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File: 540 KB, 1758x684, trenchgun.png [View same] [iqdb] [saucenao] [google] [report]
783528 No.783528 [Reply] [Original]

Show me last thing you made, this is mine

>> No.783532

Looks like poo. Sorry.

>> No.783535
File: 975 KB, 1024x1024, 1575783062633.webm [View same] [iqdb] [saucenao] [google] [report]

attempting to make billboard fx for unity.

>> No.783545

Looks pretty good, you should throw it into an engine and see how it looks! Substance painter viewport always looks different from game engines.

>> No.783551
File: 213 KB, 3503x1970, ak min.jpg [View same] [iqdb] [saucenao] [google] [report]

I really just need to sit down for a few hours and just learn substance painter. Texturing just doesn't work with my brain rip

>> No.783553
File: 691 KB, 3502x1970, F0QKvcJ.jpg [View same] [iqdb] [saucenao] [google] [report]

jsut dumping my recent works here fuggit

>> No.783555
File: 397 KB, 3735x1970, Vqv8M2m.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.783586
File: 211 KB, 3048x1714, gtUPCzr.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.783592
File: 540 KB, 800x800, chick.png [View same] [iqdb] [saucenao] [google] [report]


>> No.783632

Not sure if you're all the same anon but yeah start focusing on learning Substance painter. Your textures are bringing down the overall quality of the props. Adobe has some great substance tutorials on youtube for free that you could check out. I also took Flippednormals course on substance texturing and they go through the process with you.

>> No.783654
File: 154 KB, 1722x925, kitbash_set.jpg [View same] [iqdb] [saucenao] [google] [report]

I am still working on my 100+ pieces SciFi Greeble kitbash-set.
Pic related is what I have completed (with UVs). 52 pieces so far. But there are another 30 that are build but still need unwrapping.

Well done Anon.
Get an FPS-rig and animate it...its a great looking gun and I'd love to see it in action.
You also need to learn art basics and fundamentals of texturing/surfacing. Learning Painter is necessary, but I fear even if you know the program, you'll fall into the trap of using smart materials in the wrong way and it'll look bad anyway.
You need to train you brain to see better - these scratches on your guns are a good example - you know they look like the doodling of an 5 year old, right? What went through your head when you did that?
You also didn't use references, right?
Don't be stupid and learn the whole package, its you lacking art skills that are bringing down your work and learning these will make the most difference in quality.

>> No.783665

Aren't there already 100x too many of these greeble kits in the wild? Not for nothin' but there's literally no way to make a new one stand out from the other 72,486 hundred-piece sci-fi kitbash collections... I know they're easy to make, but challenge yourself a little, especially if you plan on selling assets.
Also remember you're trying to sell to pirates.

>> No.783672

I am not selling these. These are mine. I plan to do a couple of SciFi projects in the near future and I need them for that.

>> No.783674

Well than knock yourself out!
Can't imagine why you'd want to re-invent the greeble, but hey, seek your happiness.

>> No.783679
File: 2.15 MB, 2560x1080, Pistol 1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.783680
File: 2.08 MB, 2560x1080, Pistol 6.png [View same] [iqdb] [saucenao] [google] [report]

>> No.783681

Then let me explain my motivation:
I am kind of honour bound. I will use a ton of stuff from other artists in my project (megascans for nature for example) so i want to at least design all of the hardsurface models (spaceships and other vehicles) myself. That includes the greeble stuff.
I fucked up my right wrist recently (carpal tunnel syndrome) so I can only work for a short amount of time, I am also kind of depressed (low energy) which kills my ability to design. So forcing myself to do a piece of greeble every other day keeps me kinda happy, productive and it keeps me in the game. This is a big side project I use as filler whenever I can't work properly on other projects like right now.

>> No.783711
File: 3.15 MB, 2080x1387, SCP_5215_CAM1_CLASSIFIED.jpg [View same] [iqdb] [saucenao] [google] [report]

Made this SCP (Cursed abacus thingy) for a friend.

>> No.783737

there's nothing wrong with this. Sound like a good idea to me.

>> No.783750

Yeah, I would even recommend it to others. I have a couple of these side projects and I feel like these increase my productivity overall. If i am not working on my main projects, even If i am lazy I can talk myself into doing something here and there and so I am always making some progress. The most important thing for me is to break these down into small pieces so that I can easily have a success experience, which feeds into my long-time motivation. Side projects are almost always production related and I am staying inside my comfort zone. Main projects involve lots of learning and RnD and are often outside of my comfort zone.

>> No.783762

Not the anon considering buying substance but do you know of any courses that would help with art basics and fundimentals while also teaching 3d texturing software?

>> No.783767

No, not really. Sorry.

>> No.783777
File: 1.24 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google] [report]

Prop for my game.

>> No.783778

Love the texture.

>> No.783781
File: 354 KB, 2000x1125, render gay3.png [View same] [iqdb] [saucenao] [google] [report]

retarded gas block took too long.
handguard/flash hider/magwell/mag/rear irons still to go

>> No.783788

I realy love the design, i have a question too, how was the beveled normal made?
I find it a pain to make bevels in 3d so im looking for a way to do it in texture if possible

>> No.783789
File: 135 KB, 512x512, primitives.png [View same] [iqdb] [saucenao] [google] [report]

idk why i am as happy about this render as i am about renders where i actually tried a lot, something about it seems fine to me

>> No.783790

in blender it is possible to make a shader that bevels normals and then bake the normal map

>> No.783796

The wood parts look like they're made of plastic ballsack-skin.

>> No.783871
File: 1.40 MB, 960x1080, spooky thing final.png [View same] [iqdb] [saucenao] [google] [report]

Most recent thing I've made, but not the most proud, since it's based heavily on another work of art. I might even call it a rip off.

>> No.783872
File: 1.92 MB, 1920x1080, WG-XP2000-pp.png [View same] [iqdb] [saucenao] [google] [report]

This is the second most recent thing I've made, and I like it much more. It's a remake of a weapon from a PS1 game.

>> No.783873
File: 2.47 MB, 1920x1080, medieval homecc.png [View same] [iqdb] [saucenao] [google] [report]

Third most recent just for funnzies.

That looks really nice
Really cool to see someone model an AK with a thumbhole stock. Vidya games rarely do something like that. It looks nice, even if the textures are a bit rough.
That looks gorgeous. How did you model those? Bools? The complexity of the detail is really, really nice.
Really nice model. I don't like the paintjob, but I understand the appeal of it. But again, the model is fantastic.
Your materials are amazing.
Based and pot pilled
The level of detail on the gas block is nuts. Very impressive. I'd be really curious to see the wires on it. That's a really nice model. Wish I could remember what the weapon is called.

>> No.783929
File: 560 KB, 1500x1500, IMG_20201121_161811_560_copy_1500x1500.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.783932
File: 846 KB, 693x754, 1604478468131.png [View same] [iqdb] [saucenao] [google] [report]

thanks this was my inspiration

>> No.783936
File: 164 KB, 960x540, simpsonshitandrunisbestgameever.jpg [View same] [iqdb] [saucenao] [google] [report]



not bad

cool but not new

cute :3

>> No.784031
File: 2.32 MB, 1439x2334, Screenshot_20201123-210037_Gallery.jpg [View same] [iqdb] [saucenao] [google] [report]

Just played Total war troy and I liked the shield. I also need to practice my noding. So I give myself quick challenges using images for detail. Anyone using trim sheets for this sort of thing or is that a meme?

>> No.784060
File: 565 KB, 1920x1080, Chrome_wide0190.jpg [View same] [iqdb] [saucenao] [google] [report]

Very fresh beginner

>> No.784063
File: 100 KB, 910x782, DC10BFA7-438E-4152-85F0-4F84366A83B1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.784064
File: 114 KB, 1069x866, 4E06C474-5AEC-4E3C-A26D-2FB62CB1B6F8.jpg [View same] [iqdb] [saucenao] [google] [report]


Design also mine

>> No.784087

Yeah, but does it move good?

>> No.784092
File: 1.28 MB, 1280x720, file.png [View same] [iqdb] [saucenao] [google] [report]

my own board lol

>> No.784129

Looks sick, Tony.

>> No.784145
File: 177 KB, 1244x378, wireithink.png [View same] [iqdb] [saucenao] [google] [report]

nice cottage house would chill out in.

it's the sg550. i plan to make every variant in its family along with the FAMAE variants for an autistic unity game idea. it's my first real project since first dling blender on the 5th, so I guarantee it's a travesty in how i'm actually making it. Certain areas are overly modeled that will never be seen, bad practice in destructive modifications, high edge circles on tiny objects, etc. The biggest offender is the ridiculously bad use of polygons on the handguard. it's a really good learning experience though even if the model is attrociously inefficient in areas.

>> No.784150

>nice cottage house would chill out in.
Thanks anon, I'll 3D-print a life-size version for you.
>autistic unity game
>Certain areas are overly modeled that will never be seen
Embrace the autism fully. Guns are /k/ool. Even if you made a CAD model with 1:1 internal parts that could be 3D printed and interchanged with the real thing, I wouldn't consider it over modeled. Plus modelling all that detail is a good way to hone your skills, so don't worry too much, especially for a first project. That said, don't let yourself get too bogged down in the details if it isn't fun for you.
> The biggest offender is the ridiculously bad use of polygons on the handguard.
I wouldn't worry too much for a game model. I mean, it's always nice to work with all-quad topo, and that's definitely what you should aim for, but for a game model, some bad topo isn't going to kill you. One thing I would suggest is this: in the future, when you get better (and by the looks of things, you're doing pretty well already) go back and model another 550, then compare it with your original. Seeing your improvements is a great way to boost morale.

>> No.784161

Neat work.

>> No.784172
File: 184 KB, 1124x544, 18d19f82d6ae2e1171053a9f93c1586e.png [View same] [iqdb] [saucenao] [google] [report]

Do you know, or anyone else for that matter, know any good blender resources on retopology or more specifically best practice guidelines for building models with different poly resolution end results in mind?

>> No.784203
File: 3.12 MB, 1625x1311, witchh.png [View same] [iqdb] [saucenao] [google] [report]

First time doing a character, I think I managed to fake my way into a ok looking render with the little hair, because it took me way too long to finish it. Pretty sad about the chin hair and eyes, they look pretty mehj

>> No.784206
File: 2.84 MB, 600x500, Comp 2 1-1(2).webm [View same] [iqdb] [saucenao] [google] [report]

Eternal WIP, but I'd call it a finished first pass. I plan on doing major reworks, but I'm putting it on pause until I upgrade my PC.

>> No.784209

based and waterpilled

>> No.784215

Add a cornea bulge and tone down the reflection.

>> No.784266


>> No.784278
File: 304 KB, 1421x703, Capture.png [View same] [iqdb] [saucenao] [google] [report]

>> No.784295

>cornea bulge
I was totally lost doing the eye part, gonna look it up

>> No.784328

Nice, cozy feeling. What strikes me is the 4th shot, the entrance concrete part is weird, also the last shot the rain hitting the concrete is off feeling, unless that's what you were planning for. What software did you use ?

>> No.784342

I know what you mean, that's because denoising at the current sample count is ruining all the tiny surface detail of the asphalt. I used Cycles for this. I think I'll be switching to Octane or UE4 when I upgrade because I already have a full version of this in Unreal, too.

>> No.784382
File: 1.24 MB, 1920x1080, rendu_final_avec_ao.jpg [View same] [iqdb] [saucenao] [google] [report]

I made this dojo from the game dofus

>> No.784452


>> No.784454
File: 30 KB, 512x512, walk.png [View same] [iqdb] [saucenao] [google] [report]

low poly soldier dudes.

>> No.784477

I ONLY design in Fusion360... so everything I design is REAL and can be made.
Is it a working model or just looks like a real thing?

>> No.784478

Too fussy.

>> No.784482

>so everything I design is REAL
No fucko, what you design is just data on a computer.

>> No.784483

No... what I design GETS MADE.
CNC plus lathe work.
Does ya get it now, hon?

>> No.784485

As in ALL the parts and shapes have to work and work together to do real jobs, plus be able to be maintained, removed, cleaned and replaced, with tolerances.
I don't just paint pretty pictures of non-functioning clip-art.

>> No.784486


>> No.784487


>> No.784492

lol who cares, I don't expect people to decorate their living room with a washing machine's guts, or a kid be more inspired by a vacuum cleaner than a completely fictional spaceship

>> No.784497

I know YOU don't.
But some of us work for a living designing things that have to work and have to be capable of being manufactured by real machine tools from real stainless steel... and have to fit together and support the weight or withstand the pressure or operate with the real-world forces exerted on them.
>muh fictional spaceship with pretty textures and cute shading
But some of us design things that have to work in the real world or somebody dies!
Look around you.
You're surrounded by real things doing real jobs.
Didn't you ever wonder who comes up with the designs you copy, without knowing exactly how they work?
Wonder no more... It is people like me.

>> No.784511

still missing the point, I see
no one here cares about whether your parts are functional. Only about their aesthetics
if you want to brag about small tolerances, go to a mechanical engineering board
but here, your skill at functional design is irrelevant unless applied to push imagination further, creating more believable, but still fictional, concepts
all your stress and wear tolerance calculations mean nothing here if they haven't been made in support of an artistic goal
absent that, you might as well refrain from posting

>> No.784532

Almost like there's 2 different mindsets and applications when it comes to 3d modelling, and there's people who enjoy 3d for different reasons. Who knew?

>> No.785167
File: 1.08 MB, 1206x1058, render11~2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.785168
File: 2.42 MB, 1920x1080, render5.png [View same] [iqdb] [saucenao] [google] [report]

>> No.785171

trying ideas for the upper floor of the house
it's currently empty minus the wood beams, i made measurements for the wood frame and replicated it in blender and added a bunch of low poly furnitures to give an idea of the scales

>> No.785173

i already tried a bunch of differents layouts
when im done with one i get rid of the floor minus the wood frame and go again
toilets are too long because a beam was blocking the door so i move it further back in the corridor, that and other things needs fixing
getting there
first few layouts were retarded, its starting to look like a place you could actually live in

>> No.785175

upper right bathroom used to be an office but i figured it would be nice to take a bath looking at the view (no neighbor in that direction)
it's sort of far away from the bedrooms
so i put a shower in the master bedroom
i guess the guests will have ro walk

>> No.785266

>Activate Windows in his render
Anon I

>> No.785316

How does that even happen? LMAO

>> No.785318

By putting your render as a wallpaper and hiding icons and taskbar.

>> No.785319
File: 3.17 MB, 1920x1080, 31.png [View same] [iqdb] [saucenao] [google] [report]

please be gentle :3

>> No.785412

I like it, looks good anon.

>> No.785457
File: 2.60 MB, 1280x1920, piv.webm [View same] [iqdb] [saucenao] [google] [report]

just a shitty three-d model of a robit-gurl

>> No.785462

You guys sculpt the gayest shit, my god it's like you're all 11 year old boys no wonder you hate "coomers" so much. Guns, skateboards, more guns, robots, guns jfc you probably think women have cooties
based actually sculpting something people give a shit about instead of some gay gun that's been done 10000000000000 times

>> No.785466

This has to be bait please be bait, if not you are beyond help anon. What are you even doing here? I doubt you do 3d art

>> No.785470

It's poly-modeled, anon.
I don't get what his issue is. Weapons are fun to model, a bitch to UV map, though.

>> No.785483

If it's not a meme it's because mechanical things are fun to model and good practice

>> No.785487
File: 1.31 MB, 960x1080, ks-pp2.png [View same] [iqdb] [saucenao] [google] [report]

1 hour experimental thing. I'm happy with how the final image came out.
It's really nice. Always love a good mech/robot. I'm currently working on a mech (not the wooden one in pic rel.) I think with a better lighting setup, you could make it look even better. Regardless, I really love the aesthetic. Feels very scifi, but also grounded. Kind of like a halfway point between the two.
Wow. Really good. Really has a lot of character. Satellite dish bow is a nice touch.

>> No.785524

It's not my own character design regardless lol

>> No.785530

Do you have a problem with that, fag?

>> No.785582


>> No.785583

Stop with the gun shit be more creative make some door

>> No.785584
File: 1.50 MB, 1920x1080, hl2_UZxSgTlOKq.png [View same] [iqdb] [saucenao] [google] [report]


>> No.785610


>> No.787096
File: 1.72 MB, 1920x2400, render10.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm quite new to 3d i did this a few months ago but to this day can't get my head around on how do i make this look realistic maybe its the textures maybe the light idfk

>> No.787163
File: 1.72 MB, 1920x1080, Cell.png [View same] [iqdb] [saucenao] [google] [report]

I know making dbz shit is pretty amateur but i wanted to test dynometric sculpting.

>> No.787165

Obviously noisy. You have sharp edges on everything too.

>> No.787166

Reminds me of 90s computer graphics. It's nice.

>> No.787198
File: 1.52 MB, 1920x1080, render36.png [View same] [iqdb] [saucenao] [google] [report]

i picked a color palette from a camo texture
made a few things for the house lile this closet and washing machine

>> No.787200
File: 2.01 MB, 1920x1080, render37.png [View same] [iqdb] [saucenao] [google] [report]

>> No.787202
File: 1.51 MB, 1920x1080, render35.png [View same] [iqdb] [saucenao] [google] [report]

i need more shit to fill the house
any idea?

>> No.787213

>so everything I design is REAL and can be made.
This retard clearly isn't a machinist. Do you know how many dumb fucking drawings I get from people like you? Just because you can model it does not mean it can be made. Well, I'm certain you can fabricate anything with enough time, money, effort, and engineering. But you get my meme. You're a retard. Rope yourself, faggot.

>> No.787247

the texture of the wall behind is really nice, what's the game?

>> No.787249

it's a little too obvious that you used quixel megascan

>> No.787252
File: 1.06 MB, 1920x1080, ump.png [View same] [iqdb] [saucenao] [google] [report]

pew pew

>> No.787254

this picture is something else

>> No.787255

Yeah, but I only used it for supporting assets due to time constraints. Flowers and small wooden models which I will replace. The rest of the vegetation is made in SpeedTree. I think the most obvious thing are probably those walls and stairs next to the fountain as they are used a lot by everyone. I even have my own versions of those but haven't finished them so I just left these ones I used during blockout.

You know, I usually stay far away from Megascans assets because I'm always afraid people will notice it and make it look like I can't do it on my own, even though it doesn't seem like anyone usually minds it. But then a comment like yours comes and bites me in the ass, making me regret ever touching it in the first place. Especially since a large part of the scene is still my own, but now gets overshadowed over some premade scans.

>> No.787257

I honestly thought it was 100% handmade until I saw the wagon wheel.
no shame in using 3d scans, they are way better than any handmade model imo

>> No.787258

Yeah, that's true (unfortunately), can't beat scans. I have an appreciation of a high quality handcrafted work though. Lol yeah, the wagon wheel, I even have my own model of that too from another project, but was too lazy to find it on another PC. But yeah, this is the first time I've used scans, and only because of necessity. It was a uni project with deadlines and I fought with various technicalities and all the other obligations, so I couldn't spend more time on smaller filler pieces.

That's why I said, I'm gonna take a break from this and do a hardcore rework when I come back. I'm honestly super sick of it after working on all of this for 3-4 months. I don't feel like it showcases my current skills either so I can't stand even looking at it anymore.

I was thinking about creating a Megascans-only scene once, so I can focus fully on scene building, but I'm not sure... I just like a feeling when I made everything by myself, can't help it.

>> No.787262

when you use megascan it's like downloading any 3d model from the internet and using it in your renders, it has no point, you just copy and paste things. Anyone can do this, it doesn't show at all your work and what you are capable of. Even though it's very tempting to use them because they're just beautiful and they'll beat any handmade model.
I had thought about buying a 3d scanner but it's way too expensive.

>> No.787264

so i take it you're against all scans then, even scanning your own materials with a camera, NGMI

>> No.787269

It still does show skills, just in a different area.

>> No.787636
File: 3.35 MB, 1875x1920, structure-pp.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a doodle, I guess.

>> No.787640

>it has no point, you just copy and paste things. Anyone can do this, it doesn't show at all your work and what you are capable of.
You would have a point if you would mention that this is a problem for a modeller who wants to impress with his folio. It does not bother a generalist who just wants to make a short, or a level designer or environmental artist, or even a modeller who just wants some stuff in the background when presenting his model.
Context matters and I am getting quite sick of people who build up these absolute rules while not understanding the why and when.
Yes, If you want to be a production modeller don't litter your scenes with stuff you didn't make. Duh! Thanks Mr.Obvious.
For everybody else this does not apply.

>> No.787884

The turret plugs into itself? You can tell that's useless

>> No.787894

can't, i'd get banned and maybe arrested

>> No.787964

Lol learn to use this site

>> No.787976
File: 963 KB, 1920x1080, rendu exterieur 1.jpg [View same] [iqdb] [saucenao] [google] [report]

I made this with vray and then i added a background in photoshop, does it look right or should I change something ?

>> No.787977
File: 921 KB, 1920x1080, rendu exterieur 2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.787984

You can see white glow on the edges of the model. Why not use a background when rendering?

>> No.788022
File: 27 KB, 621x653, blenda.png [View same] [iqdb] [saucenao] [google] [report]

i just started with 3d today lol

>> No.788025

Hey man, if you're gonna get serious here are some tips, I've been doing 3D For a while now, so

- Sizes, everything should be in actual real life dimensions

- Fill up your scene, find free models or pirate some shit

You've already got a really good base so there's nothing really to say about the space, just, fill it

>> No.788099


>> No.788100

paintings, tv, wall shelf, skateboards, record disks, mirrors

>> No.788115
File: 1.64 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google] [report]

modelled my gf. First time sculpting

>> No.788131

I'm not that guy, but I have some questions for you because the real-sizes advice was very insightful.

- how to deal with backgrounds? if a gazebo is in a grassy knoll on a sunny day, what's the quickest way to beautifully represent that?
- how to animate a gazebo's construction, piece by piece? I want to animate the dropping of each component - from the concrete pad up to the roofing tiles and everything in between including the exposed beams - down onto a patch of grass. Do you have any immediate thoughts about that?


>> No.788134

Which PS1 game?

>> No.788136

i love your enthusiastic & superfluous self-criticisms. if you aren't too hard on yourself & you have good discipline, you'll probably make a very good artist in short order.

>> No.788137

Chill, cozy house!

>> No.788138

>modelled my gf.

>> No.788152

That's good.

>> No.788183

>low poly is the new pixel art

>> No.788862


>> No.788874


Looks great

>> No.789356 [DELETED] 

>gas block
not even a guntist and I know this is nonsense

>> No.789424
File: 1.43 MB, 852x720, gun.webm [View same] [iqdb] [saucenao] [google] [report]

thanks. the discipline is the hardest part for me. i have fucked up dopamine reward centers both genetically and from an upbringing of constant feedback from easy outlets in life like the typical internet addict is. vidya/porn/useless research/anime etc.
Slacked off on modeling for like 2 weeks. Starting story for that was I convinced myself that playing my fav roguelike for 50 hours in one week was good because it was "for inspiration" for my vague idea for a game. Died at the final boss and had nothing to show for it in the end. Could've had like 3-8 really cool detailed models, started basic organic modeling, and learned new modeling/ workflow techniques in that time.

here's a different incomplete gun that i've been following a tutorial on. incomplete but i like how it's coming along

>> No.789426

based 45acp poster.

>> No.789428

These are your first models for 3d after two weeks?...

>> No.789439
File: 610 KB, 958x720, 2a5f46870e423bbfafafb692e10bd6be.webm [View same] [iqdb] [saucenao] [google] [report]

i think i dl'd blender with no modeling background on nov 10th. put a lot of energy and time in like 4-5 models learning how shit works to a beginner level until like late november, then i did like nothing for 2 weeks.
Ive been half assing my time since then but yeah, this lwrc tutorial is one of the things ive been doing on and off the past two weeks. i still have my gay ass developer deskjob so im not able to put all my free time and energy towards modeling.

This rear ironsight is also something i did after i re-started early Dec again after the 2 week break.

just dl boxcutter and hardops and fuck around. they make it a joke

>> No.789446

>robot dick

>> No.789454
File: 623 KB, 584x678, horny.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.789461

I was going to post a spurdo meme, but that's actually a really good rear-sight.

>> No.789536

>clearly isn't a machinist
>how many dumb fucking drawings I get
I can guess. You must love being in charge of a production facility.
>just because you can model
Oh yes. Some of us do it for a job, buddy.
>does not mean it can be made
A degree in engineering and 20yrs experience says otherwise, hon.
>well I'm certain you can
Yes. I certainly can. And do.
>yoo a retard
Of course... but then I'm not the one who gets very very angry like a spoiled child when told their little drawings don't make sense and the things they scribble don't work over in that big nasty real world, am I?
You use that word a lot. Are you projecting or trying to tell us something... other than your vocabulary is tiny?
>word of advice
Learn how machines WORK or drawing them is a little pointless. You're kinda missing the point otherwise... and should probably stick to cartoons and toys instead.
But I can't figure out why it became so angry?
Drugs maybe?

>> No.789549
File: 2.45 MB, 3840x2160, 1592161132760.jpg [View same] [iqdb] [saucenao] [google] [report]

Massager for tired muscles

>> No.789564

stop arguing with yourself nobody cares

>> No.789567

The top could use some more subdivision.

>> No.789622


>> No.789623

i want to put these in the magazine.

>> No.789883
File: 54 KB, 731x689, sight 3.png [View same] [iqdb] [saucenao] [google] [report]

How in the fuck do gunsights work?

>> No.789944
File: 729 KB, 1920x1080, gunsights.jpg [View same] [iqdb] [saucenao] [google] [report]

That looks right.
I guess.
I modelled it in the same way. Front- and rearsight are aligned.

>> No.790034
File: 48 KB, 1024x563, cowitness_graphic_v2_-_RD-50_1024x1024.png [View same] [iqdb] [saucenao] [google] [report]

What in particular do you mean? Ironsights irl are just mechanical approximations to where you think the bullet is going to go for a specific load. Go to a gun rental place and ask all you want to know

>> No.790035
File: 50 KB, 451x507, Typical Sight PicsWith Info-1.jpg [View same] [iqdb] [saucenao] [google] [report]

If you're asking like how you're supposed to line up the irons to the zero location, the answer is it depends to how the user decided to zero them in to their individual preference.
It can be also correlated with the type of weapon.

>> No.790047

You point the working end in the general direction of the target and hope for the best.

>> No.790054
File: 242 KB, 1111x778, riflesights.png [View same] [iqdb] [saucenao] [google] [report]

ironsights thread

>> No.790315

This reminds me of the good ol' days of 3D game design. So imaginative.
I feel like I saw something like this in an ad on G4 when I was a younger lad.
Good job anon, love it.

>> No.790328
File: 1.63 MB, 1280x1920, nano.webm [View same] [iqdb] [saucenao] [google] [report]

made a shitty model of nano

>> No.790338


>> No.790499

Post your pathetic low poly trash. Oh is that why you didn't show yours?

>> No.790504

Needs better lighting.

>> No.791171

shit dude that's some really impressive stuff man.
I just got to say the rain and the water are really well done.

>> No.791178


Post your work blendie

>> No.791202
File: 617 KB, 691x387, facial.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.791320
File: 869 KB, 1024x512, THE_POWER_OF_RAYTRACING.png [View same] [iqdb] [saucenao] [google] [report]

I was trying to explain raytracing to my friend last night so I made this.

>> No.791325
File: 1.09 MB, 500x281, Nano EXTREMELY happy.gif [View same] [iqdb] [saucenao] [google] [report]

That looks great, anon! Excellent translation into 3D. I can't put my finger on it, but I think the face is just a little off; something about the eyes feel kind of lifeless. The strands of hair should come to a sharper point, but overall 9/10, You nailed the body proportions, and here outfit is perfect. The colors are perfect, too.

>> No.791326
File: 3.45 MB, 300x250, Nano almost kills Sakamoto.gif [View same] [iqdb] [saucenao] [google] [report]

Oh, and the pose is really nice, too. Especially from behind, right when the key begins to add to the silhouette.

>> No.791329

Is he going to be okay?

>> No.791352

https: //files(dot)catbox.moe/wc9k9a.zip

Here's the model since I'd rather not have it data rot on my harddrive since I'll never use it, have fun

>> No.791428


i hope not

>> No.791439
File: 2.31 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google] [report]

Why do my cliffs look awful

>> No.791494
File: 32 KB, 750x550, Etretat-France_thinkstock-min.jpg [View same] [iqdb] [saucenao] [google] [report]

Because the top is to consistent. You should add some big cracks to represent pieces that have fallen away.
You also need some algae lines where the high tide meets the rock, and maybe consider adding some lines going through at a slight angle to represent the different sediment layers in the rock.
Also add a walkway or a house or something to give a reference point for the scale.

>> No.791495

Oh and blend the grass a little better, it looks weird how it is.

>> No.791545
File: 2.99 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google] [report]

the little white figure is a person and the brown box is a placeholder for a house bro, those are the scale reference points. What do you mean by the top is too consistent? Even your own picture shows its almost completely flat, places like dover cliffs are flat up top, etc. I was mostly talking about shaders anyway, but you're right I should probably add in some vertical erosion and sedimentary lines.

>> No.791546

I'm not sure how to blend the grass better atm other than figuring out some triplanar node setup, I'll have to see what I can do.

>> No.791575
File: 26 KB, 1550x832, masterpiece.jpg [View same] [iqdb] [saucenao] [google] [report]

I made this. It took me a while.

>> No.791892
File: 293 KB, 1920x1080, neutralaser_bravestarr.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.791933
File: 380 KB, 1029x951, wip.png [View same] [iqdb] [saucenao] [google] [report]

It's getting there LMAO

>> No.791942

What's that supposed to be? A reptilian Jew?

>> No.791969

cringe but at least you made something

>> No.792008

It's cringe because I was a dumbfuck enough to forget modeling eats.

>> No.792009

FFS I'm drunk.

>> No.792010

I'm just learning how to do a fucking donut, then jump to design JC Denton

>> No.792063

I see. How long did it take for you finish the model?

>> No.792066

Approx 3 days. Most of that was learning to not half-ass rigging.

>> No.792071

That was fairly fast. Hats off to you.

>> No.792073

That was my first sculpt I tried to make a jewish goblin I was mostly trying out the brushes and sculpting techniques.

>> No.792186
File: 2.01 MB, 1440x810, lights-test-1.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.792236
File: 1.84 MB, 1920x1080, The Mad Tyrant Screenshot 7.png [View same] [iqdb] [saucenao] [google] [report]

Citizen, is that an Unauthorized Opinion?

>> No.792243
File: 57 KB, 1032x560, _20210102_195942.jpg [View same] [iqdb] [saucenao] [google] [report]

I love cars but I'm not much of a modeler. Better at 2d. Still love making these.

>> No.792270
File: 849 KB, 2057x824, bb.png [View same] [iqdb] [saucenao] [google] [report]

Which one of the first two should I finish? Wanna make one of those baby things inside a jar but can´t decide.

>> No.792272

a homunculus?
the first one

>> No.792287

Alright thanks. After finishing the sculpt it will be my first time texturing skin.

>> No.792298
File: 2.02 MB, 2024x1596, WIP.png [View same] [iqdb] [saucenao] [google] [report]

working on this lamp from a concept art i saw on twatter

>> No.792344
File: 199 KB, 420x989, whatevenisthis.png [View same] [iqdb] [saucenao] [google] [report]

>> No.792345

I recognize this fella

>> No.792353
File: 818 KB, 976x871, unknown.png [View same] [iqdb] [saucenao] [google] [report]

The stone frog stares in your direction,
And it judges you worthy.

>> No.792409
File: 3.42 MB, 2250x4000, IMG-20210103-WA0015.jpg [View same] [iqdb] [saucenao] [google] [report]

Ripped a model from Lsl 8, trying to improve it and its textures and rigging it so i can use it to make porn.
I plan on ripping all the girls and give them more detailed models.
May even rip the trap and give it an actual cock instead of just a texture

>> No.792410

wtf is a trenchgun. nigga that's a pump action shotgun.

>> No.792416

Nigga, learn some history. Its a modified version for the military and it was used in WW1 in the trenches hence the name trenchgun. Do you see the bayonet? A standard M97 doesn't have that. Winchester Model 1897 Trench Gun is the official name for this gun.

>> No.792418

CUTE! but scaary frogger!

>> No.792419

pretty nice

>> No.792421

Heck yea

>> No.792430
File: 2.04 MB, 1920x1080, Mercy_A_006.png [View same] [iqdb] [saucenao] [google] [report]

>> No.792432

nigga it's a shotgun don't pretend to be smart it's a fucking stupid ass shotgun you retard ass nigga

>> No.792448

You need to be 18+ to post here.

>> No.792467

YOU asked a question, i answered it - now I am pretending to be smart?
I am not really smart more like slightly above average, but you my nigglet friend are definitely WAY below average and I am talking about the nigga average that is already way below the average of all other races.
In case that sentence was to long for your 37 synapses to comprehend let me make myself clear: I just called you a stupid nigga.

>> No.792482
File: 3.29 MB, 1440x1440, SynthCrystals2_Final.png [View same] [iqdb] [saucenao] [google] [report]

abstract shit

>> No.792495

I like it. What program and renderer ?

>> No.792506

thanks, it was blender cycles.

>> No.792603

>le mysterious geometric shape standing in the center of the image

>> No.792611

Rape dungeon.

>> No.792619

>medieval home
>it's made of stone and has a modern doorframe
I'm going to fucking sperg

>> No.792628


Why aren't you fucking using Blender?!

>> No.792641
File: 223 KB, 1920x1041, pffft.jpg [View same] [iqdb] [saucenao] [google] [report]

I prefer Maya because its more diverse.

>> No.792660

Nice textures

>> No.793000
File: 73 KB, 1080x1080, IMG_20210106_140216_336.jpg [View same] [iqdb] [saucenao] [google] [report]

flaming hot elote

>> No.793001
File: 40 KB, 670x670, IMG_20201106_162958_388.jpg [View same] [iqdb] [saucenao] [google] [report]

hehe man

>> No.793002

Ofc they are nice when they are scanned. Anybody can do that.

>> No.793007
File: 195 KB, 960x540, muh pen.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm learning, I will grow stronger.

>> No.793012

nigga you forgot to turn on the lights

>> No.793014
File: 244 KB, 960x540, muh pen WITH LIGHT!.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck, nah just turned out I didn't select the 'Save Color-Managed Image' option. How many years you reckon it'll take to get to Oleg's level?


>> No.793029
File: 2.53 MB, 1920x1080, diorama.png [View same] [iqdb] [saucenao] [google] [report]

I got inspired by another render I saw to make a scene like this so I did.

>> No.793171
File: 3.04 MB, 1920x1080, Mercy_A_008.png [View same] [iqdb] [saucenao] [google] [report]

>> No.793190

looks like garbage.

>> No.793207

Pretentious art project.

>> No.793209

looks really good man

>> No.793218

looks like something you'd see in kenshi

>> No.793310


>> No.793318

Creepy as fuck

>> No.793324
File: 1.52 MB, 1920x1080, 2020-01-09_low_poly_well.png [View same] [iqdb] [saucenao] [google] [report]

My first ever model I've made following a tutorial. I feel like a retarded kid eating sand at the playground, while the rest of kids are making cool sandcastles.

>> No.793332

what tutorial?

>> No.793336

Grant Abbitt's low poly well tutorial on youtube.

>> No.793349

I made this:

>> No.793361

Nah man this is good for your first model even following the tutorial. You only usually see the good 3D artists posted everywhere. As long as you are doing 3D and getting better while enjoying it you will make it.

>> No.793367


>> No.793385

Clean up your room anon wtf

>> No.793436

You're right.

>> No.793538
File: 285 KB, 612x578, 1597257219734.png [View same] [iqdb] [saucenao] [google] [report]


>> No.793541
File: 843 KB, 1920x1080, zen.jpg [View same] [iqdb] [saucenao] [google] [report]

this is a zen garden for a group call .adn,it's a low poly model for a video game

>> No.793542

That's the default frog from substance

>> No.793543
File: 3.26 MB, 2304x1296, grape vine render edited.png [View same] [iqdb] [saucenao] [google] [report]

>> No.793546

wtf how

>> No.793552

It's titled "low poly" but I'd guess it's hundred of verts.

True 'low poly' models utilize normal maps and/or parallax occlusion maps and/or alpha clip to fake geometry or give the illusion of geometry.

For example, all those tiles on the roof could be faked with a combination of normal map, ambient occlusion map, and alpha clip and reduce it from a hundred verts to just a couple dozen.

"Low poly" is like resident evil 1 assets. An octagonal cylinder (ten polygons) for a red barrel.

>> No.793567

>all those tiles on the roof could be faked with a combination of normal map, ambient occlusion map, and alpha clip
How would you get depth with that method? I'm pretty sure you can't recreate it with flat planes, unless I didn't understand you. If they were surrounded by some kind of a border, then sure, but in this case you'd lose the silhouette and it would look like nothing from sides and lower angles.

>> No.793618

Where is the Lexus logo?

>> No.793752
File: 507 KB, 845x861, qt-oni-chan6.png [View same] [iqdb] [saucenao] [google] [report]


>> No.793762
File: 187 KB, 976x1128, BECOMING MORE POWERFUL.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm gaining ability faster than I thought I could, feels good man.

>> No.793814

only good things in this thread

>> No.793845

And this >>791575

>> No.793902
File: 257 KB, 1920x1080, EqEzJYCVgAIRsvH.jpg [View same] [iqdb] [saucenao] [google] [report]

This count right?

>> No.794259

That's pretty good, anon. Shaders need some touching up, though.

>> No.794263
File: 1.71 MB, 1536x864, centipede grass DOF 2.png [View same] [iqdb] [saucenao] [google] [report]

Just finished did this on Sunday after seeing a centipede on /an/

>> No.794271

Too much blur

>> No.794278
File: 984 KB, 1920x1080, Desktop Screenshot 2021.01.07 - [View same] [iqdb] [saucenao] [google] [report]

pls no bully

>> No.794285

What is asset forge?...

>> No.794292

I like funni man

>> No.794293

Can you make VR chat avas in blender?

>> No.794311


thx bro anon just going through my backlog of tuts this one is supposed to be a 8 week course. Need to retopo, make textures and render before I consider it done lol.

>> No.794337

how do you make textures like that bro

>> No.794385

I'm shocked you mentioned the blur and not the grass textures but okay.
I like the blur ¯\_(ツ)_/¯

>> No.794683

What kind of troglodyte takes a fucking picture of their screen?

I'm honestly impressed you know enough to import a model while being this technologically illiterate

>> No.794690

He is most likely posting that from a phone so it's much easier to just take a photo. Imagine not being able to figure that out and roasting other people for being dumb.

>> No.794706

3dsmax person.

>> No.794867
File: 265 KB, 1812x1081, Browning Custom.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey I just started learning 3D last week, haven't learned how to keep it to at a nominal low enough poly as this is 74,000 tris and it makes my computer cry. So I was wondering if anyone can recommend me low poly courses to follow that'll be good for a beginner.

>> No.794874

If you don't have internet access to upload a screenshot then you probably shouldn't be taking pictures of whatever is in screen.

>> No.794881
File: 1.78 MB, 1920x1080, 13PS2.jpg [View same] [iqdb] [saucenao] [google] [report]

The guy looks like shit doesn't he? Been trying to make him look decent for the past like 3 hours

>> No.794895

post wires

>> No.794903

Looks too perfect, and has UV errors.
I r8 it a 4/8 m8.

>> No.794906

hes just too blurry, you might consider adding him clean and adding a light flim grain over the imagine to unify it. maybe add a prop to add some scale, he looks really small in a huge building because of the empty space.

>> No.794911

Dude why dont you just add in a free model you can find on websites? Why spend so long throwing a shit image in when you can just throw in a model and fiddle around with it

>> No.794919
File: 147 KB, 1920x1080, images.jpg [View same] [iqdb] [saucenao] [google] [report]

Here you go

>> No.795037
File: 237 KB, 705x1075, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

First test with a 3D dude, looks much better. Will still try other options, since there is much less good 3D people than there is 2D people.

>> No.795056
File: 507 KB, 1074x624, edgeloop hell.jpg [View same] [iqdb] [saucenao] [google] [report]

I apologize for any pain I may cause you.

>> No.795057
File: 518 KB, 3288x1174, on the right.jpg [View same] [iqdb] [saucenao] [google] [report]

Now working on the next one, trying to keep it low but still...

>> No.795287
File: 395 KB, 811x609, brazil.png [View same] [iqdb] [saucenao] [google] [report]

brazil gun

>> No.795306
File: 892 KB, 935x755, tanks.png [View same] [iqdb] [saucenao] [google] [report]

i CAN breathe officer

>> No.795415

Are you designing a witch with this?

>> No.795417

How does it look in engine? Make sure you are checking each individual channel like roughness, metalness etc. Like rust wont be a metallic but exposed metal underneath paint would

>> No.795428

>Like rust wont be a metallic but exposed metal underneath paint would
Yeah that's how the layer stack is set up. I'll import it into the engine when I finish the rest of the variations.

>> No.795481
File: 162 KB, 972x1239, eyebot.jpg [View same] [iqdb] [saucenao] [google] [report]

Made an custom eyebot, what should I try next for something fallout themed for fun?

>> No.795495
File: 709 KB, 576x576, Firebird.gif [View same] [iqdb] [saucenao] [google] [report]

Wow, uh, I feel a little out of place. You all look like wizards with nodes and all that jazz. I'm trying to keep my stuff light on memory, so I'm here agonizing over limiting myself to 1-2 materials and drawing shitty textures by hand.
Suppose I should piggyback off >>794867 question. I don't know how many polys is a good amount to shoot for, my phoenix is 1019 tris in total, and the playermodel below is 2623 (though I've been trimming edges over time). Is that a good amount if I'm looking to make a game of sorts?

>> No.795510

don't bother brah, he's just attention whoring. look at these walls of texts no one asked for.

>> No.795514
File: 490 KB, 889x461, B22Vt5-CIAATMJz.png [View same] [iqdb] [saucenao] [google] [report]

HL2's Alyx had a tricount of 6-7k tris, this was back in 2004; modern characters now easily exceed 50k.

The important thing is LOD's, you can easily have a 150k tri model but you'll always even want to LOD

>> No.795551

The cell-shaded look on the bird is cool stuff. Not big on the rest, though.

>> No.795554

grass is only ontop, if u look at the reference other person posted, u can see grass is all over the edge, in little cracks, going down slope, on little variations along the side etc. whereas your one looks like you just went into side view and selected all the top verts...

>> No.795555

post wires over your model next time so people can see what's actually going on

>> No.795589
File: 1.37 MB, 1920x1080, LowPolyCurvedDagger.png [View same] [iqdb] [saucenao] [google] [report]

>drawing shitty textures by hand.

Kek. I tried "hand paiting" a very basic low poly dagger and it turned out looking like dogshit

>> No.795591
File: 1.02 MB, 1920x1080, LowPolyCurvedDagger2.png [View same] [iqdb] [saucenao] [google] [report]

But if you view it from a distance it looks less shitty? Could this pass in some old 2001 mmorpg?

>> No.795594

That means you're not good enough.

>> No.795612

>That means you're not good enough.

It means that I am a worthless human being. I have no talent and I should stop pretending that I will ever produce anything worthwhile in my life.

>> No.795625

No talent needed, you just have to grind through enough tutorials first so you understand what makes gud art gud.

While looking for a good hand painted dagger tutorial I found this which I assume is what you followed.


It's fine, just needs more practice. Try to breakup all of those bright edges and see how he made them vary in width. A better color blending and some nicer color hues can go a long way.

I think you should get yourself a drawing tablet if you don't have one already. I don't really do hand painted textures like these, but if I did I definitely wouldn't do it with a mouse. Actually I'm looking forward to doing some painterly texetures as well when I buy a tablet soon.

Just analyze the shit out of everything and pay close attention to every brush stroke they make.

>> No.795634

>While looking for a good hand painted dagger tutorial I found this which I assume is what you followed.
>https://www.youtube.com/watch?v=EMD5yZJL5O0 [Embed]

I did. Could you recommend me a better tutorial?

>I think you should get yourself a drawing tablet if you don't have one already. I don't really do hand painted textures like these, but if I did I definitely wouldn't do it with a mouse. Actually I'm looking forward to doing some painterly texetures as well when I buy a tablet soon.

I don't own a tablet and I am not sure if I even want to buy something before being sure of my skills. If I fail I will just look dumber than I already do being stuck with some hardware I have no use for.

>> No.795641
File: 89 KB, 1497x658, nonaame.png [View same] [iqdb] [saucenao] [google] [report]

trying a low poly

>> No.795655
File: 65 KB, 1237x809, ErunfFiXIAAGJId.jpg [View same] [iqdb] [saucenao] [google] [report]

>>783528 (OP)
I'm working on this big guy

>> No.795698


>> No.795851

Now do it blindfolded.

>> No.795878

Grass is iffy.

>> No.795879


Looks very uniform.

>> No.795881

Basé et architecturepillulé
That said, it doesn't look real at all, maybe try with a nice skybox and tweak your lights and textures.

>> No.795907
File: 3.53 MB, 1479x832, grubas2 30min.png [View same] [iqdb] [saucenao] [google] [report]

fucking great hand which i would never do despite the fact that i sculpt for 6 months and thats someones first sculpt
and then i see shit like that >>791933
im confused, why it is like that?

>> No.795919
File: 1.51 MB, 1920x1080, pistol.png [View same] [iqdb] [saucenao] [google] [report]

This waste of polygons.

>> No.796143
File: 2.07 MB, 1920x1080, table-drawer-1.png [View same] [iqdb] [saucenao] [google] [report]

I started getting into 3D modeling in the last week. This is probably my most complete "piece" so far; most of my stuff has just been messing around gaining familiarity. My previous experience is limited to voxel art.

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