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>> No.464176 [View]
File: 1.93 MB, 1920x1080, blizz_entry.png [View same] [iqdb] [saucenao] [google]
464176

>>464167
Old thing i did for a blizz contest.

>> No.459206 [View]

>>459028

I have been interested in it, but the things i have read are kind of scary. People with awesome submissions and thousands of likes and their items have been sitting there for years with no word wether it will ever be sold. Apparently its almost impossible to break into it unless you have a sponsor, most of your items will simply be ignored.

>> No.459054 [View]
File: 583 KB, 1764x651, practice6.jpg [View same] [iqdb] [saucenao] [google]
459054

>>458197
Because why not

>> No.458572 [View]
File: 130 KB, 588x642, practice5.jpg [View same] [iqdb] [saucenao] [google]
458572

>>458197
practiiiiiiceeee

>> No.458429 [View]
File: 216 KB, 664x665, practice4.jpg [View same] [iqdb] [saucenao] [google]
458429

>>458197

one moar.

>> No.458423 [DELETED]  [View]

>>458408
lol

>> No.458202 [View]

>>458201
mostly clay buildup, dam standard, smooth, move.

>> No.458199 [View]
File: 635 KB, 906x1086, practice1.jpg [View same] [iqdb] [saucenao] [google]
458199

>>458197
This is mines, and ill begin to work on another one.

>> No.458197 [View]
File: 215 KB, 800x600, Zbrush_Practice_Thread.jpg [View same] [iqdb] [saucenao] [google]
458197

Lets practice some zbrush, take one hour and use a sphere as your starting point and using only dynamesh make something. Keep it all one mesh, you can insert spheres and such. This will help in being much faster in your concepting with zbrush. Cant wait to see what you guys do.

>> No.445532 [View]

>>445528

I think at this point you have done more than enough on the big forms, you need to go to the next step and start defining things a lot more, at this stage try to use reference for each individual part, for example get an image of an ear and then hide everything on the model except the ear and try to get it as close to it as possible as far as the form and the anatomy.

From what i can gather you have been working on this for too long. i can tell you have smoothed the model many many times and reworked the shapes a lot. at this point you have a really good base to work on, now you need to start shaping it up, defining things more and giving it personality.

Make sure to be working on good topology and with multiple subdivision levels, this makes sculpting easier. Either do a quick dirty retop or zremesh it.

>> No.445527 [View]
File: 214 KB, 1112x724, Face.jpg [View same] [iqdb] [saucenao] [google]
445527

>>445500
Good job on your sculpt, i suggest taking the move tool and adjusting the jaw a bit. Like on the pic. You should then move to do wrinkles and pores and all that jazz.

>> No.444852 [View]

>>444844

The point of the normal map is so that you dont need to have millions of polygons. But if you want to keep detail and uvs while having a lot of geometry you might want to decimate the model, this will make it pretty much unusable for animation but its great for scenery and props that wont deform.

Decimation is under the zplugin menu decimation. Hit the Pre-process button and when its done hit decimate, it will maintain detail while lowering poly count, make sure to check the Keep uvs so that you can have textures on it.

>> No.444842 [View]

Thanks for all the feedback guys.

>>444761
I started with Zspheres then i dynameshed it, later gave it a quick dirty retop to be able to get more detail in. Its all sculpting.

>>444769
Thanks for the feedback though i am not really trying to make it realistically proportionate, neither is there supposed to be a human inside of that. It is supposed to be kinda dwarfish though i am still working on the proportions for sure. Im happy with the lower body, now trying to mess with the hands/head.

>> No.444671 [View]
File: 1.12 MB, 2143x720, 3DnonymousWipChar.jpg [View same] [iqdb] [saucenao] [google]
444671

Changed the proportions a bit, still a long way to go with the details. This is about 50% done with the high poly.

>> No.443347 [View]

>>443345
Really nice level design, looking forward to seeing it completed. Did you consciously decide not give the character eyelids?

>> No.443346 [View]

>>443209

About 3 hours the first day and then 4-5 hours the next. So around 7-8 Hours in total. Its just a high poly in Z brush with poly-paint.

>> No.443308 [View]
File: 555 KB, 1417x794, WipChar.jpg [View same] [iqdb] [saucenao] [google]
443308

Just started to detail the head, and will be slowly moving down the body, any critique is welcomed and appreciated. I'm not using any reference, just going at it from my head.

>> No.443305 [View]
File: 850 KB, 1440x900, TurnDownBrightness.jpg [View same] [iqdb] [saucenao] [google]
443305

>>443303
in my honest opinion turn down some of the brightness.

Adding some variation to the textures would help, it looks too clean unless that's what you were going for.

>> No.443302 [View]

>>443250

You should definitely use reference to help you create detail if you are not used to doing it from imagination. What can really help is to think of the process in 3 stages,

1. Big Details. In this stage you are creating silhouette and the overall form of what you are creating. Don't try to do much Medium/small detail at this point, and do not try to work with too many polygons. This stage i would say stick to 10k - 100k polygons and the move tool is one of your greatest assets at this point, Smoothing is strong enough to shape the model.

2. Medium Details. This is one step further where you start creating things like anatomy and shapes that give rise to what you are actually making, This step maybe work at 50k - 200k polygons, you should not be doing skin detailing or fine lines. Smoothing gets harder to do for big details and you will have to rely on the move tool.

3. Small Detail. This is the step where you create wrinkles and pores and all the fine details that add life into the sculpture. Here you can have as many polygons as you want and you will want to use alphas to do a lot of the detailing work. Smoothing gets really hard for Medium details and almost impossible to smooth form.

Right now you have done a good chunk of the big details and started a bit on the medium details, you are stuck because you cant think if how to proceed further from imagination, get some pictures of dinosaurs and reptiles and continue to create shape (Second step of detailing process) once it looks like what you want then do the detailing work (Last step for detailing) with scales/scars/wrinkles and what not. Hope this helps.

>> No.443275 [View]

>>443271

For an extremely low poly game, where the rose is part of the foliage in the environment just make a plane with a texture.

If you need it to have more detail i suggest modeling it with planes. You could start with a sawed off sphere and shape some planes around it to look like a rose. You wont find a one way of doing this, you could do this in a hundred different ways.

>> No.443269 [View]

>>443260

1) - marvelous designer is very good.
2) - You would want to animate it in the software that they were rigged, so you can have all your controllers. But any major 3d software will be able to animate.
3) - Check the unity 3d asset store, they might have some free models or very inexpensive packs.

Check digital tutors, they have many tutorials about texture painting.

>> No.443266 [View]

>>443185
Why not do all your modeling in Blender? those other two programs seem unnecessary, blender will give you better output than any of those two. You are also going to need some sort of texturing software, there is Photoshop but if you need to use a free one i have heard gimp is very good.

>> No.443171 [View]
File: 1.41 MB, 1792x1112, RiggingHelp.jpg [View same] [iqdb] [saucenao] [google]
443171

>>443169

You have too much influence from the thigh affecting the hip area and on top of that its way too strong. You just need to use the loops you have set up to slowly blend the influence. You can select one vertex of a loop and then select the next and click on the loop button and it will select that whole loop.

Hope this image helps you.

>> No.443103 [View]
File: 844 KB, 4192x692, QuickExample.jpg [View same] [iqdb] [saucenao] [google]
443103

>>443099

I did this quickly and hopefully it helps it all make better sense. This is how i would do a hip/leg rig at its simplest (Weight Painting). It can be done better but hopefully it makes some sense.

A good tip if to always freeze your transforms if you are working with regular bones so that you can always bring it back to default position if it gets messed up. Then You can set the rig in a position where an anomaly is happening and continue painting from there and the model will update as you paint the weights accordingly. This will help you troubleshoot the rig. Save constantly if you don't have auto-save on, rigging can cause max to crash often.

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