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/3/ - 3DCG

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>> No.453140 [View]

>>453132
There's the sculpt geometry tool, if you turn the strength of the brush down and hold shift it will smooth out verticies. Theres also the Average vertices, which will space out selected verts a bit.

>> No.445609 [View]

>>445485
right along with the "make beautiful image" button, right?

I dunno why people get into the whole "don't use X it's shit" when really it comes down to do you know what you are doing or not.

>> No.438453 [View]

I thought about this when I played a couple years back, It seems that the geometry for each piece is scaled/ tweaked to fit the model but there is some noticeable texture stretching in some areas because of that. They might gave changed that for some of the newer sets but I'm not sure.

>> No.433850 [View]
File: 541 KB, 1200x573, MUH POLYCOUNT.png [View same] [iqdb] [saucenao] [google]
433850

Hi poly is done, will retopo these next

>> No.426996 [View]

>>426995
Use 123D Catch, its an online software thats perfect for getting head proportions etc. I have used it a few times for digital doubles.
It gives you ratshit geometry but its great for retopologising.
I found that taking a good quality video of around the head and then splitting the frames up works better than taking pictures.

>> No.426796 [View]

>>426794
because coming up with a solution to a problem is a bad thing >.>

>> No.426338 [View]

>>426330
Aaah okay, Knowing that you did it all yourself explains a bit then, from your comment earlier in the thread "We had 4 month to do it since the script was written." I took the "We" as a group.

Its real pity you couldn't have got that ending in there though. It ties it up quite well. If you do have time in the future it might be worth adding the end in and possibly re working the animation.
As someone else said the character is quite good, I thought straight away TF2 so you hit the nail on the head there.

Lastly, don't be disappointed of yourself. Take what has been said (well the useful stuff to you) and apply it next time. You can only get better, you need to make mistakes to improve.

>> No.426325 [View]

>>426284
How many people worked on this project? What were you doing for 4 months!?

I don't need to point out the walk cycle because you said yourself it was bad. But Did you use reference? did you film yourself walking? it looks like whoever animated that walk has never seen a human walk before..
None of the animation anywhere has any follow through. There are no arcs from point A to B. When he comes through the door at the start he abruptly stops and then slooowly different body parts start rotating to the left as he walks off again.

I did like the overhead establishing shot of the warehouse, probably the only time there was any ease-in ease-out motion of the camera, but the walk cycle there was bad too.
When the conveyor belt moves the first things he has to make (with the screws) you could have done so much more with that.. the belt moves at a constant speed and then just stops! Its such an easy thing to animate it just looks sloppy. The animation of him tightening the screws wasn't terrible though.

I had a hard time reading what he was thinking/feeling as his face hardly changed throughout the entire film. Facial animation is really important for something this short. I went through it again and saw that there are tiny changes to eyebrow position and at one point a really small smile but thats it. You need to really push those facial expressions to convey what you want him to be feeling.
After all of that he walks again like a retarded robot to the door where I assume he got vaporized by the amount of light coming in.

As far as the story goes, its not a story. It has no ending so it fundamentally is not a story. Out of curiosity what is supposed to happen after he walks outside? Can you explain what you wanted to have happened?

All in all, it is bretty bad for 4 months. If it was just you by yourself and you had to model, rig, texture, animate, light, render and comp it all I would still say "What were you doing??" for 4 months.

>> No.421852 [View]
File: 357 KB, 1024x1024, collumn.jpg [View same] [iqdb] [saucenao] [google]
421852

Been playing with Vray displacement for shiggles. I have always done brick walls with bump/normal maps up until now. Gone are those days.

>> No.417222 [View]
File: 129 KB, 590x590, preview[1].jpg [View same] [iqdb] [saucenao] [google]
417222

>>417221
fuuuck
pic related

>> No.417221 [View]

>>417213
You need more light/dark contrast on the blade to give it that metal feel. You have a couple of specular highlights but they are far too small.
Pick a light direction and make the facing edges lighter and the ones facing away darker.

Pic related, the light is coming from the top left of the image

>> No.416102 [View]

>>415796
I love it
pls make more

>> No.412575 [View]

>>412574
looks like overlapping faces

>> No.412140 [View]
File: 338 KB, 1280x720, TACTICOOL.jpg [View same] [iqdb] [saucenao] [google]
412140

Made this lastnight, took about 2 hours. will unwrap and throw some textures on it later, its a prop for an animation that i'm working on so there was no need for stupid amounts of detail etc.

>> No.410814 [View]

>>410767
that's pretty darn cool

>> No.406222 [View]

>>406035
>>406037

>Totally proprietary ones

implying its not maya in both pics with plug ins out the wazoo

>> No.404536 [View]

>>404380
ooh 9.703/10 would rotate for 2 minutes

>> No.402766 [View]

I don't know if anyone has said this yet OP but the best way to do any animation is with reference. Film yourself doing these things and you will get a general idea for timing etc, and if you can't do that then there is this thing called the internet which happens to have an abundance of reference as well.

>> No.402562 [View]

>>402557
looking nice, I would say take the CA out though...

>> No.401326 [View]

>>401307
if you are going to compete with Alioto you better be posting some anatomically incorrect tits next

>> No.401325 [View]

>>401320
turned out bretty bloody nice

>> No.394030 [View]

>>393958
I absolutely love this one, after i finish my current project I'm going to make a brick wall like that haha

>> No.392400 [View]

>>391751
Animation tab
Create Deformers --> Nonlinear ---> Bend.

Done. EZ

Delete history when you are done, the deformer goes away and you are left with a nicely curved something.

>> No.389164 [View]

>>389148
possibly animated displacement there?

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