proud of u all
keep up the hard work!!!
So I blocked out a scene from some sketch I found on pinterest. Looking to do relatively low poly / hand painted environment. I mainly do animation but I wanted to give this a shot since I've been told by a few people that i'm good at texturing so I want to give this little environment a shot.
What do you guys think?
How could I improve what I have so far?
ps. im a shit modeler pls dont shit on me too hard.
obv you're not gonna take advantage of any bump maps. You have to be the best texturer in the world if you dont want that to look shit
If you can paint/paint textures(2d art drawing, painting with tablet or something, you know what I mean???) it could turn out nice, just directly draw onto the model. If you can't, dont even bother.
If he cleans up his mesh a bit and makes it a bit more stylised AND he is able to handpaint textures I don't see why it has to turn out shitty.
I have experience hand painting textures. I stopped doing it almost two years ago so I'm fairly rusty. This is what I was able to accomplish for a school assignment. Did fairly well on the brick but fucked up the texture on the sidewalk due to time constraints.
As for cleaning up the mesh, what could you suggest that I do? If you could give some tips to make it more stylized I'd gladly appreciate it.
also I have a feeling UVing this will be aids.
Reworking on older low poly model
Found my first model ever that i started and never finished. Actually after i started doing it i stopped and then didnt touch 3d for years. Feel like i should remake it with the idea i had going at that point in 2002.
>As for cleaning up the mesh, what could you suggest that I do? If you could give some tips to make it more stylized I'd gladly appreciate it.
I made this for practice. I didnt use a grid most of the time and didnt try to be acurate and just moved verts around without any grid, which makes it look more messy and you can make it look more stylized.
this is incredibly hard to replicate unless u have experience with environment design in the first place
little something with pbr and bloom
Try to learn character modelling my brain hurts. Four months and still can't make anything that isn't garbage.
Looks like it back to making props. Will post some here when I start again tomorrow.
Lesson learned never do character art as making props and environments are easier.
friend dont give up, maybe you're learning it wrong!
I'm not giving up just focusing on modo and doing hardsurface. I might look into doing a space helmet for a prop.
I don't know how else you mean't to get good at character. Anatomy is really hard and is taking ages to learn.
zbrush solves this
poly modeling is as artist friendly as my asshole
Post examples, im curious.
A few weeks until my 2nd year of 3D modeling.
I use Blender and Zbrush. Zbrush 99% of the time.
I'm trying to learn rigging and animation, but I feel like I am absolutely wasting my time with Blender.
Should I stop right now? I have Maya 15 opened in fact.
All the tutorials I've watched for rigging in Blender frustrated me, then I watched 3 minutes of a Maya tutorial and it's eons ahead of Blender. Blender feels reserved for retards and children; clunky, UI, etc.
I guess I answered my own question..
Does anyone have any reference to start animating for games? I'm going to be using UDK. Animation is an entirely different beast I have to tackle and the first time I've felt this anxious about modeling since I began. Keep in mind, I'm reading the UDK manual and watching Maya tutorials.
Last question, I looked up reference for topology, and know what good topology looks like for animating. But, how does Valve have 500 poly base meshes for DotA with the worst topology I have EVER seen and still make fluent, amazing animations? All I've read on /3/ is how important topology is, but when you look at any DotA 2 model, it's a fucking nightmare.
this is the complete model.
Would I go animate this initially without his accessories/clothes? Then add on the clothes?
Hey mate that's really awesome that you could make it so charming in a subtle way by going out of your way to give it imperfections. But that viewport lighting. . . how did you get that!?
whats the problem with blender?
>Does anyone have any reference to start animating for games?
any animating is good for games
>what good topology looks like for animating.
you are ok with zremesher for now, just set it up to 0.7 or something
gonna practice some pbr materials with it
Use blender internat, set to material view and add a sunlight at an angle, make the color of the shadow of the sunlight to a brighter value instead of black. the light side is rendered view with ambient occlusion enabled.
>Use blender internat
>even considering blender
>has access to maya
dota models don't need good topology because of how small they are in-game. 90% of people don't notice the imperfections.
>attach clothes to same bones as skin
>wrap deformer if unreal supports it
re-render of my fox
anyone know how to do proper lightning setup with toon shader?
Making some progress on this body, I've mostly worked on the torso. I'm aiming for a generic body that I can adjust later. Currently at 14,800 tris total and I hope to keep it beneath 20k excluding the hair.
Any suggestions for topology improvements?
Should I make the waist wider or is this wide enough, I am not aiming for realistic british proportions.
I remember this face from somewhere
>with pbr and bloom
Well, you've got the bloom.
I probably posted the face a month ago or something, otherwise I based it on Honoka from Dead or Alive.
i remember it from a tutorial or a template or something
Then I succeeded in making the face as generic as possible.
kind of looks like joan of arc tutorial
I don't see it at all. Though it does make me wonder if I should pull that one edge loop around the eye socket further in. Comparing the two I noticed the rectangle on the brow ridge is inside the eye socket instead of on the brow, might make deformations there ugly.
decided to shot my own textures with my galaxy s3 slim and did this as a test. Turned out better than i expected
how did you make this? box modeling? sculpt to retopo?
For the head I used box modeling but for the body I used a simplified shape that I approximated to references. After that I used retopology to create the chest, that did take quite a while because I fucked up on the ribcage flow.
got a link to a tutorial that shows a process similar to what you did?
>head was box modeled
how the hell did you do it? If I box model something it looks like >>504644
making some stuff
I spend a lot of time cleaning the loops and creating the shape, the head took me about 3 days. I think it mostly boils down to experience and having a firm grasp on topology. Results such as >>504644 aren't bad and aren't far off from >>504624. The main difference is that the former is more stylized and has more emphasis on the cheekbones and a face that isn't as flat.
These tutorials have been the most helpful for box modeling, just ignore his voice. The first 3 parts are enough to get all the important loops and get a decent enough shape. After that he just keeps tweaking them until it dives into the uncanny valley.
By having a good model first?
that wasn't the question
crotch could use some work. too flat
found a sculpt of happy pepe, retopo it, not that good in 1-2 hours, this is the result. I plan to rig it, sculpt trump hair and model a suit
why do you fags waste time with modelling humans when there is makehuman? I understand modelling fantasy creatures and unrealistic proportion humans, but fucking humans?
because muh ethics
It would save me some time and maybe I'd use it for low-poly background characters but I'd rather enjoy creating my own resources. I think my model does looks slightly more stylized than those from makehuman so the results wouldn't be the same.
Is this stupid?
I normally model by using a ton of control edges and using subd. It just stuff like this I get a mess with a ton of control edges.
I dont even know what I'm looking at.
Anyone can do the same exact thing you did in like 30 polies
I started with a pretty shitty base model but didnt have the time to make a new creature. So I decided to work with it. I have one more week to add final details and to fix stuff. I'm thinking boots to hide the shitty feet, and an image of an eye to replace the eyes
he has potential, but feels very bland and naked. Give hime som leather armor strips, scars, wear and tear.
his hands have been amputated, the metal would create rust and dirt at the end of the arms,
Spice him up and give him some personality man.
make the skin under the eyes darker to make him more spooky and scary
This is the worst case of contrast ever. His hands look like they're part of a background because of how they align perfectly with the floor meeting the wall lol
This is awesome
the potato one was the coolest tho
appreciate the feedback but I prefer this one, might go back and try to make the tater roots work but I was stuck with that one for a while.
I like this creature a lot.
I need a little help understanding how to enforce the shape after turbo smoothing. I currently have pic related going on, where the corners get all fucked up on the inside.
These are the original vertices/edges before chamfer/turbosmooth. I want to retain the box shape without the curves.
add edge loops
thanks for the feedback. I will do those things and report back in a week
You're right now that I see it. It's weird as hell, like the Goldeneye mouth thing
Working on the knees now, the topology seems to bend properly although I might need to add a loop to get the shape of the kneecap.
Working on this interior scene, still very WIP
I'm trying to figure out what the fuck is wrong with my dome hdri (that causes the black line)
might be a mapping issue, or anything below horizon is disabled.
or maybe you're taking "dome" literally, and it should either go around like a sphere or be offset downwards.
I see this a lot with HDRIs. I'm not sure what causes it, but it's like the image wraps around the top half of the sphere and the bottom half is black. I don't know any fix, and i find usually the HDRIs doing this are low quality, so it could just be poorly created.
Nice WIP btw. it reminds me of the shitty house my grandparents used to own.
Look into changing that rug; it looks a lot like grass.
Look at the hdri, if this black part is there then it was made like that, there's nothing you can do.
If not then it's probably some mapping issue.
How can anything below horizon bein disabled?
I just created a vray dome light, using a vray hdri as a texture, and ofcourse I set it as spherical (and the hdri's resolution is high)
Also, another pic
just use another hdri, i think there is an option to blur it too
also use normal map on the walls, you can easily do this with crazy bump
Changed rug color
The HDRI's resolution is something like 8000, how can there be a mapping issue when nothing's been touched
Changed the hdri, same resolution, but still the problem persist, I've also tried to change to to mirrored ball, but still...
I guess changing the colour was easier than making it look less grass-like.
Anyway, here are some things that I noticed on first glance:
>everything is matte
The only thing that isn't is the bowl on the coffee table.
Why not give the lamp above and the coffee table some gloss too?
>bricks are too big
You have 16 rows of bricks in your render. Now if you google "brick wall apartment" you can see just how little 16 rows is.
>everything is too perfect, lacks "life"
Consider using more props, like a book and a pair of glasses, or a glass of water and a napkin, something that tells a story about the kind of person that inhabits this environment.
The cushions on the sofa are too perfect, maybe add a slight indentation, make them look just a tiny bit used so that it doesn't look so sterile / lifeless.
Other than that the render is good, it's really just these minor details that I think you should pay attention to.
Thanks a lot for the tips, I'll make good use of them
For now I'm just trying to figure out what's the problem with my hdri, I've tried to turn off the vray dome and just use the hdri in the environment slot, no more black line, but I'm wondering, it works the same way? I mean, the result in my lighting is the same? If so, why using a dome light instead of standard environment?
you need to bring light in the house
"photorealism" isn't what gonna make this render good, you need to a have a middle point so the viewer can focus his attention towards, still need to see how the light affect the wood and the metal
jesus thats disgusting
looks great dude
you can probably fix this in post but strengthen the light in the house, i quite like the soft orangish glow but there's not enough of it also that brick wall looks like shit, the texture is really fucking bad and there's nothing on that wall. try placing a tall plant where the light hits it
Protip. If you are not an architect don ´t improvise. Try to reproduce a actual interior where you have access to dimensions.
Believe me, you can make all the technical stuff within your software right but if you don ´t have the basic proportions you are screwed.
Anyone know the artist behind this?
I've actually looked for refence to reproduce in 3d, but didn't find any
Not sure if it's 3D, it doesn't look to me.
Little update, still trying to find a decent bricks texture, also added a weak vraylight (value 1) on the other side of the room to bring some more light up
You can always spot the artists who are virgins. I know that's probably not much to go on though.
Do you live in a building?
Here have this one.
Made this texture feel free to use it.
Not gonna discuss the technical stuff. But man that camera angle doesn´t help. Try to do something simpler so you can control better what appears in the scene and in which plane.
looks better, just add more specular to the lamp and sofa
what tools you use?
I did a thing while learning dynamics
Help us save her
Help us save her 122
>Still need a decent brick texture
The way the sun I coming in wouldn't on need to use some displacement?
Thanks for those, I used it, as you cansee here, bump is something like 60, pretty high, how is it?
Actually I chose that angle cause I was trying to reproduce a 2d image of a room design, so I've tried to match the same angle, well, I guess it is pretty bad right?
Added more specular to both, actually the lamp was pretty specular already, I guess that the light angle just won't show any good reflection (as you can see in the image)
By the way I'm using 3d studio max and vray (Irradiance+Light Cache)
Not sure, would need it?
Well, last time I measured my own room to make it 3d, the results was pretty unprecise
>Not sure, would need it?
It might help. Give it a shot if you want.
gonna change some mats but overall finished
10/10 would put in game, stranger
Trying to make the taillights and headlight. Not too sure what I'm doing
put portal lights outside in front of the windows. they let more light come in
That's really good, actually.
Just having some fun. Don't hate me.
did you make the 3d model?
yeah, the high poly its up there in this thread
this can be my next wp, nice job
Now I just have to do the low poly.Figure out how you can explode bake. Figure out how to do PBR and make it look like spirited away look in marmoset. This is going to take me awhile.
good work, PBR's are for hyper realistic textures, if you want to do it spirited away might be bether with regular textures
I figured out how to isolate the parts I want to make glow in post using the "use background" shader, but I have no idea how to actually create glow from that alpha cut.
The default glow that maya makes in post is shitty and the different glows fight with each other (pic related, the tail light is supposed to be much brighter.
its looking really good
Here's the alpha cut I have (I changed the colors a bit to actually see it). Where do I go from there ? The filters like gaussian make it almost dissapear.
I would suggest making all the glowing areas their own UV islands, so you can just fill the whole general area of those UVs with a solid colour.
That image is not a UV snapshot, it's a render of the actual mesh that must glow (From that perspective of the camera)
The parts that glow on the hover bike completely glow, there's no UVs involved. Sorry I'm not really clear.
What are you using to add glow in post? If it's photoshop, pirate MagicBullet photolooks plugin and use that on a black and white render of the glowing areas. then obviously set it to screen.
Or if you dont wanna get MBL, try render the glow areas on transparency and use filter > other > minimum to expand the pixel edge and give you more pixels to work with.
or try just taking what render you already have of the glow, blur it by 3-5 pixels, duplicate, flatten, blur again, repeat until you have a larger base to work with.
Thanks, the blur, duplicate then merge trick works. Pic related for the skids (It's not that great in this case tough because it seems that maya does its own post-glow with far better anti-aliasing than the final render it produces.
I adjusted it a bit more, the biggest problem seems to be the accuracy in photoshop. The alpha cut from mental ray is very sharp, but in the end post comp the fin blades tend to merge a bit into each other.
>>505216 upload the base + the glow alpha somewhere and let us take a looksey.
Looks great, but the taillight is in a weird spot.
wow man, this looks so much better than when you had it as camouflage, looks great
Pic related, some concept art I found for the bike. I didn't really question it.
How on earth do I salvage this pile of wank? I made the topology decent enough to be able to tweak the shape but no matter what I try it never looks right.
I just took the glow layer and shifted the brightness up to max so all the edge pixels are pure white, add a few glow layer style duplicates, one on screen, one on colour dodge, at varying opacities, and a bit of a blur / motion blur for some glow.
>I just took the glow layer and shifted the brightness up to max so all the edge pixels are pure white
I think that was exactly my issue. I'll give it another go
Forehead looks to far to the back, it's also too pointy in the front and should be far smoother and flatter. Nose looks too big for anime, needs to be cuter.
The mouth is terrible, mouth corners are too far forward and should go into the face. It also needs more definite shape, from the side those faces still have well defined lips.
Just a guess but I also think the entire face isn't flat enough.
Did you base it entirely on 2d references? That never works out because the faces aren't drawn with perspective in mind. First sculpt or build a head with primary shapes until you think it looks anime-like enough in perspective mode.
Also post front and side wireframes.
So basically, everything is awful then, as I figured. It was a mishmash of a 2D reference and a 3D topology; I think rather than dealing with that any more I should just suck it up and work my way through learning zBrush, since I'll have a lot more ability to manipulate basic forms there.
No shame in making mistakes. Human anatomy is incredibly difficult to master. There are so many nuances to be aware of in order to avoid the uncanny valley. It takes a lot of practice. Don't get discouraged.
That's the big problem I had, see. I couldn't quite figure out exactly why it looked wrong as a combination of inexperience and having stared at the model for so damn long. Just that it 'looked wrong'. Thanks for the feedback, though. Maybe this time I'll actually stick with zBrush now I have somewhat a goal in it.
Thats a common problem with visual artist everywhere. You trained your hands, you trained your brain, but what about the eyes?
Thats why people recommend traditional 2d art courses.
That contrast: it burns! Though great job there on the brick texture.
Just a heads up, bits of your roof has ngons
Just a heads up, no it dosnt
It has some ngon surfaces but it doesnt matter because
1, They are flat surfaces
2, it wont be deformed anyway
3, Its not subdivision modeling or something
4, dont listen to dipshits and memeposters on /3/ who get a tantrum when they see something that is not a quad, or else you will never get gud.
Making a lantern. I can't figure how to make a 2d chain like pic related
Make one chink, duplicate and rotate.
Make a texture for a single link (or the whole chain if you want to change the end).
Apply it to a plane, duplicate it and shift it till one goes 'through' the other. Isn't particularly complex, though you will need to measure out the 'gaps' in the texture.
Looks great, what's it for?
what? just draw a single chain, make sure it has an alpha channel, make a quad, and make sure the quad is double-sided
Was digital painting last week. Wanted to try out 3d modeling this week
I have the weirdest boner right now
also is there anyway i can have the uv the same ratio as the object? as you can see the uv is stretched out
Found this nifty site to upload stuff to
Yeah, it's useful. not terribly secure, though.
Goooood damn! This is really cool dude! It is very inspiring and shows just how low poly you can get!
I kinda like it. It looks like chibi, where the body is also very small.
Super nice looking imo
Jesus christ dude roflmao
responds to: >>505466
Currently trying to make some brown rock sugar for a small scene. I tried to make both the actual geometry and the shader 100% procedural, which is pretty practical. Render times are horrendous, though.
Looks really nice
Would you show your displacement map settings
As far as I know brown sugar is darker/has dark spots inside, is less see-through and it has this white powdery diffuse surfaces on edges and rougher surfaces and white powder particles around and all around its not very reflective. Kinda similar to raw amber.
Dont get me wrong, its good so far, but maybe even try a totally different approach and get rid of the glass/ice like shader completelly and try a subsurface scattering shader or a translucent shader instead(or mix a slight reflective surface with a subsurface shader)
I'm working on a simple bipedal rig for the first time and am running into issues with the IK handles.
When I set the IK handle from the hip joint to the ankle joint, it seems to work fine, except for when I twist the pelvis. The feet should stay planted when I rotated the pelvis once the IK handle is in place, shouldn't they?
When I rotate the pelvis, the feet still move even though the IK handle has been placed. I'm not sure why this is occurring.
Any insights or advice is greatly appreciated
You have to get a single chain IK from the heel to the toes. And even then. You have to parent that SC IK to something that's not parented under the hip bone, or the hip bone control.
Ghibli style frog with a lamp
Renderer is VRay.
The only maps used are the standard noise and cellular maps that come with 3DS Max.
The method I used to create those rocks is basically this one, with a few tweaks here and there: https://vimeo.com/10163233
Once you get a feel for it you can create sculpted looking rocks in minutes. Creating multiple different looking rocks is as easy as fiddling with the map settings for a few seconds.
You're right, it was supposed to look a bit rougher and less shiny. I actually rendered that one with incorrect blend settings for the powder/damage layer, so it's constrained mostly to the edges. It was supposed to look more like this one.
Still, I didn't mean for it to look quite as dull as the sugar in your picture. I actually used some sugar I had at home for reference, and it looked a lot cleaner and shinier than that.
I'm rigging this model for a friend and am having some trouble getting the floating eye/teeth geometry to follow the head geometry after skinning. I figured parenting the eyes/teeth under the head would work but I suppose it doesn't work that way.
Anyone know the best way to do this?
you need to bind the teeth to the lower jar bone and the eyes to the eye bones, which should be part of your head rig. If you dont want to animate the eyes and mouth and you only have one bone for the head, you bind them to it.
This anon was faster.
Or if you just want to parent them like you started. You need to parent them under the head joint. Not the mesh.
Thanks a lot! Worked like a charm
After rigging my character, I go to File > Send to MotionBuilder, and the rig imports very brokenly into MotionBuilder.
Any idea why this is occurring? I think it's due to not having a "bind pose" set for the rig. I'm not entirely sure how to go about making one.
I never did import things into motion builder, but one thing that comes to mind is, did you freeze transformations on everything that supposed to have Translate/Rotate/Scale = 0?
Yep, all my controls are set to 0 or 1 (0 for transform/rotate, 1 for scale).
I also set a keyframe for all keyable channels for the controls on frame 0, which I figured would set up my bindPose, but it's telling me it can't find a bind pose for bn_pelvis01, and I'm not sure why.
The rig works fine inside Maya, but once I import to MotionBuilder, it just poops itself for some reason.
>but it's telling me it can't find a bind pose for bn_pelvis01
You probably bound the skin with "Allow multiple bind poses" on in the options.
It's giving me that error when i bind the skin with that on.
You can save the skin weights, export them somewhere. Clear the history on the mesh, and rebind it with that option off.
If you do that, you might fuck up something else though.
Forgot to say, when you bind it again. Import the skin weights back.
I need help with a few things which I've marked in the picture
1) How can I get the lines on the rope to align?
2) How can I extend the uv unwrap?
Forget about number three. I figured it out
for number 1) well, you have to make it match, edit it so it fits or hide it
2) UV maps are allways interpreted as a perfect square, you have to make it fit, try this:
alternate the orientation of the sides of the post, the top part is wider, if you put it upsidedown you will have more room to fit all
if I alternate the the side posts then it become harder to paint. I have to keep flipping the canvas around. Isnt there anyway to make the area bigger?
Texturing upsidown its a common thing, get used to it, you can rotate the canvas easy with "R" tool in photoshop
This project is going to be a nightmare of little details
Final project for my 3D class.
Which modeling program and renderer are you using, senpai? (Looks good BTW)
can be made with any program moron
Yeah, I know that you idiot, I'm just interested.
I'm following Peter Massive Blender tutorial, but it comes out crap.
Is there any better tutorials for low poly character?
looks like his models arent to be rigged. I want to see your character bend down. give her some edges on her tummy so she can
Still need to work on the snow. When using SSS do you have to have a fully closed off mesh or can you use a 2D plane?
starting with the concept... always use a reference
Maya, Mental Ray and Mudbox. Mudbox is real neat compared to Zbrush to paint things, I hear. The UI is super intuitive at least. Also it's free.
>When using SSS do you have to have a fully closed off mesh or can you use a 2D plane?
It doesn't matter.
You're probably not using blender, but since you're making snow you might want to check this out:
I am using Blender and saw that already. but the only difference is I'm using Luxrender.
Andrew needs to stop shilling cycles and move on to better renderers already.
Also how does it not matter? I thought something like SSS would treat a closed object like a cube as something with actual volume and a plane as say, paper (excluding its tiny amount of volume).
Slowly getting there
Mudbox isn't free. They killed it off and it's $10 a month now. It's not great for sculpting, but it's alright for painting. But you're much better off using Substance or Quixel for painting on your models.
Free for me, I meant. And you. They don't check if you are actually a student.
looking good! keep us updated!
Does either Substance or Quixel have good 3D painting tools ? Mudbox's dry brush is great when it works, but otherwise painting plates like for the droid I'm making can be quite the PITA.
Substance Painter and Quixel are literally all about 3D painting, you don't model in them at all. They far exceed Mudbox due to their procedurally aided texturing workflow. And Quixel gives you access to all of Photoshop's tools for painting on top of the unique stuff it offers. The scratched metal presets Quixel would already automatically give you a decent look without any real work, but obviously going in and doing some manual stuff is advised so it doesn't look as amateur.
I am mostly done with modelling, now I'd like fix how I render stuff.
Pic related was rendered with the objs raw from level 7 into maya, which produces a bloated 1.2gb .ma scene file.
Normally, I'd simply make a normal map but I want to be able to do an occlusion render pass (which can't see normals)
So how should I go about this ? Displacement map ? Displacement map + normal map ? I have no idea.
>1.2gb .ma scene file
What you should have done is used proper edge-flow so that the model can be smoothed/subdivided at render time, not statically at such a high resolution, my lord... I'm not sure how you even managed to create a model that decent looking while not knowing the basics of subdivision modeling.
Closer to 1,92gb actually. I sculpted these details and not knowing how to make AO work with normals, I sent the raw mesh into maya.
Are you saying I could have subdiv'ed all those details by edge loops ? I'm not sure how but that'd be great. Can you share how ?
And on your "objectnameShape" tab in the Attribute Editor, you can scroll down to "Smooth Mesh", and set the "Render Division Levels" to the amount you want at render-time.
Did you make this in ZBrush? If so, you likely worked with Polygroups to make those shapes yes? Then you can use zRemesher with Autogroups to create topology that can be smoothed at render-time.
But since you're already basically done, just use a Displacement map. You can use the AO from whatever renderer you're using too, no need to bake it.
I used mudbox to carve in the shapes. I know how to model with edgeloops (pic related) but I don't think it can be of any help with the mesh I have right now.
I'll try displacement maps again then. When I baked it last time I tried it came out a bit faceted. Is there any point in using a normal map along with it ?
Working on a truck. How do I model the inside of it?
Is the right thing to do cut out an area for the driver seat/steering wheel and shove an object in there?
First, get the outside to actually look like the truck. It's currently not even close.
Then, you model the inside like anything else, piece by piece. Model a seat, a steering wheel, the dashboard, and so on.
But in both the inside and outside, you need to be using reference images. If you can't find them for that particular truck, then at least sketch some yourself.
Trying to figure out how Ian did the dark souls animal cross vg challenge so I can copy his art style for a game.
got it. thanks a lot. Now I gotta figure how to make doors. Even got it down from 1.5 verts to 1k verts!
Working on Dash. Need crits.
I don't like the way the hair on his head clips into his scalp. Also his eyebrows are too blonde.
lastly his skull seems stretched horizontally in the center pic. If you look at the 3rd picture from the left, the skull is not that wide. Don't use picture 2 as your reference for the skull. use it as a reference for the hairline
How do you do topology for legs and arms?
add a V for the hips
Added doors, handle bar, seat and dashboard.
I need to make metal frame like in the reference pic. should I use a plane with an alpha texture of a fence or should I model one for low poly?
First time doing 'organic' modeling. Pleasantly surprised on how it's coming out, although there are a few mistakes with mesh topology.
(are 3DCG boobs allowed here anyway?)
the aforementioned fucked up mesh topology. Is this salvageable?
ghibli style frog with a lamp
that looks really nice anon but where is his nose?
also whats holding up the lantern? where are the strings/chain for the lantern from the staff
the string its a simple thing that I will add in Max or smthing, the nose, well I have other details to fix first, maybe it will not have a nose, I dont know
just delete some faces and fill them dude
Save mesh, work on copy, if it doesn't work out just go to backup and try a different way. You have to stop hesitating and just try.
attempted this style, not as good as i would i like it to be
Alright, so after two nights of hair pulling I figured out how to get the same render quality without using the raw mesh from Mudbox.
I think the file size difference speaks for itself (1,92gb vs <1mb)
did u render it with normal maps?
Nah, if it was that easy I would have been done long ago. Normal maps don't support ambient occlusion, as far as I know.
I baked a displacement map from level 7 to level 5 and then subdivided the actual mesh to 5 only for rendering.
I kept getting faceted surfaces before but the 7 -> 5 trick did it.
OR you know. bake the AO then re apply it in post... you could use your bump map and just darken the colors in the recessed areas and it will work just as well as AO in such a simple model
Shut the fuck up, you're making too much sense.
First time sculpting anything in half a year, was so anxious to make marks but now i can do something.
Yes, but I want to animate it. The top of the head needs to occlude the body, unless i'm missing something obvious.
Just to make sure I get this, you mean bake the AO and darken the diffuse with it. And then, swap the displacement map for a normal map ?
The only issue I see is that the contour of the body wouldn't have relief anymore, unless I overlooked something
also forget >>505932
I could still make the head -body AO work with baked AO, I think
Does anyone know how I could improve the tail lights? They seem kinda crap.
look at the hands you tard. Notice the horns, tail, wings?
thought she was wearing gloves senpai
The face looks like Lilith hentais. How'd you do the hair ?
Yeah, can't really tell with the santa outfit on but there's a dark gradient on her arms/legs.
Thanks, face is something I've been fiddling with. How I did the hair, you mean modelling or texturing/shader?
Face shouldn't be too hard to make, but I'm wondering if the hair is 3D and actually reflective or is everything just flat shaded.
could you show the wireframe for the face?
No it isn't. PBR just means physically based rendering. The only thing it describes is how light effects a surface. you can still make it look like Mario.
Hair is 3d and reflective, yeah. Not 100% finished the shader but pretty close to, done in UE4. puu sh/lo3aD/485282002c.mp4
i gotcha senpai
Can you show this face in more angles and some with wireframe? I'm curious.
so what she going to be used for?
Apparently a demon girl molesting simulator. -
topo reminds me of this
What else would a demon girl possibly be used for?
Thank you. This is great quality stuff and I saw your tumblr, the game looks great too. Hopefully there will be a flat chested Succubus too.
Body shape will be customisable. [spoiler:lit]I'm absolutely gonna make a loli body morph.[/spoiler:lit]
how do you program something like that?
Noice, what program are you using for the render ?
Why does this happen to my texture when I import it into UE4?
Yeah, it would loose contour. Those kids seem to think people only model for games. Normal maps are only used for fine details when it comes to production rendering, and even then displacement mapping is usually used instead, because physical shapes always trump faked normal lighting. We just don't usually do that in games do to the performance hit for a real-time situation. Though real-time tessellation+displacement is starting to become normal in AAA games, and in fact Maya's viewport can do real-time displacement and tessellation if you turn it on in the Smooth Mesh settings of your Shape node.
Does Maya 2016 have a tool that can round holes? I can't find it anywhere.
and related, quite useful:
Just paste them into the script editor, and at the top right you can add the script as a button to your shelf so it's always there to use. Can even assign a hotkey to any shelf button.
Doesn't this come with the bonus tools already? I still can't believe they haven't implemented it out of the box
Oddly, no. It's not a big issue since there are a billion free scripts that do the same thing, but they really should get around to it.
That circulator script barely works in Maya 2016. It fucks my pivot position up and kicks me out of component mode.
Works fine for me in 2016, while in vertex mode...
If you don't like that one, try one of the many other ones on that site, there a tonnes of great scripts for different things, but this one works fine desu.
I think I get now why people were calling me senpai, it's just like for desu right ? What's the keyword that triggers it ? testing : man men dude m8 guy
mate maybe ?
last try : bro
baka desu senpai
sm.h tb.h f.am
How does the hammer hit the bullet? This makes no sense.
kill yourself my senpai
So...does it matter if there's a bit of space left in the UV map? Every step I take is an uncertain one. All I'm doing is going into each (detached) room and:
Relax Until Flat -> Rescale Elements -> Pack Together (with rescale off) -> Pack Normalize
Is there something I'm missing, or something else I should be doing?
Rarely should you ever expect a computer to do a good job on its own.
It matters if your mesh doesn't end up having a high enough resolution on its faces because you are not fully utilizing your UVs.
Reposition it yourself if it's a problem.
Pack another room in with it. There's no point leaving empty space in your textures like that.
Idk why you're using so much auto packing. Stop being lazy and pack your own Uvs, it almost always works out better that way.
Im just trying to minimize scaling issues transitioning from walls to floor, etc...especially when all the rooms have different dimensions.
Then scale all your uvs at once ?
Yeah, getting more filled in here. All different stages- some of the handle area is final/nurbs.
There's nothing wrong with adding another UV map so that everything's at it's best resolution, assuming this is just for a render.
I need some hair tips.
The face is going to be redesigned, but im worried about the hair right now.
50's-era bank, my own design.
I can't into lighting or textures just yet, and my camera angles are all kinds of awful.
It took me a second to realize the upper lip wasn't a pouting bottom lip and the bottom lip wasn't a really awkwardly modeled chin.
Yes, my style is very kafkaesque
I think the hair is the least of your worries.
I can see what kind of 'style' you're going for, but it just isn't executed very well.
my redesigns of the face are already unrecognizably different from the image I posted.
Honestly, I don't know what I was thinking. I drew this face in image planes that I really liked, but I guess it just didnt translate to 3d well.
Anyways, I know how to model faces but polygonal hair has always been tough for me.
I'm so confused. All I did was shell, outer. Cleaned up, and the outside has this weird lighting issue now (the black line on the left). The right side shows what I did to correct it, which was deleting the faces and bridging the edges back.
How can I prevent this in the future?
Just finished this up for a commission. Thoughts?
timing and movement feels too linear. Not enough overlap.
did some weighting, added details. I have about 2 hours per day to throw at this, lately.
it must have messed up your UVs. You can prevent it by waiting till after this step to do your UVs, but it's probably not going to be that hard to fix.
Anyone working on any cool projects that they might need help on? I keep starting shit but just throw them off to the side. I feel like working on a motivated team would actually get me places.
Finalized (client said he was happy and I was paid, file sent out).
How competent are you?
We'll see. What do you wanna add to that scene?
i've been making this heavy duty mauler aircraft
I'm not sure if that's fanart or not but I would never think of it as an aircraft.
Solid visual appeal, altough I seems you slapped a lot of different mesh together to make the shapes, with no concern for mesh contuinuity. If you want to take it further than that grey shading that's no good.
Figured I wouldn't start a new thread for this, but...
I'm new to this, decided to make a mug. Simple shit, right? Well how the fuck do I get rid of THIS!
I want the walls of the mug perfectly flat, but their bending in towards the handle, which is not what a mug looks like.
This is what my wire looks like. Seems like no matter where I place loops to strengthen edges, the problem is never fixed.
Get some edges right there first off.
should I be worried that these don't line up? I feel like its going to be a problem later on when applying seamless/tiled textures
For rooms like this you should use UV Map modifier and select Box, it will scale everything evenly and make lines match.
quick and dirty sculpt using dynamic topology in blender, based on a drawing i found online
those eyes are fuck huge
you have successfully modeled an alien
it was a toon drawing I based on, I'm not going to make excuses beyond that. Gonna try to retopo, give it ears and hair. After sleep.
Don't inspire yourself from an inspiration,
Reference an actual head instead of someone's vision of one. Or else it's like compressing jpegs https://www.youtube.com/watch?v=QEzhxP-pdos
>always wanted to learn 3d but had shit pc
>tried to use blender but i'm too dumb for it
>good software is expensive as fuck for me
>this is the sixth year i'll spend on /3/ lurking
... nice work, guys.
enjoy this thing i made years ago.
Macro cannon, trying to practice out some modelling skills and getting details in. Still very much WIP, especially with humans on the ground
working on base color pallete and retopology, I dont think im going to animate this, let alone do a face rig, but I want to make shure it's good topology for animation
an* actual interior
I replicated your mug in 3Ds max to see your problem, you could andjust your cup handle to be better aligned to the body, or add a loo between the body of the mug and the handle
Smoothing groups. Clear them, then assign again if need be.
A semi-rusted (been there a while) plane that crashed into the ground.
Or, an over the top lawnmower. Use your imagination for this one.
A semi-rusted (been there a while) plane that crashed into the ground.
Or, an over the top lawnmower. Use your imagination for this one.
this is looking really good. my only comment is that the insides of the ears should go in deeper to make the model look a little bit more believable
it's a minor issue but i think it would definitely improve it
the profile looks a little too wide. bring the ear in about an ear's worth to the right
smoothing groups doesnt seem to save pinching, and I'm almost to the point of cutting my dick off after hours of researching and trying techniques to get rid of this pinching. thank you though
Ever heard of control loops? Ever heard of topology?