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/3/ - 3DCG

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681907 No.681907 [Reply] [Original]

Slightly more effort edition

Last thread: >>679557

THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi
If you’d like to add more links, post them here: >>637415

>> No.681910
File: 581 KB, 1280x720, kitchen_glass_1.jpg [View same] [iqdb] [saucenao] [google] [report]

also going to repost this:

All done with this now, good chance i'll change some small details but I'm done.
Thanks for the help and support on this project!

>> No.681913

Made it in the WIP image for the first time, nice.

Btw I'm trying to figure out what is happening with the reflection of my ship since it didn't exist in my post. It looks like you even painted some additional details to it or am I wrong? Either way nice.

>> No.681914

I guess it just looks like that at first because of the offset and reflections.

>> No.681915

I just copied it, flipped it, distorted it, then reduce the opacity. works well at a distance.

>> No.681916

I finished another antagonist character to pit against my heroine; a Minotaur with a huge veiny dong, but I'm not posting that here.

>> No.681918

>but I'm not posting that here
You should, tho.

>> No.681919

do it coward

>> No.681922
File: 665 KB, 720x480, 2019-05-14_16-36-20 (1).webm [View same] [iqdb] [saucenao] [google] [report]

popnets are fun

>> No.681956
File: 1.05 MB, 977x1118, skelly.png [View same] [iqdb] [saucenao] [google] [report]

Working my way thru the textures now, got the round edge shader to mostly bake correctly with some parts i had to clean but im happy, way better than without any normals. Ill experiment some with hand drawn engravings on the armor maybe. Im kinda teetering between wanting more stylized and still wanting that sweet lighting effect on the armor that exposes the shapes very well. C&C more than appreciated.

>> No.681966

pbr shading is cool n all, but i think it would look way better if it was painted

>> No.681967

Yeah, thats what with i have a PTSD from, i once hand painted every texture and backdrop to a video game and it was a nightmare even though the visuals were awesome

>> No.681971

were your uv's bad or something, or were just inexperienced in painting?

>> No.681972

no, i was inexperienced and was the lead artist for the project, my first game i was part of, so i hand painted each asset separately, along with all the walls and grounds n shit, using nothing tileable, you can check it out, its called thief of thieves season one. Also did all the lighting and post effects on it.

>> No.681973

oh and its not that anyone told me better either, it was a very new studio back then, i really have 0 regrets, since there really isnt anything like it

>> No.681974

post your aliums reference folder pls
including any nda'd stuff

>> No.681975


>> No.681978
File: 36 KB, 796x417, Alien-Blackout-796x417.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.681980

ahhhh, i would share my concept stuff i did for it, but i still gotta wait for greenlight to release it all, maybe i should ask tomorrow

>> No.681981

did you guys get any assets from creative assembly or any direct reference materials from the ip holder? like original sketches n shit.

also, your skelly is very nice.

>> No.681982

All the assets were made in house, a lot of i designed myself, the only thing we got from fox was the model for the xenomorph but that one we had to retopo for mobile anyways and tweak to fit to the animations

>> No.681984

>was the model for the xenomorph
please post this. i promise we won't tell anyone.

in all seriousness though, very jelly that you got to work on an alien property.

>> No.681985

haha, id get sued if i did

But yeah, it was a dream come true to a hard core alien fan, not something i wouldve expected to be my second video game in the making

>> No.681986

i'm sure they'd understand after you showed them all the daz porn this board would make with it

>> No.681987

>was the model for the xenomorph
godblessed and based as fuck

>> No.681988

id expect they already have some of their own haha, isnt that the true giger way anyways?

>> No.681992
File: 197 KB, 3072x512, Baked Stylized Texture.jpg [View same] [iqdb] [saucenao] [google] [report]

You don't necessarily have to handpaint textures for stylized characters, you can get some great results by baking grayscale maps.
For example: make grayscales of ambient occlusion, world space normal up, edge map, cavity maps, direct lighting, ambient lighting etc. and combine them all in photoshop for a master grayscale, and then colorize it with a color ramp in photoshop and use some filters to stylize it even further. Afterwards you only have to clean up a little and maybe add details and shit but like 95% of the "handpainting" job can be done that way, saves you shitload of time.

>> No.681993


Looks interesting. Very consistent artwork, great accomplishment.

>> No.682005

Thank you, gotta look more into this, the technical aspect of it escapes me but im sure ill make it work.

>> No.682015
File: 123 KB, 1347x781, galpal1.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw my progress is not in OP
OP you had one job. ONE...JOBBBB!
(btw still no progress to show on Owen Wilson)

>> No.682026

>>mfw my progress is not in OP
Are you sure? Look closely.

>> No.682035

100% rekt

>> No.682041
File: 17 KB, 319x268, 1518826971886.jpg [View same] [iqdb] [saucenao] [google] [report]

hooooolllly fuuuuck

>> No.682042

YOU BASTAAAAARDS! Made me kek. I do feel like I rekt my ribs after a hearty laugh.

>> No.682052

I do feel a little bad about not putting it in a more visible spot but it was worth it for your reaction.

>> No.682053

oh I thought the joke was that he hasn't made any progress but its actually there

>> No.682065

This is like an updated better version of where the fuck is waldo. Has been a while since i legit lost my sides on /3/.

>> No.682085
File: 111 KB, 848x781, galpal1s.jpg [View same] [iqdb] [saucenao] [google] [report]

Naah, I love it. In fact, please do it in future.
Yeah. When he said look again I immediately knew it will be somewhere dirty.

>> No.682086
File: 3.26 MB, 2048x2048, CryptBodyTest8.png [View same] [iqdb] [saucenao] [google] [report]

Working on fur modifiers. The fur on the abdomen looks a bit scraggly and the toes and legs are a little too fluffy. Still need to do his face.

Maybe needs more length variation?

>> No.682088
File: 761 KB, 610x460, 1531095726921.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.682095

Fur looks pretty good. The hairless ears and face look decidedly more cartoon than the body, though.

>> No.682144

Is there a more detailed walkthrough guide for this, for the life of me i cant figure out how to get AO or cavity maps to export out of substance painter.

>> No.682159
File: 129 KB, 993x682, galpal2.jpg [View same] [iqdb] [saucenao] [google] [report]

Screw you guys! I'm gong homo.

>> No.682168

you have 2.5 months to deliver two likeness sculpts. why are you wasting time polypainting and sculpting useless hair. stop having fun and get back to work.

>> No.682177


Fuck retopologizing

>> No.682181
File: 3.54 MB, 1479x836, Saeven Beast Closeup.png [View same] [iqdb] [saucenao] [google] [report]

Sculpting Saeven Archeko, an OC by Averti on twitter.

I'm definitely gonna have to redo the front of the vest, cuz that shits looking like garbo

>> No.682182
File: 3.54 MB, 1479x836, Saeven Beast.png [View same] [iqdb] [saucenao] [google] [report]

Here's the rest of the body in its current state

>> No.682236


>> No.682276
File: 71 KB, 960x540, 20ec1dc5-6e7f-4a60-b974-e9ab43b7386a.jpg [View same] [iqdb] [saucenao] [google] [report]

Following a tutorial to learn stylized texturing workflow
Just got the basemesh done

>> No.682288

how much would you charge for a head?

>> No.682311


Cenobite brought to you by Gucci.

>> No.682317

Don't know if you still have this problem but:
Go to shelf > project > right click map > export resource
Although I'm using an older version

>> No.682327

For a fully detailed head, with polyhair, textures (albeido, normal, specular), detailed eyes, eyebrows and eyelashes, probably about 40-50$. Just the head with eyes 10-15$. And I am talking more detailed textures than above. That is just a wip.

>> No.682331

Those rates are too low.

>> No.682364

If it’s a head detailed down to the pore you should probably be charging between $200-$300 honestly

>> No.682365

For the quality of your work
Your price is too low
Increase them by at least 50%

>> No.682366
File: 1.08 MB, 808x1031, skellywip.png [View same] [iqdb] [saucenao] [google] [report]

you should approximate your hours spent and give yourself a rate per hour, like with any other job, and then add the time it took for you to learn the skills on top of that with a percentage or what you feel comfy with, id easily take around 400 dollars per head, depending on the customer even more. Always negotiate up, if they really want your work theyll meet half way atleast.

A new approach to the textures, starting with a simple and very toned down PBR and painting effects like dirt, rust, highlights on top and using some clever filter stuff i found from a tutorial, i think this is a compromise im happy with. A shot from sketchfab since i had to see how the textures and tangent space work with it.

>> No.682388

armor and sword look good, the bones dont read like bone though, looks like plastic, might be the roughness

>> No.682391

looks good, a bit too styrofoamish to me

>> No.682395

Thanks, its a wip shot, been mostly working on the armor and cape, thought i post a wip before i finalize this, just to get opinions on the new approach, ill work thru the layers one by one

>> No.682396

are you gonna take the maps through photoshop and change the lighting on them? also curious if u used texture sets instead of using one uv map

>> No.682397

wait im dumb, its pbr, but still for the second question on texture sets

>> No.682399

Propably gonna tweak some channels in photoshop yeah, its all one texture set out of convenience, i overlayed a bunch of the UV islands together to save space, like most of the armor parts and bones, leather straps and so on

>> No.682412

> i overlayed a bunch of the UV islands together to save space,
yeah i like to do that too, especially if the character is symmetrical and doesnt need a lot of detail, i overlap the uvs, id mirro, legs, hands torso ect. the only times i dont mirror is if i know theres unique details like the face has spec hits so i cant mirror the uvs otherwise it will show up on both sides when i only need it on one.

>> No.682417
File: 100 KB, 320x320, skelly_logo.webm [View same] [iqdb] [saucenao] [google] [report]

i combined flat shaded logo with smooth shaded shadows.
kind of looks metallic.

>> No.682458

same, two separate models very excited notice me senpai >~>

>> No.682461
File: 220 KB, 1155x768, current WIP making a generator.png [View same] [iqdb] [saucenao] [google] [report]


>> No.682547
File: 458 KB, 976x680, 2019-05-17_16-55-17.webm [View same] [iqdb] [saucenao] [google] [report]

superformulas are fun, especially if you've implemented them wrong

>> No.682551

what does this have anything to do with 3d

>> No.682552
File: 1.19 MB, 3200x1740, houdinifx_2019-05-17_17-11-06.jpg [View same] [iqdb] [saucenao] [google] [report]

because it's a three dimensional shape

>> No.682570
File: 146 KB, 866x772, Demon SKullWip1.png [View same] [iqdb] [saucenao] [google] [report]

Demon Skull WIP

>> No.682572

Hate to ask, but, is that pirated?

>> No.682573

absolutely. maybe. why?

>> No.682574

>what is cgpeers>>682573

>> No.682575
File: 1.62 MB, 1856x1080, skellywithbase.png [View same] [iqdb] [saucenao] [google] [report]

Modeled a base for the guy, and tweaked the pose to more asymmetrical

>> No.682577

SideFX is one of the few companies whose software I'd say is uncool to pirate, given their free version is almost feature-equivalent to the commercial ones.

>> No.682578

Isn't the sheath too small for the sword, or am I seeing it wrong?

>> No.682579

Its the aproppriate length but maybe not wide enough at the mouth no, ill see if i can fix it, but it might look a bit ridiculous, maybe having the blade taper out less?

>> No.682581

i'd run the apprentice version but then how would i get my pirated copy of arnold to work with it? mantra is slow af.

i don't feel too bad though. i'm strictly hobbyist. no social media, no promotion. most i do is post things here.

>> No.682587

>maybe having the blade taper out less
The blade looks good to me with that size, it's stocky like the guy, but I'd probably adjust both it and the sheath, focusing most of the change on the latter though.

>> No.682590

Fair enough. I do think they should open the non-commercial to external renderers. Hopefully at some point they'll do it.

>> No.682600

eh, it's an understandable restriction t b h.
we'll probably see overhauls of mantra before they lift that.

i do wonder why mantra is so slow though, granted the benches on youtube are from a year or two ago. it's a decent renderer otherwise, but those benchmarks are on small scenes. i can't even imagine how slow it gets on bigger scenes.

>> No.682663

How long does it usually take you guys to make a model from start to finish? For me it's usually about four days of intensive work, two of them being constructing the mesh, with a bit of rigging, one day of texture mapping and texture painting, and a last day of finishing the textures and setting it up for a test run in unity to make sure everything works. Then I fix any errors and load it up in whatever actual animating/rendering program I'm gonna use..

>> No.682666


2 months cuz I'm one indecisive fucker.

>> No.682673

2 days for basically everything, id finish the model in a day

>> No.682674

hardly, looks like garbage shit you can do with after effects

>> No.682676

>i can't even imagine how slow it gets on bigger scenes.
From what I read, it scales very well, with the difference from other engines diminishing as the scene grows larger.

>> No.682682
File: 1.30 MB, 1594x804, Teeth.png [View same] [iqdb] [saucenao] [google] [report]

Finally decided to actually sit down and try to learn this shit instead of procrastinating. Still mostly bumbling around but this is starting to come together I hope.

>> No.682683
File: 1.69 MB, 1594x970, Teeth 2.png [View same] [iqdb] [saucenao] [google] [report]

And open.

>> No.682714

Damn, that's pretty fast. I can usually only do that when it's something really simple and low-poly.

>> No.682722

you seem weirdly upset about this, my man.
anything you wanna get off your chest?

>> No.682724


>> No.682732

So original, haven't seen THAT before for sure

>> No.682738
File: 487 KB, 1102x628, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to make a model of an oc, that's completed for once. Right was my last attempt from 4-5 years ago.

>> No.682769

Its always a pain, anon, but here a few tips:
- Details like armpit interiors, eyelids, crotch sides, finger bulges and intersections are NOT minor if you´re going to semi-realistic or realistic looks path (like DAZ models).
- Have a scale dummy to load between apps and choose a fixed size for all characters. Doesn´t matter if your pipeline starts with Zbrush or 3DCoat and ends in Unity or Maya: too big or too small end up giving problems (i still have a bunch of old MAX characters i´ll have to redo all the rigging simply because they´re giganticly offscale).
-For the love of science, backup the files in MORE than one storage device, and try and make the directory as obvious as possible (Z:/3D/3dactors, etc). I´m still finding models and assets from years ago, while several others were gone missing - it doesn´t matter if the HD is external or not, just make sure you have at least 3 copies, storage space be damned.

>> No.682777
File: 2.07 MB, 1500x1219, skellyfinishedsmall.png [View same] [iqdb] [saucenao] [google] [report]

I think im finished with it, dont wanna fiddle around with textures any longer and am satisfied, shot taken from SketchFab, would link it but this place hates the links

>> No.682782

that's pretty cool mate! well done

>> No.682798

Cute low poly, trips.
If you can rig it and export to Unity, you can make the big bucks.

>> No.682804

sorry for asking random question here, but do you maybe know some simple rig and export 3d models guide so it would be good for unity /ue store?

>> No.682807
File: 105 KB, 1483x911, 2z83kRI.jpg [View same] [iqdb] [saucenao] [google] [report]

I mean that was kinda the point.

>> No.682820

do something original faggot

>> No.682822

There is nothing left.

>> No.682825

for you

>> No.682826

if you use max i can make an infograph on how to rig it

>> No.682829

>everything I do is 100% wholly original with no references to anything but my own mind
So if you post your own work no one here would be able to make any connections or possible references to other works?

>> No.682840

Really nice result mate, well done.

>> No.682841
File: 1.26 MB, 1200x1196, 1093c446965039.586c00c3370b1.png [View same] [iqdb] [saucenao] [google] [report]

I know 3ds for modelling, for rigging I only touched CAT so far,
Id greatly appreciate if you could put together some info on how to rig and prepare model to put into shop

>> No.682857

its really easy to do, the hardest part is just the skinning since its a bit weird to set up

>> No.682888
File: 1.31 MB, 2412x938, Teeth 3.png [View same] [iqdb] [saucenao] [google] [report]

Little bit of progress, just need to finish the head sculpt and muscle detail.Then retopology, and all the little greebles.

>> No.682899

yeah but you dont need to copy the tutorial 1 to 1, change it up a bit..

>> No.682929
File: 219 KB, 690x813, myindiantechsupport.png [View same] [iqdb] [saucenao] [google] [report]

Anyone see the resemblance for this face?

>> No.682931

A thinner/younger version of Jesus?

>> No.682935

ahh not sure how known he but its mutahar from someordinarygamers

>> No.682936
File: 460 KB, 728x527, file.png [View same] [iqdb] [saucenao] [google] [report]

like >>682931 said the resemblance is sort of uncanny

>> No.682940

based and guided by the hand of God

>> No.682946

hey thanks for the jesus render, nice to see what i did wrong

>> No.682948


Sweetie I hate to break it to you but Jesus was white.

>> No.682951


>> No.682956

Literally WHO

>> No.682964

>Sweetie I hate to break it to you but Jesus was white.
I'm prepared to accept that, if you accept that being white includes having "dark brown to black hair, olive skin, and brown eyes," and an average male height of "about 5 feet 5 inches (1.65 m)". You know, like your typical Mediterranean sand dweller.

>> No.682967

Are you ready to accept potato man as your personal savior?

>> No.682981

>Galilean Jew
holy keks

>> No.682982
File: 448 KB, 1410x854, DemonSKillWip2.png [View same] [iqdb] [saucenao] [google] [report]

I feel like copying tutorials as close as i can is a good way to compare myself to the instructor and see where my weaknesses are, i'm not going to use this as a portfolio piece or anything of the sort.
Just trying to learn a new workflow and techniques to apply to future projects.

>> No.682990
File: 2.43 MB, 2048x2048, screenshot072.png [View same] [iqdb] [saucenao] [google] [report]

I'll still do a turntable and some wireframe shots for Artstation, but I'm done with this one as it's starting to annoy me for more than one reason

>> No.682996

what was the tutorial?

>> No.682997

ah, too bad, there lot of small thing to fix that would make it much better

>> No.683006

If they're small enough not to take more than an hour to correct, maybe I'll do it. So spill it, bro, critique is always welcome

>> No.683010


I like the hair.



>> No.683012
File: 3.23 MB, 2048x2048, retard from 3 giving advice.png [View same] [iqdb] [saucenao] [google] [report]

tried my best, hope some of it helps

>> No.683016

Thanks man, some of it is valid and can be done. Will see what I can do

>> No.683037
File: 174 KB, 770x769, hallway1.png [View same] [iqdb] [saucenao] [google] [report]

concepting some kind of modular hallway even though i'm not used to concepting sci fi stuff from my mind (I have a mood board to get the details/art style right)

Any guidance?

>> No.683040


you need a better lighting setup bro. throw a rim light and a fill light or two in there

>> No.683044
File: 2.87 MB, 1920x1080, kitchenalmostfinalrender.png [View same] [iqdb] [saucenao] [google] [report]

A kitchen I spent 6 hours on this Saturday, I'm liking where its going, but I need to do something about the windows and walls

>> No.683045

what did you render this with?

>> No.683052

poor lighting and materials makes everything really flat
scale of textures in the scene is inconsistent
HDRI reflecting in the window is really low res
materials aren't built properly (especially the chrome)
that hot dog can give nightmares

>> No.683053
File: 359 KB, 800x450, thumb.png [View same] [iqdb] [saucenao] [google] [report]

you're so far from done...

>> No.683063
File: 2.41 MB, 1920x1080, Cabin_16_9.png [View same] [iqdb] [saucenao] [google] [report]

Finished up a render yesterday.

>> No.683075

looks like paperman but done in PBR

>> No.683079

is this a new retarded meme? there's a whole thread about this nonsense...

>> No.683080


>> No.683082
File: 210 KB, 996x817, ratman.png [View same] [iqdb] [saucenao] [google] [report]

can anyone give me critiques and pointers?

>> No.683083

define the shapes more so it looks less like a smooth blob

>> No.683084

what tools should i use for that?
use flaten more? use smoothing less?

>> No.683086

dont use smoothing at all at this stage

also subdivide only when you reach everything you could at that polycount

when you subdivide and smooth in the beginings you get this blobs

>> No.683087


Sounds about right, still a beginner really

I just name my renders random stuff to remember them, the next five renders from now on could be named "almostALMOSTfinalrender" and so on

>> No.683088
File: 207 KB, 836x705, ratmanedit.png [View same] [iqdb] [saucenao] [google] [report]

thanks, il use it for the next one
tried to define it more as it was, but i cant imagine how i could make it as defined as ive seen others make

>> No.683090
File: 2.37 MB, 2048x2048, screenshot086.png [View same] [iqdb] [saucenao] [google] [report]

I have them, the issues imo stem from the emisive materials+G.I., especially the titty light which basically is like a flashlight under her chin and fucks everything up, including the nice Rembrandt lighting I have set up for the face and the way her facial expression looks.

>> No.683093

please post her back please turn the model around anon I need to see these asscheeks please

>> No.683098

you have a lot of same sized tubes running parallel, should probably add a little more variance. also the connectors on the grates are a bit too high imo they look easy to trip on.

>> No.683101
File: 34 KB, 480x522, 1485234345617.jpg [View same] [iqdb] [saucenao] [google] [report]

oh no, not these cringe anime gamer girls again
enough already

>> No.683117

looks cool and also i'm not expert on homes but should you have a fireplace RIGHT beside the door? I could be very wrong and this could be common but this doesn't seem right to me

>> No.683119


Add a bit of black and white noise to get rid of that color banding. It looks like ass

>> No.683121
File: 2.13 MB, 2560x1440, screenshot001.png [View same] [iqdb] [saucenao] [google] [report]

For no particular reason I felt modeling a sword today. I've never made one before.

Yeah, I know about the baking artifacts along the edge. Feel free to let me know what you think.

>> No.683122
File: 2.00 MB, 2560x1440, screenshot002.png [View same] [iqdb] [saucenao] [google] [report]

>> No.683148
File: 434 KB, 1197x740, Untitled-1.png [View same] [iqdb] [saucenao] [google] [report]

Made an ingame ad for my game.

>> No.683149

ok but thats not what baking is, baking shit is just taking lighting information from the render onto the model like ambient occlusion.

>> No.683150

just to be clear its not just limited to ambient occlusion. you can take all the channels from the renderer onto a model, that is how you save render time.

>> No.683154

I like the cartoony mixed with realistic texture style you got there

>> No.683155

You'd be disappointed anon, they're covered and nothing special
Which part are you referring to?

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