version, dunno if your dark lighting and chromatic aberration and camera angles were hiding the low resolution before or what.

>> No.585872
File: 1.09 MB, 1203x569, decals.png [View same] [iqdb] [saucenao] [google]
585872

>>585868
Yeah, I feel a bit bad about that. Decals are only 1k, so the lack of light really did help them look better than they are. See pic related. They are all 1k, but I resized a few of them to 4k and sharpened them to see if that will improve them. The greenish one on top is the example of that. Maybe I should sharpen the rest of them as well?

This is the only thing I have in my scene, so yeah, getting a good looking still is more important to me. I'll go back to darker tones, but try to keep some smoke and see how it'll go.

>> No.585878
File: 29 KB, 581x540, shelfbook2.jpg [View same] [iqdb] [saucenao] [google]
585878

>>585746
Look guys I made it better!

>> No.585880

>>585061
I am that swede cuck makes manjaws for a fucking living at mk studios

>> No.585885
File: 1.45 MB, 1529x3530, nervmug.png [View same] [iqdb] [saucenao] [google]
585885

30 min quickie. Didn't bother resizing the alpha on the bottom.

Do you usually write down what number of subdivisions your primitives should start with or plan ahead, or do you just eyeball it? I feel like I should starting planning ahead of time because sometimes I get faceting like in the picture.

>> No.585889
File: 266 KB, 1050x883, 19.jpg [View same] [iqdb] [saucenao] [google]
585889

Critic please.

>> No.585890
File: 364 KB, 1126x1126, ratsass.jpg [View same] [iqdb] [saucenao] [google]
585890

>>585601
Don't forget the ass.

>> No.585902

>>585889
Deep red and black, huh.

>> No.585905

>>585758
>I have done nothing but teleport salsa for three days.

>> No.585911

>>585889

Something looks a little off with the clasps. Can we see a close-up please?

>> No.585918
File: 2.02 MB, 2160x2160, avant_garde_pepe.png [View same] [iqdb] [saucenao] [google]
585918

dont b jelly

>> No.585920

>>585890
I'd give a rat's ass for this rat's ass

>> No.585921

>>585623
1:27 gets me everytime

>> No.585923

>>585889
It looks like Assassin's Creed,
IMHO whomever Ubisoft style appeals are people with bland taste and poor imagination, and they don't give a fuck about gameplay in games. ))

some places could improve, shoes for example, also on the left hand(knife hand) there is leather hanging, on bicep, why?
but overall it's not bad

>> No.585924

>>585889
needs a codpiece.

>> No.585925

Is anyone registered on Polycount? I see that it asks for a portfolio URL. Can I leave that area empty since I'm still pretty new and don't have any? I just want some additional place to ask for some critique and help, since I'm not getting much of it on 4chan.

>> No.585926

>>585925
Guess I don't. Still, is anyone active there?

>> No.585928

>>585926
I kinda resgistered and made thread about my character, and posted 2 iterations, some people posted back, but I have not asked fror critique, tho.

>> No.585931

>>585885
Handle is smoother than the mug for some reason. Is this game-optimized geo? Modern game engines can handle a ton of verts. Not that you need to be overly wasteful, for a random prop like a cup the amount you have is fine, but for larger objects that will catch attention, there is no excuse for being overly frugal with edge count. The age of 8-sided barrels is long gone, make them 32-sides if you so wish.

Regarding subdivisions, I make my low-poly right away and try to get away with as few polys as possible. I can always add more detail if I need to later, and if I do it's usually on a new modifier so that I can toggle it off, so if I wanted to subdivide I would make a new edit poly and add all the required loops for proper smoothing, and disable it later for baking down to the base mesh. For baking problematic geo like a cylinder, you can avoid edge-wobble by limiting your smoothing to groups and bake to a slightly subdivided version of your low-poly. So the process would be; low poly cup -> unwrap -> high poly cup -> bake to low poly cup with 1x smoothed groups -> apply map to low poly cup.
This is just my method for hard-surface game assets, it might not be applicable to other things but I'm still learning myself.

>> No.585933

>>585923
It literally is Assassin's Creed, retard.

>> No.585934

>>585928
I'm going through some threads now and I already noticed one guy who was posting here as well (that orange sci-fi corridor). I'm kinda afraid to post on reddit yet, but I've definitely noticed a lot of you guys on various places on the internet, especially on /r/blender. But I'll have to get over that fear, because this way I'm only wasting my time by waiting for a few sentences of feedback from here every day. It's pathetic almost.

>> No.585936

>>585934
Current WIP: Confidence

What are you scared of anyway?

>> No.585937

>>585815
Judging by how you mentioned both
>remove the chromatic aberration for starters
>remove the wierd yellow reflections on the water
you are just a faggot bandwagonning on the "le chromatic aberration is bad"
fucking kill yourself

>> No.585938

>>585936
Probably of being identified as a /3/ shitter.
I honestly don't care all that much where the creative boards are concerned, I post photos on /p/ with full exif and you could look up my username on any number of forums around the net, not that you'll find anything interesting except some more photos and gearfaggotry. It's not like I'm some famous creator whose work might get boycotted for where and in whose company he prefers to spend his time.

>> No.585939

>>585938
knowing polycount just don't ask them if you can get a job or something, it pisses them off.
just ask for critique

>> No.585942

>>585936
I don't know. Yes, it's stupid. Probably scared of negative comments or downvotes without explanation. I care less here where I'm anonymous, but it's not like it matters either way. I probably put too much of myself into every project. It's also hard every new time to realize that nobody cares about your work, even your friends or family.

But yeah, since the other guy mentioned, I post on /p/ sometimes as well. The harshest internet place I've been on yet, almost to the point of making me sell my camera once, but that's a good thing I guess. Although I don't think they are always very constructive t b h.

To be clear, nobody needs to act like a psychiatrist now, I'm very well aware of this weakness, and know I need to distance myself from my work. Still doesn't mean it's easy to cope, and it can take a toll.

>> No.585946

>>585942
you are an idiot. nobody cares about either who you are or what you do, maybe 2-3 people will comment.
there is nothing to be afraid of.
I also post on reddit, just kinda started, but I was not posting there, because I was not using Reddit and I'm lazy )

go post man, ) no one will bite you,
BTW I'm >>585601 this guy.

>> No.585947

>>585942
>>585938
Polycount users are too polite to bust your balls over anything less than pulling a Full Morris. You'd have to be openly toxic to piss them off.
Don't know anything about 3D subreddits.

>> No.585949

>>585946
I know, you're right. I already posted it. Actually, most likely I won't get any replies (and that will be even worse hehe).

>> No.585952

>>585863
Seems reasonable. I personally fall in the group that like it. I think the best option (given this is for games) would be just creating a setting in the graphics options of the game to enable/disable it.

>> No.585954

>>585934
>I already noticed one guy who was posting here as well

That's me, the StarCitizenWorkflow faggot. I also recognized today this guy posting this same scene there, I don't know if this >>585872 is you


>>585938
They don't have to know you are a /3/ user unless you tell'em. Even if they did, they shouldn't complain about it: /3/ is not even close to some boards like /pol/.

In fact, I would say that /3/ is the better site to get critique, as no one is afraid of being honest (even if it means being "brutally" honest) with you. I just use polycount and reddit for more attention and visits, just like girls who use tinder not for fucking, but only for attention whoring

>>585942
>being scared of getting downvotes
Dude, it's not like if you lost 100$ for each downvote you got in cantonese basketweaving subreddits...

>> No.585956

>>585954
>I don't know if this >>585872 is you
Yeah, that's me.
I'm thinking about posting on /r/UE4 and maybe /r/3dsmax as well. Fuck, I don't know what else to do with that scene. Maybe I should just start a new project again and hope it will be an improvement.

>> No.585957

>>584879
Is marvelous designer worth the price?

>> No.585958

>>585957
Every software is "free", anon.

>>585956
Go ahead, there's nothing stopping you; your scene is good enough, might get some love there too.

>> No.585959

>>585958
That was not my question

>> No.585961

>>585864
Guessing your environment color is pure black? Not sure how it'll go for your scene overall, but the black splotches in the water texture are a bit offputting and messing with the enviro color in the scene's Lightmass setting might improve the look of the reflective materials.

>> No.585965
File: 2.82 MB, 1920x1000, white_environment_color.png [View same] [iqdb] [saucenao] [google]
585965

>>585961
I didn't know about this. Tried it out now, set environment color to pure white this time, although I'm not sure if I see any differences. Maybe I need to tweak the texture itself, it's not just a simple one-colored shader, but something I found on substance share.

>> No.585967

>>585965
Lighting has to be rebuilt for it to take effect. If you've already done that, then idk.

>> No.585969

>>585967
I did rebuild it. It only caused light bleed on the edges, huh, not sure why. But thank you anyway, I think it's the texture's fault.

>> No.585973
File: 650 KB, 1901x2048, 2.png [View same] [iqdb] [saucenao] [google]
585973

>>585632 here

Run into the same issue here. I'm trying to create this tubular frame on this sniper rifle.

I created a tube and used boolean + some flat-sided capsule shaped objects to punch holes in the side.

However, the capsule verts don't line up with the tubular edge verts, so it makes for a fair mess. Would anyone be able to redline for me?

Unlike the last model, I am able to use additional edge loops on this where necessary (polycount is not restricted).

>> No.585974
File: 2.26 MB, 2560x1440, sniper.png [View same] [iqdb] [saucenao] [google]
585974

[2/2] How it looks so far, sans the correct topology for the barrel frame.

>> No.585976

>>585956
post on r/3dmodeling why go in software specific boards? when you are going to post 3d image,
if your piece is good, no on eill be asking you where you made it...

>>585957
I used marvelous just for pants, and then I heavily modified it.
I don't use Marvelous that much, I'm not gonna buy software which I'll maybe use for two assets in a year.
Marvelous is fucking awesome, but with Zbriush.

>> No.585979

>>585976
>>585957
I used Demo of marvelous, I don't pirate
I kinda do, but if I don't really need software, and gonna use it once or twice

>> No.585985

>>585969
Do you have a sphere/box reflection capture in your scene? I don't see one here >>585872 Without one it's working entirely from screenspace reflections.

>> No.585986

>>585985
Ah, interesting. I don't - I had it at the end of the hallway, but I removed it later on. Where should I place it and how to set it up? I'm not sure I understand it completely.

>> No.585987

>>585986
Experiment. They're not performance intensive so you can place either a few large ones or a lot of small ones about the size of the hallway. Their radius defines which surfaces they effect, sort of like a lightsource.

>> No.585995

>>585973
What software are you using to model in anyway? As long as all your objects exist as a boolean, there shouldn't be issues until you try to tie in a non-boolean operation. For example, rather than cutting in an edge and then chamfering it, you chamfer the object you're cutting with first, and have that chamfer propagate back to the main object... and instead of cutting in a hole and then trying to model it into shape, you have to get the shape right, right away. Use booleans like you would a CNC machine - you don't just pop in with a dremel when you feel like it, you need it to spit out the finished product that's only awaiting polish.

Since you say poly count for the most part doesn't matter, this makes things easier for you, since you can make your oprands have as many edges as you need to get the right effect. The problem with your mesh is that it doesn't have enough edges on either the barrel nor holes to look very smooth without the aid of subdivision, but adding subdivision to a boolean is often more work than it's worth. In Max you can generally get away with this by eliminating all verts with two edges + some basic cleanup, applying the Chamfer modifier to the mesh in unsmoothed edge mode, and it can do a suitable job of hiding tris and ngons on your mesh as long as they're on flat surfaces. In more complex shapes with predominantly curved surfaces, it's best to just export your model to a sculpt package like ZBrush, dynamesh it, and then import it back into Max - although poly count shoots up dramatically to obscene amounts, so it's best left for normal bake workflows.
Ideally though, you should achieve your final shape using only booleans, and for that you'd start with a barrel that has at least 64 sides, and cut in with oprands that also have a decently high (but similar density) of edges, so that there would be nothing to adjust after the fact.

>> No.586026
File: 937 KB, 1920x1017, 10.10.17.png [View same] [iqdb] [saucenao] [google]
586026

I'm making some progress with skelly. Any critique is welcome especially about clothing. I'm still making changes and adding details to it so i can still change things about clothes.

>> No.586029

>>586026
Crap lighting setup is making the materials look extremely simple (which I'm guessing they are).
At some point you need to break up all the repeating patterns with details, whether that means wear and tear, wrinkles, dirt, fraying, whatever.
You also need to break up the symmetry (which again is related to adding wear and tear).

He's not imposing, he's not sinister, he's got no decorations that tell me anything about him other than that he was wearing a somewhat nice green clothes before becoming undead, and the design on the back of the robe (which we can't see from the front) kinda resembles growing grain / plants or something? He's kinda got a goofy grin (is that deliberate?), I can't tell if he's a powerful necromancer, or if he's a recently reanimated courtier or something.
He doesn't have enough adornment / decorations to tell me anything about who he was or is, since there's no scene or background or composition there's no clues there either.

Do you have a scene in mind? Right now there's absolutely no context, and without context I can't tell if he's failing to make me feel certain things or not. Maybe he's not supposed to be sinister, maybe he's supposed to be goofy. Maybe I'm supposed to feel sorry for him because he was a living character that was necrotized against his will, maybe he's supposed to be a completely inconsequential noble or priest or some such that has sprung to life along with a number of others to menace the Hero.

I have absolutely no idea, without any sort of scene, additional decorations, or anything to give me a clue about anything. Hope that gives you something to think about.

>> No.586034

>>586029
Funny thing; all the while making this, i didn't even noticed the grin. I thought that how skulls should look but now i can see it, i kinda like it. I think other than explaining you what kind of skeleton this is it would be better for people to guess when it is more complete.
Thanks, yes that gives me some things to think about..

>> No.586036
File: 364 KB, 1126x834, Screen Shot 2017-10-09 at 8.23.11 PM.png [View same] [iqdb] [saucenao] [google]
586036

>> No.586038

>>586036
>bane?

>> No.586060
File: 311 KB, 1920x1080, mecheye.jpg [View same] [iqdb] [saucenao] [google]
586060

I started working on my robot again. Here's a star to his eye lense / head.

>> No.586065
File: 165 KB, 1920x1080, mech.jpg [View same] [iqdb] [saucenao] [google]
586065

>>586060

>> No.586069
File: 582 KB, 1000x997, IMG_6275.jpg [View same] [iqdb] [saucenao] [google]
586069

>>586060
>>586065
It looks to have an Armored Core style to it.

>> No.586074

>>586069
This is subjective but model has a lot of things and i can't decide where should i focus.It looks a little crowded.

>> No.586077
File: 57 KB, 736x552, 2f9b53cb743b4b91d9eff0e0809e19de--scifi-armored-core.jpg [View same] [iqdb] [saucenao] [google]
586077

>>586074
Yeah, for some reason hobbyists like to over-detail their miniatures, the actual game and FMV models have a much cleaner look.

>> No.586099

>>585974
why is the bolt so close to the stock?

>> No.586104
File: 233 KB, 1024x768, 00-ArethaWeaponless.jpg [View same] [iqdb] [saucenao] [google]
586104

>>586074
I'm this >>586074 guy. I love detailed and intricate things, so this is right up my ally. I can understand if people think something is too much though.

>>586069
Armored core is definitely inspiration. There are so many AC mechs that I guess any robot can look AC. Besides the obvious White Glint, pic related is probably my favorite. My design is less focused because I just kinda went at it for fun without a drawn concept or something to keep it on track.

>> No.586442
File: 46 KB, 1800x491, 270.jpg [View same] [iqdb] [saucenao] [google]
586442

>>586099
It's based on the real LAR Grizzly Big Boar .50 Rifle. The design (known by slang as a "bullpup" design, where the round is chambered behind the trigger and the rest of the gun) gives the round a longer barrel to work with, giving better muzzle velocity and accuracy.

>> No.586640
File: 60 KB, 1280x720, wiisportssupermega.jpg [View same] [iqdb] [saucenao] [google]
586640

>>585387
Is that fucking Ryan?

>> No.587334
File: 33 KB, 627x576, 5fb1baa7b4[1].jpg [View same] [iqdb] [saucenao] [google]
587334

Finished painting the model, not sure how to give it good shaders, learning that right now.