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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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File: 485 KB, 1350x794, WIP new.jpg [View same] [iqdb] [saucenao] [google]
347657 No.347657 [Reply] [Original]

New WIP thread

>> No.347660
File: 659 KB, 1447x724, wip stones 3.jpg [View same] [iqdb] [saucenao] [google]
347660

Wasn't sure which WIP thread I should post it into.
Anyways, grass instances are molesting my memory and render time. Anyone have a solution for grass covering a huge area ?

>> No.347680

>>347660
> dat glow
aside from the glow and the yellow tone, it looks very promising. cant help you with the instancing problem though i dont think it has a shortcut solution

>> No.347684

>>347660
why are you rendering grass instead of adding later in adobe® photoshop®?

>> No.347686
File: 140 KB, 728x1044, 142351351153.jpg [View same] [iqdb] [saucenao] [google]
347686

>>347684
Are you for real?

>> No.347708
File: 13 KB, 369x393, 1337364901617.jpg [View same] [iqdb] [saucenao] [google]
347708

>>347686
He's being a fucking idiot on purpose you sheep.

>> No.347722

>>347660

wow nice, I'm liking it so far. But there is some to be done still...get the geometry done first then worry about grass. But surely a hair modifier to the ground plane should be fine...and then before the fina render, bump up the hairs to a few thousand

>> No.347725
File: 56 KB, 302x711, boom.jpg [View same] [iqdb] [saucenao] [google]
347725

eh so posted in that other fucking WIP thread and apparently its the wrong one so I guess I'll post in this one instead

with the help of a kind anon I tried smoothing the forms a bit

>> No.347726
File: 211 KB, 1023x763, CemeteryScarecrowlarge.jpg [View same] [iqdb] [saucenao] [google]
347726

>>347522
>>347523

Anyone wants to comment on this?
Should I make the respirator triangular or circular?
Three filter, one filter, double filter?

I'm really in a block right now.

>> No.347727

>>347726
jesus christ what the shit am i seeing

>> No.347751

>>347725
her knees look odd. Study more refs

>> No.347763

>>347726
add more samples, the global illumination is still grainy.

>> No.347768
File: 1.25 MB, 300x300, botintroduction.gif [View same] [iqdb] [saucenao] [google]
347768

Posted this a few times before for help with the character design, now finally got to animate it.

>> No.347769

>>347768
kuwaii as fug m8

>> No.347770
File: 264 KB, 1000x1000, shrugginglarge.png [View same] [iqdb] [saucenao] [google]
347770

>>347768
Hi res

>> No.347771

>>347768
I like the design (except the hands) but the animation is not great. Absolutely all physicality is lost after the initial roll in. Once he stops, he dies. You need to move within a pose. Overshoot. Settle. His whole body should be affected by the wave. And as for the wave itself, it looks more like he's just moving his arm up and down than waving. It should be faster, smaller, and higher energy.

>> No.347777
File: 119 KB, 900x900, #6 Candle Stand.jpg [View same] [iqdb] [saucenao] [google]
347777

Jelly Jelly Belly

>> No.347779
File: 345 KB, 972x609, occlusionlol2.jpg [View same] [iqdb] [saucenao] [google]
347779

added some parts, adjusted others
I need more reference for all the details

>> No.347826

>>347771
I was kind of thinking the same thing... I would probably have animated his whole body moving with the wave, but my boss liked it how it was and he wanted it today. Maybe in the future I'll polish it up a bit.

>> No.347883
File: 1.04 MB, 3240x942, dragonWIP.jpg [View same] [iqdb] [saucenao] [google]
347883

I'm very new to CG so I ventured under the bridge in search of any critique from the land of trolls? I know the wings need work, and his proportions aren't perfect. Thoughts?

>> No.347888

>>347883

New to CG? wait, very new? No you're not - that's physically not possible for a noob to make

>> No.347892

>>347888
you mist be fucking new also if you implying like that dosnt look like your typical first zbrush model

>> No.347894

>>347888
Guess I should clarify that to new to sculpting, this is my first serious model. Its all done in sculptris, haven't touched z brush don't know if I need to or not.

>> No.347902

>>347883

Quite stiff posture, try give your work a more relaxed posture even if you model it in a stiff pose.
Like it's an actual living creature that has assumed the pose.
A interesting design you have there, very different from the run of the mill dragons one see.
I like how you've shaped this piece overall globally even if your sculpt is a bit rough locally.
With refinement of your tool handling you'll probably be a great sculptor in no time.
I really like the choice of giving it a viper type head, it looks sordid man.

>> No.347903
File: 435 KB, 2048x660, 4chan - female anatomy.jpg [View same] [iqdb] [saucenao] [google]
347903

A female anatomy sculpt I'm working on.

>> No.347904

>>347903
I'd touch them titties if you know what I mean

>> No.347917

>>347903
decent
tits cut into ribcage too much, fix back of teh knee, too much angled, scapula too small,, knees to narrow, lack of muscle and fat roll above just above teh knee, then the area just above that pushed way too forward, side ribs should be visible at this type of body
also her pussy seems on teh skinny side compared to the rest, add more volume to lower abs

fix thsi and it will be a good attempt

>> No.347929
File: 28 KB, 640x480, hitler did nothing wrong.jpg [View same] [iqdb] [saucenao] [google]
347929

how do I get rid of a horrible black seam. I have tried turning off seams but for some reason it won't work.

>> No.347931

>>347929

Not seeing any black seams.. Watch out for the stretching on your texture, you can notice it on the part of the can just above the logo.

>> No.347934

>>347931
thanks for the advice. The lighting made it dissapear for some reason.

>> No.347938
File: 240 KB, 1010x758, hitler final.jpg [View same] [iqdb] [saucenao] [google]
347938

>>347934
for anyone curious...

>> No.347939

When modelling a sword for a game asset, one that will be viewed up close, do you have the edge of the blade terminate on an edge (zero thickness), or do you make it one poly thick?

>> No.347940
File: 482 KB, 1920x1080, steel blade.jpg [View same] [iqdb] [saucenao] [google]
347940

>>347939
The first, I even do hard edge for high-poly on blades. pic related.

>> No.347941

>>347940
Great thank you. I had a feeling that was the case. I was concerned having a thickness could cause lighting artifacts when in use.

>> No.347958
File: 1.41 MB, 1600x900, multen.png [View same] [iqdb] [saucenao] [google]
347958

Did this the other day, still adjusting.

>> No.347960

>>347958
Is the the scene from terminator ?
concept is nice but render and everything looks like shit.

>> No.347972
File: 1.65 MB, 2125x1672, Aotea Entrance At Night.jpg [View same] [iqdb] [saucenao] [google]
347972

the edges look bad, might blurr them, they didnt come out well in this night render.
some shit still looks awfully cartoony, what do you folks reckon>

>> No.347981
File: 879 KB, 2125x1672, 1366546325973.jpg [View same] [iqdb] [saucenao] [google]
347981

>>347972
1. I dunno what the red bit is meant to be and it looks really flat.
2. That's a very crsip line cutting the light off, maybe blur it or something.
3. It looks like the light is penetrating the metal. Light don't do dat nigga.
4. As you mentioned, very hard edges, maybe soften up the lighting so that not everything looks so crisp.
5/6. The lighting and textures on the inside look very..clinical, like there is no atmosphere in there, jsut one light shining.
7. Kind of ties in with lighting and hard edges, the text looks too clinical.

Try using normal/displacement maps.
Adjust your lighting to some realistic proportions.
Work on smoe textures brah.

>> No.347986

>>347981
cheers,
forgot to texture that red lol.
lighting is difficult, this program is not great, im trying to get the most out of it cuz i dont have time to learn anything else.
thansk for the tips, ill work on those areas. i just needed to ask someone else what they notice

>> No.347987
File: 1.26 MB, 1920x1080, wip stones 4.jpg [View same] [iqdb] [saucenao] [google]
347987

>>347680
> glow and yellow
Thats what makes it look bright and hot though, It looks dull without them.
>>347684
Gotta have everything behave properly to the GI. Grass is really going to be a problem though.
>>347722
Can't get the hair&fur cover the ground enough without exceeding the memory. Although I can use it for instancing the grass clone all over the ground.

>> No.347993

this is my reel, hope you enjoy it.

http://youtu.be/HevNz7BX9QE

>> No.347994

>>347993
I like that dude at the end.

>> No.347995

>>347993
>dubstep
Into the trash it goes.

>> No.347997

>>347995
I was *just* about to make this comment. Fucking blech.

Nice reel, though. I like seeing what people make in their spare time for fun and scholarship.

>> No.348011

>>347993
I would never hire you

>> No.348015

>>347958
looks like 2d to me

>> No.348021
File: 26 KB, 800x600, mylittleak.jpg [View same] [iqdb] [saucenao] [google]
348021

Been doing some low poly work for a Quake mod I'm working on.

>> No.348051

>>348021
Too low poly for quake, and you simply dont get quake if you think an AK belongs in it.

>> No.348082

>>348051
>mod

>> No.348102

>>347725
Have you ever looked at hands?

>> No.348136
File: 784 KB, 1920x1080, ilc.png [View same] [iqdb] [saucenao] [google]
348136

>> No.348199
File: 191 KB, 996x502, robothands2.png [View same] [iqdb] [saucenao] [google]
348199

Just a little bit of fun/practice. I think its easy enough to tell what's WIP

>> No.348214

>>348102
i have yet to get around to even begin sculpting the hands and feet yet

>> No.348232
File: 2.79 MB, 1920x1028, UDK_WIP12.png [View same] [iqdb] [saucenao] [google]
348232

I think I've reached the point where adding more will result it losing detail definition. still need to tweak some stuff

>> No.348234

>>348232
Everything about this looks horrible.

>> No.348236

>>348234
>Everything about this looks horrible.
The ground, yes, that looks horrible but the houses are pretty good.

>> No.348246

>>348232

Wow, looks great man!
As for the ground I wouldn't call it horrible but it could use some breaking up.

>> No.348251

>>348234
I'm with this guy. the house designs are horrible. the tiled wallstone is too dull and repetitious. the obvious planes of the tree leaves rape my eyes, also that crappy plain leaf texture. Ground is also too repetitious and dull.
This lacks in so many things that it has a very long way to go to be decent.

>> No.348253
File: 264 KB, 995x765, mite.png [View same] [iqdb] [saucenao] [google]
348253

>> No.348317
File: 411 KB, 1200x703, screenshot39.jpg [View same] [iqdb] [saucenao] [google]
348317

Making one of them Colt 1911s for STALKER.

>> No.348318
File: 28 KB, 569x789, basemeshthing.png [View same] [iqdb] [saucenao] [google]
348318

>try to make a sort of stylized base mesh thing
>it's not very good

Hmm

>> No.348320

>>348317

You're my /3/ husbando.

>> No.348326

>>348317
Can I get the wireframes? I was just working on a 1911.

>> No.348328
File: 183 KB, 640x480, alieninlab.jpg [View same] [iqdb] [saucenao] [google]
348328

>> No.348337

>>348253
It's like a slightly more realistic Mike Wazowski. He just needs little horns

>> No.348344

>>348318

Looks like a bare baby doll.

>> No.348346

>>348317
If that is yours, that is really fucking good.

>> No.348347

>>348346

Yes it's theirs.
They make a lot of guns for Fallout mods and stuff and posts them here regularly.

>> No.348357

>>347660
srsly? Use maya fur masterrace grass nigga

>> No.348358

>>348021
AK with an ar mag. wat nigga

>> No.348366

>>348320
Millenia is a girl.

>> No.348367

>>348366
a girl named Hans..

>> No.348411

>>348366
a girl with a penis !

>> No.348414

>>348366
Are you fucking retarded?

>> No.348431

>>348366
I want to be a girl too. Maybe if I practice texturing long enough it will fall off.

>> No.348440

>>348367
>>348411
>>348414
>>348431
C'mon Millenia. We know it already.Also it's not a crime to a girl, it's not your fault or anything.

>> No.348461
File: 117 KB, 762x568, shrooms1.jpg [View same] [iqdb] [saucenao] [google]
348461

30 min quickie based of one of my fav artists
will be a nakid sexy shroom girl
i dont really feel the side view
arms should be more forward ? i dont know, somethings off, maybe its the back ?

>> No.348464

>>348461
oh yeah i know, the boobs are quite big enough
got 2 fix that

>> No.348480
File: 739 KB, 1439x467, mite2.png [View same] [iqdb] [saucenao] [google]
348480

>> No.348484

>>348480
thsi be baddest textuer i ever had saw

>> No.348491

>>348461
disgusting2lookat/10

>> No.348493
File: 253 KB, 1341x751, shrooms2.jpg [View same] [iqdb] [saucenao] [google]
348493

>>348491
y u no like chubby ?
>>348480
this model creeps me the fuck out

>> No.348495

if I were to buy a digital camera to take pictures of textures, how good or how many megapixels would you recommend?

>> No.348497

>>348495

it's not about megapixels, as you'd want it to be fairly low res, but tileable so it covers a large area without stretching or blurring. I use 1600x900 and my smartphone as that gives a good enough coverage to tile

>> No.348498

>>348495
More important than megapixel is the quality of the optics and sensors. Such parameters are harder to quantify for the customer so megapixel is
driven as the no #1 sales argument. If you want a good camera you must do your research and read reviews online and look at actual images taken with the
camera on your computer screen (provided in any proper online review of such equipment).
Then when you've found the camera that does what you want for the right price, buy that camera and only that camera.
If it's out of stock locally order it, don't ever let a sales person think they know what you want, in fact never look a sales person in the eyes.
Personally I always wear sunglasses inside stores, I was actually educated into how to be a sales person ever since I despise them.

>> No.348501

>>348493
velcro boobs

>> No.348517

>>348497
>>348498
thanks. I have a ipod touch 4th gen,but without a flash and bad picture quality I am going to go with a Canon PowerShot ELPH 300 HS for about 160. Seems like a fair price and can hold it's own when compared to the next step up.

>> No.348526

>>348461
>>348493
tell me more about how you made that please. Is it mudbox?
Is it an imported basemesh made inside traditional 3d program first?
Why are the boobs seperate mesh?

>> No.348537
File: 345 KB, 1341x751, shrooms3.jpg [View same] [iqdb] [saucenao] [google]
348537

zz, im done, was supposed to be a quick 2h model ended up spending almost 5 h
also im sure she needs to get checked for some stds
>>348526
yeah zbrush, base is a standard polycount baseman that i modified slightly in modo
>Why are the boobs seperate mesh?
since im lazy as fuck
also slow 5yo pc, im getting a new one next week so i will stop fucking around this much

>> No.348538

>>348537
showing tits and ass is a really cheezy way to go. It says that your composition or the artist who made the design is so boring that the only way he can get interest is to show tits and ass. Its very lame

>> No.348541

>>348537
5 hours? I am officially impressd. This would take me 5 years to make.

Is this workflow better than making dynamesh sculpt first and then retopologising and reprojecting?

>>348538
in other words youre a puritan.

>> No.348544

>>348538
here in europe we have no problem about tits and ass in our art, is in every fucking street and in all the museums

>> No.348546

>>348544
Trash.

>> No.348548

>>348546
it is true, tho, if you learned anatomy with clothed models you are either a muslim or a mormon, one thing is to go around naked in public, another for your art to include nakedness

>> No.348549
File: 5 KB, 146x141, Michelangelo Buonarroti Dawn.jpg [View same] [iqdb] [saucenao] [google]
348549

>showing tits and ass is a really cheezy way to go. It says that your composition or the artist who made the design is so boring that the only way he can get interest is to show tits and ass. Its very lame

>> No.348553

>>348544
One must remember that America was founded by Europeans who feared ass and titties so much they had no choice but to flee across
the Atlantic to murder all the people who lived their and take all their shit so they could be good puritan christians and all.
White American fear for nudity are probably a remnant of the retarded culture of these foul ancestors.

>> No.348556

>>348553
its called having good taste kid

>> No.348557

>>348556
I don't think you're allowed to claim your taste is good if you shield young people from images of people giving each other orgasms
but allow them to see people murdering each other with machine guns.

Between a guy having a painting of a nude woman on his wall, and a guy having a AR fifteen in front of the starsprangled banner.
I go nude guy every time.

>> No.348558

>>348556
>he thinks he has better taste than the classic greek sculptors and the renaissance painters

>> No.348559

>>348557
Im anti-graphic violence and gore in artwork as well.

>> No.348560

Isn't god himself the creator of tits and asses?

>> No.348567
File: 3 KB, 300x57, image.jpg [View same] [iqdb] [saucenao] [google]
348567

>>348560
Yes, and since he can see and hear everything it's pretty obv why. We all know he created man in his own image so we know he has arms long enough to reach his own cock.
If christian mythology is right God is probably the king of fapping, no surprise then that he'd come to call himself Jizzus when he chose to walk among us.

Even CAPTCHA senses it.

>> No.348572
File: 28 KB, 378x310, Capture.jpg [View same] [iqdb] [saucenao] [google]
348572

>>348366
No girl, just paul dano.

>> No.348578

>>348572
He does kind of looks like a girl

Another great mystery of the world solved !

>> No.348580

>>348572
Classic Hans

>> No.348590

>>348572
10/10 would bang

>> No.348600
File: 505 KB, 2375x819, 27.jpg [View same] [iqdb] [saucenao] [google]
348600

So, I made some new stuff on that Captain Owl project.

http://www.youtube.com/watch?v=GDcqGUrii4o

There are a lot of placeholders, like the belt and inner shirt - and I still have to find a way to make the gold coin piles he's standing on.
Also have to fill that chest and put some bottles of rum, rubys and peral necklaces around

>> No.348602

>>348590

>10/10 would bang
>not 10/10 would let bang me

>> No.348612

>>348600
Nice seagull.

>> No.348616

>>348612
Thanks, yo.
That beak really is making it look like what it should't.

>> No.348618
File: 989 KB, 2560x1440, OrgePic.png [View same] [iqdb] [saucenao] [google]
348618

What do you think of my ogre type thing sculpt?
Second sculpt in Zbrush

>> No.348619

>>348618

Does it have layers?

>> No.348624

>>348618
>leblobmonsterfaice.jpg

I'm just being an ass, keep it up you'll get better.

>> No.348625

>>348618
I like it.

>> No.348627

>>348618
I don't like it.

>> No.348628

>>348625
>>348627

>/3/

>> No.348629

>>348619
It has one more pre-dynameshed layer but that's it.
>>348624
Pretty much the response to expect when asking for criticism on 4chan. I appreciate the last part though.
>>348625
Sarcasm? If not, thank you.

Also: I know it's probably shit, but when I work on something for some time I get used to the way it looks and start to think it looks good.

>> No.348641
File: 438 KB, 959x636, Screen Shot 2013-04-24 at 1.57.38 PM.png [View same] [iqdb] [saucenao] [google]
348641

>>347657
Recently stumbled upon one of my favorite sculptor's books, Cedric Seaut. Trying out his workflow
>>348600
I know I've mentioned this before, but goddamn dude great sculpt. Its really turned out superb. But like you mentioned, the beak IS kind of throwing it off...can't believe I never noticed it before. Maybe just do the ol' switch-a-roo and make it Cap'n Seagull? It would sort of fit the pirate archetype better aha.

>> No.348654
File: 8 KB, 557x714, lowpolyfemale.png [View same] [iqdb] [saucenao] [google]
348654

Trying a stylized low-poly character for gaems

>> No.348657

>>348641
Horrible design / hand&feet anatomy. You're nothing but hoes and tricks

>> No.348672
File: 65 KB, 672x800, shrooms6.jpg [View same] [iqdb] [saucenao] [google]
348672

>>348600
what holds his bottom sleeve parts down ?
>>348654
too high poly
remember its supposed be for games not for movies !

anyway some quick lazy as fuck texture, i really got a carving to try some of nezumi hardcore style female character

>> No.348676

>>348672
I like it, except for silicone bolt-on fake tits and glass ball eye

>> No.348678

>>348672
why did you give it lisa anns tits ?

>> No.348686

>>348672
i think the face should be rounder, to fit in better with its thick-girl shape
do not really like the popeye forearms, the skin texture could be made better by adding more detail (look at the color variation in different areas of the body, add a few freckles maybe or a couple of moles)
good work anon

>> No.348688

>>348678
>lisa anns tits
Oh god.

[spoilersdon'tworkhere]Muh dick[/spoilersdon'tworkhere]

>> No.348691

>>348678
cant goddamn unsee

>> No.348694

>>348537
I'd hit it. Except the top of the boobs needs to be smoothed with the skin. They look detachable.

>> No.348695

>>348672
Nevermind what I said about the tits before. I thought that last post was you being done with it. Woops. I like it although the face could be a bit less anorexic I think.

>> No.348696
File: 79 KB, 898x1080, caveman.jpg [View same] [iqdb] [saucenao] [google]
348696

Here is something I've been lazing around on for a while. Why must rigging be such a bitch sometimes. Blender, I love you, but the fact that half the time I try to rig something the skin lags behind the armature when I move it thus deforming the entire shape really fucking pisses me off.

>> No.348699

>>348696
typical blender work

>> No.348704

>>348696
use rigify

>> No.348705

>>348657
Horrible hand and feet anatomy? This is a 15 sketch on a base mesh. Lmao

>> No.348706
File: 551 KB, 2531x752, BT2.jpg [View same] [iqdb] [saucenao] [google]
348706

Unwrapped and rigged this fucker, now trying to paint dem textures...

>> No.348708

>>348706
Feel like sharing the rig?

>> No.348714

>>348708
Don't do it, anon. He's some filthy Indian who will use your work in his third world country and not pay you royalties.

>> No.348743
File: 255 KB, 891x1231, lutece_dolls__heads_or_tails_by_metatronis-d60ovln.jpg [View same] [iqdb] [saucenao] [google]
348743

>>348641
Thanks, bro - i'm glad you like it.
I'll just try to remake the beak - I need it to be an Owl anthropomorphism

>>348672
They're sewed into his feathers - so i'll put some buttons over there to make it more obvious. I mean, I'll test that out. It it ends up poorly, I'll have to figure out a better solution.

Thanks for the criticism, anon! - good observations, by the way.

>> No.348746

>>348743
I never understood why this "heads or tails" guys got so popular...

pls explain.

>> No.348749

>>348746
Because they're timelords, and timelords are awesome in their very definition.

>> No.348752

>>348641
He look slike a Babar but with like shit on bim i don't know it's a gayer versio of the Qig empire, HEEEIIIT man, no problem now my tities are rustled very hard like the dick of this guy in the porn movie that i wached where the girl was like " YAA YAAA " and the men was like " UUH UUUH " hahah, i don't know this is stupid, do they play tenis at all ? No, they're not fucking ferrer or Djokovic or other names,they're cock-workers so what's up with these loud screams i don't knwo but your robot is very gay.

>> No.348793

>>348678

AAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

>> No.348798

>>347958
i like the render style gives a nice atmosphere

>> No.348817

>>348746
because they are homicidal trolling bastards that can travel through time killing and kidnapping people left and right while fucking with their memory and insulting them

you know, the type of people le leddit and 4chan likes

>> No.348828
File: 413 KB, 773x666, MvM_Tank_Final.png [View same] [iqdb] [saucenao] [google]
348828

>>348706
Is that supposed to be a variation of the tank from tf2 ?

>> No.348835

>>348828

>grill
>stovepipe
>headlights
>top hub visor

Looks like a copy with modifications.

>> No.348842

>>348828
Indeed it is - The idea was to make an "upgraded" version of it and use it Source Filmmaker

>>348835
Sure - I did reuse the headlights, visor and a part of the pipe (with some minor edits) as it's pointless to remodel such parts. The whole rest is made from scratch, while I tried to stay close to the original shape. I made the grill more rounded though, as it fits better with this new "divided in upper and lower body" look.

>> No.348879
File: 33 KB, 722x404, aerowagon.png [View same] [iqdb] [saucenao] [google]
348879

>> No.348894
File: 918 KB, 1920x1080, render_blazing realistic.jpg [View same] [iqdb] [saucenao] [google]
348894

Btooom! Blazing BIM

>> No.348901
File: 381 KB, 720x486, mite_3.png [View same] [iqdb] [saucenao] [google]
348901

>> No.348906

>>348901
The arms are too wide.

>> No.348911

>>348894
Why are you trying to photorealistically render a low poly game object? Unless this isn't a game object, in which case you failed hard, doing a transfer map of your high to such a low poly object instead of adding supporting edges and smoothing it.

>> No.348912
File: 2.99 MB, 720x486, miteAnimTest_02_xvid_mid.gif [View same] [iqdb] [saucenao] [google]
348912

>> No.348913
File: 575 KB, 986x702, Screen Shot 2013-04-25 at 7.10.13 PM.png [View same] [iqdb] [saucenao] [google]
348913

Sculpted in a majority of the secondary forms, still a few more subD levels before I'll settle with them however. Tertiary details on this guy are going to be fun.

>> No.348914
File: 589 KB, 1860x943, wip5.jpg [View same] [iqdb] [saucenao] [google]
348914

modular tomb

>> No.348920
File: 388 KB, 2000x2000, shrooms11.jpg [View same] [iqdb] [saucenao] [google]
348920

>>348676
fixed the eyes
>>348678
so you can fap to it better
>>348686
yeah made the face a bit rounder
the big arms are there to balance the big legs, which in turn are how mushrooms are, thick at the roots thinner near top
Also im too lazy to go really deep into the texture
>>348913
you didnt pay attention to cedircs workflow did you ?;f
He first blocks in major forms, no details, no parts, just one huge shape, works on silhouette until he likes it
then he experiments details with dam standard and mask and then goes into cutting up into parts.
Also fallowing his workflow is pointless, he sketches everything out in his head, so he can jump half the steps and still make mindblowing stuff, you should go step by step and start of with establish what you want to make and what each part is and how it works

>> No.348923

>>348920
Thanks

>> No.348924

>>348914
is that a go'auld space ship?

>> No.348929

>>348920
It's creepy, but I can't say I don't like it. It's anatomically correct.

>> No.348947

>>348914
looks 1999-2000 Max or Blender scanline era. Don't get me wrong tho, I actually like this piece a lot, you put a lot of detail into it and the style and atmosphere fit.

What did you use to render it? The scene is great as are the mats for the most part, it would look 10 times better if done with Vray or mentalRay. Unless I'm missing something and itis meant to be imported to a game engine or is being rendered real-time

>> No.348959

>>348920
> not giving her mushroom tits
what a waste

>> No.348980

>>348920
To be honest that it about 1000x creepier than it is attractive. Decent model but would never fap to.

>> No.348989

>>348947

Looks real time to me

>> No.349012

>>348914
That's cool, I have some modular dungeon pieces percolating myself.
Gonna use light-maps so I worry a bit of how difficult it'll be to stitch things together without the lighting screwing up in the seams.
Noticed the shadows on your floor that doesn't really look like it got a explanation in the light-source, still looks pretty okay though.

>> No.349030

>>348914
Looks OK I guess. Would be better with some detail normal maps and decals. The red stones look kinda cartoony to me.

>>348947
Judging from the UDK toolbar on the left it's already in a game engine, bruh.

>> No.349035
File: 140 KB, 646x770, asdasd.jpg [View same] [iqdb] [saucenao] [google]
349035

God, my speed is terrible.
What do you guys think I shold put on its mouth? A couple of tubes? A respirator?
Just leave it like that?
Have a cavity with green neon?

It's supposed to look like a scarecrow.

>> No.349063

>>348911
Just for presentation purposes and yea this model will be put in game that's also why I've baked the normals for it and it being low poly.

>> No.349069

>>348920
I wonder if she lactates mushroom soup.

>> No.349130
File: 1.66 MB, 720x486, pdi_test_01_xvid.gif [View same] [iqdb] [saucenao] [google]
349130

;_;

>> No.349150

>>348232
you should maybe bump the texture where the shadow line is

>> No.349151

>>348920
mind posting a close up wireframe of the crotch/ass?

>> No.349152

>>349035
looks almost exactly like fiddlesticks

>> No.349155

>>349152
I'd say it looks like a scarecrow.

>> No.349169

>>349130
the whole thing disintegrates when the first corner hits the floor, which doesn't look right. and that one piece at the end that just slowly floats down while spinning frantically makes me lol.

>> No.349209

>>348924
it's based off a concept from WAR
>>349012
cheers. yeah the shadows are a bit buggy as i have a few point lights which dont actually have a lightsource in the scene get the lighting right.

you should be ok with tiling themeshes so long as you have a unique UV unwrap for the lightmap channel (can be your texture unwrap if its 100% unique) and also make sure that your materials line up on either side so you dont notice a seam through the diffuse/spec channels. the offset filter in photoshop helps with that
>>349030
thx I am gonna put some decals in there to break the repetitiveness up some, also the entire scene has one specmap right now

>> No.349240
File: 203 KB, 1640x780, 1.jpg [View same] [iqdb] [saucenao] [google]
349240

I have around 3 days left to finish the sculpt for the female model. I still think something is terribly off with the torso or head, but I can't see it. Maybe its the proportions or cloth folds? Maybe it will look better once I get the limbs and hair on, but I'm doing those in Maya. I'm going for very angular kind of clothing, but I think thats kinda working. Any help would be greatly appreciated. Anyone know any decent polygon hair modelling tutorials?

>> No.349244
File: 441 KB, 720x486, grass.png [View same] [iqdb] [saucenao] [google]
349244

>> No.349245
File: 385 KB, 1884x1570, 2.jpg [View same] [iqdb] [saucenao] [google]
349245

>>349240
Here are some more badly cut out screen caps with the limbs attached.

>> No.349246

>>349245
something wrong with those hips but I don't know what.

Separately the torso/legs seem fine, but when combined, subjectively it just doesn't look right, as if one or the other is too short, or the hips a little too wide maybe.

>> No.349249

>>349245
I'm fairly new to high detail modelling;
Are you making high-poly sculpts to use as normal maps for the low-poly models?
If so, which program are you using for sculpting?, or is it in the same program you modeled in?

>> No.349250

>>349246
Yeah. Looking back, I think they may be too wide. I'm going to try and shorten them a little.
Shouldn't of left this project till this late.
>>349249
I'm going to use them as normal maps for a low poly version. I'm using Maya to model the low poly, and sculpting in high poly using Mudbox.

>> No.349255

>>349250
Thanks man,
I am doing a 3D class in university so we have to use Maya.
I got the student version which is a 4 month trial. Think I might find someone in the class who has a full version, same with Mudbox, because we don't have that at school.

Nice sculpts by the way, perfect looking creases, and good depth with those weird angled pieces.

as for >>349246
I think I know what the problem is. Her ass.
Her ass looks really low/short, as if a buttcrack should be coming out the top of those pants, but there isn't one, which makes it look odd.

>> No.349257
File: 166 KB, 1352x842, 3.jpg [View same] [iqdb] [saucenao] [google]
349257

Fixed the hip proportions and I think its looking a lot better, though I think the limbs are out of proportion now. Going to finish up this torso and see if I can fix it after.

>>349255
Yeah. I think the ass is a little weird too. Gonna work on an ass crack haha. Probably should have focused on the design a bit more too. Just noticed there is no way to get into the inner suit.

You can actually get free student versions of most of Autodesk's products if you are a student. You just need to register your account with Autodesk.

>> No.349260
File: 1.50 MB, 300x300, hitcamera.gif [View same] [iqdb] [saucenao] [google]
349260

>>347768

New animation

>> No.349262

>>349257
Yeh I registered with Autodesk, have the student version, but I thought I read that it only lasts for one semester? like an extended trial.
I could have mis-read it though, i'll go back and re-read the terms.
Can I DL some sort of student version of Mudbox as well?

> Just noticed there is no way to get into the inner suit.
Could go the easy route and make a thin flap running down the back, like a zip with a covering. Or perhaps you could just say the armour comes off separately, then you are left with the under-suit which is like a tank-top with a removable pelvic strap.

>> No.349264

>>349260
i would suggest he gets a lot closer to the camera, so that the sensation of him colliding is better, also, animate the camera to shake a bit when he touches it (or a lot)

>> No.349266

>>349260
a bit of a sideways lean would add a lot when he turns, this sort of character needs the exaggerated animation. Also his arms seem too static. I like it though

>> No.349269
File: 220 KB, 1714x870, 4.jpg [View same] [iqdb] [saucenao] [google]
349269

>>349262
It should last as long as your course if you registered correctly. You can download Maya, 3DS Max, Mudbox and a whole load of other products there. I'm on my final year, so I'm not going to be able to use it when my final semester ends.
Anyway, Gonna call the sculpt finished and going to work on those arms, legs and accessories. No sleep for me.

>> No.349270

>>349264
ooooh good stuff, definitely doing that

>>349266
leaning in to the turn or like he's tipping over? I can't imagine which would be more appropriate

>> No.349271
File: 443 KB, 1280x720, alienwithgun.jpg [View same] [iqdb] [saucenao] [google]
349271

>> No.349285

>>349269
back of the neck too wide, it should be 2x narrower since the spine would pop out there
scapula are too close, should be wider apart makes the back look weird
ass should be rounder
add more mass to the sides of her legs at the height of her cunt, femur connection should be the widest point of the legs
shirt neck, or lower her arms
elbow placement too low
just below the tits her rib cage should be sticking out, reduce the tight gap if you dont want her too look anorexic, add more ass above butt cheeks

now face, cant tell much from those angles, but i can already see few things taht are very wrong
cheeks bones almost always are the widest part of the face, pop them out more, work on eye shape, it looks really wrong, and eyes are the most important part of the face, push forehead forward

fis those things and you will at lest get rid of teh creepy look, i could point out a lot smaller things, but focus at lest to get main forms in, get some better ref pics
good luck

>> No.349464
File: 152 KB, 1223x850, 6.jpg [View same] [iqdb] [saucenao] [google]
349464

>>349285
Thanks man. Tried to make those changes quickly here, but it still needs work. Not touched the head yet though, but I'll have to get back to it later. Got to finish the arms, legs and accessories tonight.

>> No.349487
File: 456 KB, 720x486, grass_randomize_03.png [View same] [iqdb] [saucenao] [google]
349487

mths of research etc

>> No.349498

>>349464
That diamond shaped suit gives off a Deus Ex HR vibe.

>> No.349505

meh

>> No.349506
File: 409 KB, 1390x1069, a280.jpg [View same] [iqdb] [saucenao] [google]
349506

>>349505
dont' know why it didn't post

>> No.349516
File: 231 KB, 414x748, niggers1488.png [View same] [iqdb] [saucenao] [google]
349516

grill me, nigg/3/s.i know i am shit at anatomy and i cant for the fucking life of me get this to look good
tear me and my steroid mudboxdefaultman a new asshole to motivate me to become better.

>> No.349517
File: 333 KB, 768x1024, ruby_sss_safe.jpg [View same] [iqdb] [saucenao] [google]
349517

came back to it and started working on the materials

the hair material is a place holder BTW. Not sure how to go about it. The way this map wraps around under neath the edges takes away from any merit it may have.

>> No.349542

>349506
Isn't that the infamous Empire strikes back gun?
A bastardization of a BAR(?) infront of a AR 15 reciever with a M60 stock if I'm not mistaken.

>> No.349543

>>349516
The birthmark on his right tit looks a lot like the sign these retarded guys where I live use.
They have no hair on their heads and they go around drunk all the time pointing towards something in the sky that I guess only they can see.
And they're constantly yelling the most bizzare shit about what color they are, like we can't tell by looking or something.

>> No.349545

>>349543
neo nazi skinhead =/= real nazi

>> No.349576
File: 102 KB, 1248x673, asdcxzcxzcxza.jpg [View same] [iqdb] [saucenao] [google]
349576

So, which one?

>> No.349578
File: 367 KB, 1548x1624, DS2 - UGSheild.jpg [View same] [iqdb] [saucenao] [google]
349578

>>349506
I'm really not digging the random patches of paint missing all over the gun, they don't really make sense why they would have come of, there's big patches missing but not a single tiny scratch anywhere?
I know it's not your fault because it's not your design but overall it's just a really bland shit design of a gun

This is a shield which has a pigs head on the front, what would I do with the separate pieces? Find a way to connect every vertex on the head onto the shield or leave them as separate objects? Also how would the process go in order to get the normals from the high poly in mudbox? bring it into max straight or export it and use xnormal?

>> No.349579

>>349576
Right one, fo sho ma nigga

>> No.349580

>>349579
A'aight, I'll take your werd on it.

>> No.349581

>>349578
The original art had the pig head be all polished and smooth.
Because it was, you know, made of metal.
I think you're better off just hardsurfacing it and doing a turbosmooth pass.

>> No.349582

>>349580
Awesome, although I'm not sure which bits on the top of the head I like best, stitches or staples..

>> No.349584

>>349582
I think I'll go with the staples.
I don't really like the way the stitches look when they're so low poly.

>> No.349585
File: 256 KB, 1200x1200, 25cbed07566dfb5a2141b50c499e979d - Copy.jpg [View same] [iqdb] [saucenao] [google]
349585

>>349581
I'm not sure, because of the way he painted it the surface looked a bit rough, which I liked. But now that you mention it smoothed does sound cleaner for it.
Also do you have any idea about these parts in red line? I'm having a hard time understand how they go with the model, do the curve in? bulge out? not at all?

>> No.349586

>>349584
It's just to me, staples don't really go with cloth? But that's just opinion I think.

>> No.349587

>>349586
Well, it's a model for TF2 and valve seems to be okay with staples on cloth.
>>349585
I think it'd look best if the redlined edges protruded a little bit, sort of like the top of a sand dune, with the lne in the center being the lowest point and the red lines the highest.

All the while the cylinder at the center flows smoothly into the outer shapes while the inner shapes stay relatively flat.

>> No.349588

>>349587
Sweet, that helps a little. I was just having a hard time understanding how it was built from looking at it.

>> No.349596
File: 263 KB, 1548x747, DS2 - UGSheild_2.jpg [View same] [iqdb] [saucenao] [google]
349596

>>349587
I THINK I've got it, gonna change the top section though, I'm not fond of the symmetry, makes it look..strange.

>> No.349598
File: 28 KB, 781x509, ScreenShot026.jpg [View same] [iqdb] [saucenao] [google]
349598

low poly environment for uni, my first 3D model I've ever attempted so I'm pretty happy with it, need to finish up unwrapping UVs so I just added lighting so it wouldn't look boring.

>> No.349599

>>349598
Mind informing us of the poly count seeing as it's meant to be low poly owrk

>> No.349601

>>349596
Oh and as with my question before, should I try joining the head onto the shield or leave them both separate?

>> No.349602

>>349599
no specific polycount limit, I just meant that I am limiting myself to work with lowish polycount for my own benefit (unwrapping UVs and time limit)

unless you're just interested in a polycount for your own curiosity in which case I have about 3400 faces, still need to add doors and windows though.

>> No.349604
File: 52 KB, 858x488, ScreenShot030.jpg [View same] [iqdb] [saucenao] [google]
349604

What do you do in situations like this? do you just stretch the UVs? should I have just unwrapped the sides separately from the man body? do I just leave it how it is and make sure to make the texture blend when I paint it?

>> No.349608

>>349604
I am not understanding of the situational at hands time

>> No.349609

>>349608
the UV not touching in the top right.

>> No.349611

>>349609
Just weld them together, there will be a bit of stretching, but if you move the vertexes around you can spread the stretching out so it's not as significant

>> No.349612

>>349611
okay thanks, I thought this might be the best bet, wasn't sure how bad the stretching would be though.

>> No.349613

Also how the hell do people unwrap UVs for high poly models? it must take absolutely forever

>> No.349614

>>349613
Nah it shouldn't really be noticeable
>>349612
You don't.

>> No.349615

>>349614
guessing you got the replies mixed up, why don't you?

>> No.349616

>>349240
>>349245
>>349257
>>349269
>>349464
You should not make the suit take the form of her ass crack. normally clothes stretch so they don't stick to the skin.
I hope you get what I mean.

>> No.349619
File: 79 KB, 1223x850, edit.jpg [View same] [iqdb] [saucenao] [google]
349619

>>349616
this, it should probably look more like pic related, goes more with the aesthetic and makes the most physical sense.

it could conform to the shape of the ass cheeks but on it;s it's tight, stretchy and thin but this doesn't look like it, it looks pretty thick so it would have to be cut specifically to conform to the crack which wouldn't really make sense.

>> No.349621

>>349619
>but on it;s it's tight,
>but only if it's tight*
I don't know what happened there.

>> No.349622

>>349619
How did you make this? I'm struggling with clothes... :(

>> No.349623

>>349622
I didn't make it I just edited it on a 2D painting program.

>> No.349626
File: 27 KB, 580x499, ScreenShot031.jpg [View same] [iqdb] [saucenao] [google]
349626

Why the hell is this happening? the UVs are the right size and they fit together but the checker pattern looks huge.

>> No.349627

>>349615
Because the high poly is generally used for baking maps. I guess you can but it's kinda unnececary

>> No.349628

>>349626
now this is happening with every plane that I try to project and II don't want to move on while it's doing this, I suppose it doesn't matter though really does it? the problem is if I try to stretch one of the UVs I won't be able to see how it looks.

>> No.349648
File: 275 KB, 2264x966, seamen computer.jpg [View same] [iqdb] [saucenao] [google]
349648

I made a computer. Still missing some vents on the case.

>> No.349652

>>349648
Please explain what you've done here? And post wires?
The left just looks like a box with textures, the right looks like a high poly version?

>> No.349654
File: 203 KB, 1531x800, AKEJAK.jpg [View same] [iqdb] [saucenao] [google]
349654

>>349576
Made a texture.
The white bits will be paintable.

It feels as if there's something missing. It needs an Oomph.
Any ideas?

Also, I'm a bit worried about the polycount. It's 1200 tris, AFAK the limit on hats is 1k.

And I'm not sure if I should smooth the nose cavity or leave it like that. What do you think?

>> No.349655
File: 340 KB, 1738x961, storage room.jpg [View same] [iqdb] [saucenao] [google]
349655

>>349652
You had it right. The left is showing wires. The baked versions are 6 faces.
Its supposed to be for a personal game I'm working on and the setting has a lot of computer parts.

>> No.349656

For some reason I can't apply textures to one of my objects, it works for every other object, I have textures visible it just won't apply for some reason (I already have the checker pattern from unwrapping the UVs and I can see them)

does anyone know what could possibly be wrong?

>> No.349657

>>349655
Like the computers, but that table closer to the right is way too gritty.

>> No.349660

>>349657
Thanks
Ok, I'll get on it in tomorrow.

>> No.349672

>>349598

remember that textures can have transparancy, you'd save a lot of polys if you replaced the right houses balcony sticks (lel) with a 3 sided plane and just textured in the sticks. would be great training if you're just starting out as well.

>> No.349675

>>348920

great work, would love to see the wireframe on this.

>> No.349679

>>349656
I don't want to have to remap the whole thing so I just had an idea, if I upload a file with just the mesh for the object and someone could have a quick look and troubleshoot it for me? see if there is some setting on it or something.

I would appreciate it a lot because apart from the doors and windows that was the last thing I had to unwrap and I really don't feel like doing it again.

>>349672
I was going to use transparency to do some plants anyway, did you mean to have a png texture with the shape of the column coloured and the rest transparent? wouldn't you be able to just see the other textures through the sides? I'll have a go though, if anything I might get marks for problem solving.

>> No.349681
File: 89 KB, 1005x542, likethis.jpg [View same] [iqdb] [saucenao] [google]
349681

>>349679

this is how i meant. depending on your settings, the other side of the faces will show the texture mirrored. depends on what you imagine you're going to use the model for thought, if it's just in the background, the sticks might as well be a textured plane for the illusion of more detail and better performance. if you're gonna go up close to them though, it might be worth having the extra polys.

>> No.349683

>>349681
Oh I didn't think of that, that's not a bad idea actually, it's going to be kind of a main building, it's not going to be a playable level or anything I just need to create an environment to use in an engine, I still might consider doing that though.

>> No.349690

>>349270
Leaning into the turn, i imagine.

>> No.349691

>>347657
Notice the word 'TRY' 200 tris over isn't that bad.
The nose maybe needs to be a little sharper to convey it's actually a hole?
Can't wait for the finished texturrer

>> No.349714
File: 159 KB, 707x778, face.jpg [View same] [iqdb] [saucenao] [google]
349714

h-hey guys, is her face looking ok? :/

I'm so scared to do clothes...

>> No.349717

>>349714
From an industry modeller, its cringe worthy.

>> No.349725
File: 611 KB, 2712x1512, mouseretopofinished.png [View same] [iqdb] [saucenao] [google]
349725

retopologised! Boy, that took long. Longer than the sculpting before (me feels).

I got some tris here and there but I heard that tris are not all THAT bad, so I let them be. (I heard n-gons are the evil)

Ain't that topology masterlevel?

I am not quite sure, how dense the loopcuts should be on her tail for animation, so I made them more dense :3

>> No.349733

>>349725

good job! Looks great, judging by the model itself though, it didn't need sculpting and probably could have been poly modelled from the start without the need to retopologise the sculpt

>> No.349736

>>349733
No way! I tried out both ways now and can assure you that sculpting the shape first and then retopologising afterwards is WAY better and quicker. First you can shape the model more accurately when sculpting without caring about topology and loop-flow at all, and then when retopologising you can make the loops and topology quickly without caring about the shape, which is already there. Works like a charm!

From now on this will be my final workflow (I guess)

Also thank you for the kind words.

>> No.349743
File: 129 KB, 1004x812, 7.jpg [View same] [iqdb] [saucenao] [google]
349743

>>349619
Yeah. Its looking way too tight in the wrong areas right now. I'm going to go back and work on it, as well as the face once I find the time.
For now I'm getting the rest in, but I still have no idea how I'm going to do the hair. I'm going to try and do hair with alphas, but I'm new to that and I hope it doesn't take too long.
For now, here is the current progress.

>> No.349763

>>349725
You have some strange fetishes...

>> No.349781
File: 243 KB, 1265x725, Pic1.jpg [View same] [iqdb] [saucenao] [google]
349781

Ok guys, here's my first serious attempt in zbrush. How bad is it?

>> No.349803

>>349781
what the fuck

>> No.349804

That bad? ._.

>> No.349805

>>349717
really? :(

>> No.349808
File: 112 KB, 648x237, 1231242313123.jpg [View same] [iqdb] [saucenao] [google]
349808

>>349805
no it looks fine
he just can't get off his high horse

>> No.349809
File: 558 KB, 1876x826, Nail_Gun.jpg [View same] [iqdb] [saucenao] [google]
349809

>> No.349810

>>349808
This.

>> No.349814
File: 643 KB, 1800x600, thumb.png [View same] [iqdb] [saucenao] [google]
349814

Got it into the engine.
Make a LOD and I guess it's submission ready?

And as a last though, I'm now wondering if I should make the other stitches into staples too.

>> No.349818

>>349809
But nail guns don't work like you think they do...

>> No.349819

>>349743
This whole thread I've been bothered by how flabby and disgusting this woman's ass is. Her ass crack is like 3 inches wide, too, wtf?

>> No.349823

>>349814
That texture looks way too boring add some more material definition

>> No.349824

>>349823
I'm not sure how, to be honest.
It was kinda supposed to be burlap, but grainy textures are not allowed in TF2.
Should I make it leather or someshit?

>> No.349827

>>349814
The back clips like a motherfucker with pretty much everything ever.
Gotta make it smaller I guess.
Much smaller.

>> No.349828

>>349814
Why is the material shiny?
Why does it look like palstic?
The staples near the bottom look too flat.
Model looks really shabby but it's probably the texture

>> No.349831

>>349828
It's the default TF2 shader.

Guess I'll work on the texture some more and make the staples 3D.

>> No.349838
File: 515 KB, 1920x1200, d99f536c-3305-482f-aaf5-90caefac5ee3.jpg [View same] [iqdb] [saucenao] [google]
349838

So... I made this. And stuff.

>> No.349881
File: 701 KB, 2560x1440, BallBrush.png [View same] [iqdb] [saucenao] [google]
349881

Hey /3/.
I'm mirroring this sphere to make two eyeballs. But the mirroring gets fucked up, is it because of the move tool not being in the centre? Also, how do I center the move tool?

>> No.349883

>>349881
goz
mirror in maya or max or modo or blender
goz back

be done in 10 seconds

>> No.349885

>>349881
use subtool master, mirror tool

>> No.349886

>>349883
>>349885
I'm using the subtool master, but when I mirror the sphere on the correct axis the sphere places itself in a random spot.

>> No.349887

>>349886
I also want to know how to place the move tool handle in the middle of the sphere

>> No.349919

>>349743
What material are you using?

>> No.349920

>>349725
looks good, are you gonna bake the normals from the high poly model or sculpt the details in this retopo mesh?
i think it needs more work in the lacrimal ... caruncle, well, the eye in general

>> No.349923

>>349887
It shouldn't matter, when you use subtool master it checks world axis, not local. Your sphere is probably not in the middle, check it from top and side views. Or your sphere is not perpendicular to the axis plane.

>> No.349933

>>349714
reminds me of female shepard from mass effect 1

>>349725
shit this thing again, looks so fucking awesome yet it makes my spine crawl

>> No.349936

>>349920
This is supposed to be just the basemesh that I try to make animation friendly.
The plan is to reimport that mesh as a subtool into zbrush and reproject the dynamesh sculpt into it. Then sculpting the finer details and painting/texture projection. At the end I will bake the maps.

I am not happy with the topology yet. Will have to make corrections to get rid of some poly overload on her back and face.

The eyes will get more sculpting love inside zbrush.

>> No.349950

>>349818
Nailguns need to be pushed against a serface to work,I know. It's just a bit of fun.

>> No.349951

>>349950
surface*

>> No.349957
File: 306 KB, 1228x1800, test3.jpg [View same] [iqdb] [saucenao] [google]
349957

Working on iridescent/SSS shader. Top is test, bottom is the pose I'm going to use.

>> No.349962

>>349936
and the gluteal muscles
>>349714
looks like my german teacher but more dark skined, good model, except the ears
>>349654
the smoothing group look wierd

>> No.349992

>>349818
neither does anything in dead rising 2, but nobody is complaining.

>> No.349995

>>349818
Actually, they do, you just need to rig the safety bumper on the front so it's always pulled back. Ta'da, you have a gun that shoots nails. You can shoot nails around 125-150 feet per second depending on the nail and gun type. So it's not going to be going through any skulls, but shots to the face are going to do some damage definitely. Or use as a contact weapon you could drive nails through the skull with ease.

>> No.349996

>>349995
fucking this, I've worked as a carpenter and we always used to do this and play tag in vacant buildings on breakes and such.
Nothing serious, just make sure you have your safety glasses on and stop when someones had enough.
Took one in the shoulderblade once, wife got really spooked when I got this 5cm green ring on my back but I told her it must've been a spider bite, lol.

>> No.349998
File: 128 KB, 1000x500, thumb.jpg [View same] [iqdb] [saucenao] [google]
349998

Yeah, fuck this, I'm bored of this and I'm done.

Now I only need a witty name and it's ready for submission.

>> No.350001
File: 144 KB, 1024x768, idiot scratch.jpg [View same] [iqdb] [saucenao] [google]
350001

>>348317
Put an idiot scratch on it.

>> No.350002

>>349996
This sounds like really, really, dangerous.

>> No.350003

>>350002
it's pussy shit, m8
people survive getting inches lodged into their brains cap-deep, it was on the news.

>> No.350022

>>349995
They can shoot, yes. But not straight, nor do the nails look like traditional nails.

>> No.350040

Just started the 2nd model. He looks as if he has a tiny erection right now. Going to add more folds onto the top and fix the crotch area.
He's gonna be covered in some very large, angular armour.

>>349819
Yeah. I suck at asses. I'll have to go back and redo it and find some good references. I'm also dreading the feet and hair as well.

>>349919
Im using the default mudbox material with slight change in tone.

>> No.350042
File: 121 KB, 1022x856, 10.jpg [View same] [iqdb] [saucenao] [google]
350042

>>350040
No image. I'm such a tool.

>> No.350044

>>350042
Too Deus Ex.

>> No.350045

>>350042
Dude, >>349714
here. How do you do such crisp sculpting? I want to move onto hair/clothing next but I've been struggling to do harder/more precise forms.

>> No.350047

>>350045

I'm actually having a hard time trying to get crisp edges myself. I'm just getting around with the flatten and pinch tool, but even then, I don't think the way I am doing it is very efficient. I'm doing all the armor in Maya, so its a lot cleaner. Of course, I couldn't do that on the clothes. Apparently the newer versions of mudbox allow you to draw curves on the mesh which you can sculpt across for cleaner lines, so you should probably give that a try.

>>350044
Hopefully when I add the armor on top of the male character, it wont look too similar (I hope).

>> No.350048

>>350042
What's with the glowing halo around the model? Is that really how a model is displayed in mudbox?

>> No.350050

>>350048

You can turn on bloom, SSAO and some other effects in mudbox's viewport if you want to.

>> No.350058

>>350048

neXt-gen post FX optionz so you know how ur sculpt feelz in game :DDD

>> No.350061
File: 31 KB, 228x243, HarleySmart.jpg [View same] [iqdb] [saucenao] [google]
350061

>>350058
That never occurred to me.

>> No.350067

>>350058
>bloom
>2012+1

>> No.350073

>>350044
your mom is a deus ex

>> No.350075
File: 208 KB, 1400x1050, Eva_Body_002.png [View same] [iqdb] [saucenao] [google]
350075

Well I'm finally out of Texas and back on my desktop computer, time to work on this and the others some more.

>> No.350083

>>349998
wow that texture looks completely crap

it really doesn't need team-color red and blue (also why is your team coloring so washed out to begin with?). A brown/tan would be much better. The staples and ropes shouldn't be paintable. Instead, the cloth part should be. The string and staples should resemble their real-world counterparts.

If you're seriously this disinterested in making your work good, then why bother posting it to the workshop at all? If you want it to get in you really should put your skill into your submissions.

>> No.350084

>>350075
> saw this over a year ago
> no change at all
such a failure

>> No.350085

/3/ san..w-what do you think of my torch?

https://sketchfab.com/show/gduED0IHe1fwqZNvPk1SArwfHLk

>> No.350088
File: 30 KB, 1280x720, 1366963123256.jpg [View same] [iqdb] [saucenao] [google]
350088

>>350084
> implying I started a year ago

Plus i mentioned I was too busy to work on it. Or at least I meant to :v

>> No.350090

>>350085
looks like a ... flashlight

>> No.350095

>>350090
Success! Anyway to improve it?

>> No.350096
File: 13 KB, 358x428, AHH.jpg [View same] [iqdb] [saucenao] [google]
350096

>>348480

>> No.350097

Bomb Shelter I had a sudden urge to make, it's still very early stages so excuse the bottom section, and I need to work on the door locking mechanism...Gonna render it all black and white when finished with some creepy lighting

>> No.350098
File: 144 KB, 1280x720, Bomb Shelter WIP.png [View same] [iqdb] [saucenao] [google]
350098

>>350097

Fuck forgot picture

>> No.350111

>>350083
Not sure if you can do much with a 512x512 texture, but sure, I'll tinker about and see what it does. The material is supposed to be fairly plain, being cloth, so I don't see what your complaint is.

Actually modeling cylincridal ropes skyockets the polycount for no apparent reason and I'm already too high.

And apparently, valve is okay with staples instead of rops, as there are tons of items that do that.

>> No.350113

>>350083
Oh, also,
>the cloth part should be
I'd rather not. Hats that can be painted to full saturation into bizzare colors tend to look like crap.
I'd rather leave the stitches paintable so there's at least an option that doesn't make people's eyesockets burn.