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File: 1453077803744.jpg (314 KB, 1204x832)
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Old one wont bump.
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>>511172

Making some tests....
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>>511173

...for some quick project.
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>>511172

What's with the OP image of these threads? Did he even finish the project?
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>>511173

for some reason the rug looks like it is floating in space
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>>511181
cuz it has no cast shadow
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>>511176
I assume you're new here. The original is a finished, if not very nearly finished (hence WIP thread) scene. We've been bastardising the original image for new WIP threads for years.
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>>511173
Is this flying carpet? And this thing next to telescope is flying too.
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>>511173
Even for a quick project, these renders are not really good and are missing a lot of fundamentals, are you open to constructive criticism?
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my work for the past 2 days. the render is shit i know
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>>511349
Nah man its the textures
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>>511318

Of course.
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>>511290

Who are you?
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well, i stopped bothering to keep this within a reasonable poly count. I need to stick something on the bottom spire and make the top less boring, and then cover some of the more featureless surfaces with man-sized details since i haven't really been working off any kind of scale.
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>>511349
that could look really cool with some updated textures and a nice render
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>>511412
if you wanna have a go heres the map.
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Almost done with the exterior geometry.
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>>511413

Isn't texturing straight out of the UV map a thing of the past ?

There many dedicated software that allow projection painting, and most sculpting programs as well.
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>>511395

If you want a challenge, declare war on the polycount and replicate your render with normal / transparency maps.
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>>511465
i dont know ive been modelling for a long time but just now 3 months ago i first got any sort of texture working.
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>>511465
Projection painting and painting directly on a cult are nice, but they still don’t have the flexibility that UV based texture painting can give you. I would say no. That being said, that UV map is next to useless because of the overlapping geometry.
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>>511473
*on a sculpt
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>>511395
That looks cool as fuck, any more pics?
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>>511181
>>511295
>>511173
Honestly, the main problem seems to be just a lack of ambient occlusion on the related objects... nothing major, the rest looks really nice.
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>>511502
Yep´you are right. Occlusion is turned off in these tests. I´ll post some progress in two days when I come back from abroad.
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might try to make some hair and a body for this later; idk
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2647 tris.
dammit...
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>>511536
Anon
How the fuck did you do this?
This is what I want to make but I have no clue how to do /3/
Also
Can I follow you?
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>>511537

There's not much to pulling verts and extruding edges around.

The harder part is getting it to look good. There's no shortcut for that, learn anatomy.
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Trying to fix the weird collarbones but can't into anatomy. Is this right?
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>>511591
Right looks more natural to me, but that's just my two cents.
I know jack shit about anatomy.
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>>511591
Both would actually be alright, depending. The collarbone becomes more visible when you are thinner- so its all going to depend on the build you are going for.
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>>511584
>extruding Edges
Thats when you select a line and use the E tool and it basicly extends it and keeps the line from where you started right?
Never heard o f pulling verts
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>>511605
there are only 3 things you need to know how to do in order to model
move verts
cut edges
and extrude faces.

Extruding pulls components out and leaves behind more components. You know those play-doh push pumps? You put a star on it and you can make it push out a tube with a star profile. That's literally extruding.
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I'm learning I guess.

For some reason, I'm just can't make people.
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learning zedBrush
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First attempt to make a clean render. I am trying to render only diffuse. For this i am using Skylight without Cast Shadows, but as you can see it's not quite right. What should i do? (3ds max 2012)
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>>511741
post wireframe
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Pz Kpfw II Ausf-L
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>>511742
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>>511741
It looks like texture bleed, try and fix the padding maybe?
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>>511591
With the current character frame you have, I think more prominent collar bones work better.
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>>511745
Nice Tiny Tonk.
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>>511775

I don't care for edge padding, it isn't visible on the render. The problem is that there should be no glare on the model.
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>>511884
it's in your material. use a surface shader.
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experimenting with pre-rendering
this is actually fun
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There is going to be a forest one day
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learning Zedbrush 2
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>>511937
Cool design mang
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>>511937
Rejecting your humanity I see
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Finished the exterior today, time to model the interior rooms. 6,045 tris.
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>>512018
The original building.
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>>512018
any textures yet?
looks pretty cool and clean.
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>>512020
Not yet. Once I have the basic rooms modeled on the interior I will start texturing the building.
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>>511173
>>511174
>>511395


I'm new to 3D modeling and these are really impressive. I'd like to learn how to construct models to that level of detail.
>>
Anyone remember the guy that used to post with those fucked-up looking furry people? And how he's spend entire threads just ignoring criticism completely?
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>>512064
Allioto
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>>511915
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>>512147
Yeah, that's the one. Does he still come around here?
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>>512176
I have not seen him in a long time. I hope he is just working on something new, he was good for entertainment but also, in all reality, he gave good reasonable critiques of other people’s work, regardless of his inability to accept anyone else’s critiques.
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A Raspberry Pi + Arduino controlled scientific data collection robot rover (DCR)
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Finished my retopo of my sculpt. First time actually manually retopoing a sculpt instead of using autopo. Not as hard as I thought it would be but next time I'll do better.
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>>512218
The literal fuck is this baby with tits?
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>>512218
This is disgusting. wtf are you making?
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>>512219
>>512221

I'm making a baby with tits?

What? Have you never made a baby with tits?
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>>512226

hah ha ha ha I love 3. You would never get this on polycount.
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>>512226

The world needs more babies with tits.
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>>512218
holy fuck, i had a dream something like this was in my dream... ughh
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>>511651
Time to keep grinding until I'm not shit anymore.
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>>512249
Finally, some good old-fashioned hands.
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>>512253
dat epic cop out
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Trying to make a cartoon version of Finn from The Force Awakens.

Lot of trouble with this head.
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A mobile ant game
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>>512280
how did you clean up the mesh like this, or its just the material
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>>512218
I see you're making some shortstacks.
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>>512301

Not really sure what you mean, but if it helps,I just used smooth brush and the Relax Brush to clean it, anon.

The Matcap/Material is BasicMaterial 1
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>>511172
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>>512302

Short stacks is best stacks.
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>>512324
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>>512269
>ca
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>>512338
>shitpost
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>>512026

some more
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>>512253
Re-textured and rigged. Need to redo some of the weight paints and probably clean up some of the topology.
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>>512355
Thank fuck, that is so much better.

>>512349
These are like the modern/contemporary/ minimalist art of the 3D world. While it may look nice, it's totally useless and won't help you learn or improve.
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>>511173
I think it looks nice. take it easy on the bloom/lightbending though
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Anyone know how to increase the shadow map resolution in Maya viewport?

I can just scale the scene down, but then a lot of the smaller details become too small to work on. Changing the unit scale does nothing.
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>>512355
show panties pls
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>>512371
Select light in Outliner, Ctrl-A for Attributes, modify resolution/filter size/bias in section shown in image. Bear in mind resolution increases will hammer your GPU.
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>>512355
Cute as fuck, make more
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>>512336

Work on them biceps man.

Also, does she have a string tied round her waist.
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making some environments for my uni course.
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>>512398

I'd work on desaturating some of the colors.

Especially the bright trio of yellow, red and blue.
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>>512399
quickly did that on photoshop and you're right will do that properly thanks.
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>>512399
Fuck you, not everything needs to be realistic as shit, I like this bright colours, it breaks the scene, I think it's perfect for some game.
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>>512400
here is a comparison in photoshop, think the bold colours are more eye catching, will have other scenes that are more realistic so this can just stay stylised a bit.
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>>512405
one on the left looks like a plastic fake shit. one on the right looks boring and lame
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>>512401

It gives the composition a hard time, that's all. I have no clue where to look.

But I understand its a video game.
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>>512280
Y no 5 fingers?
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>>512394

yep i need to work on the rest but the anatomy scares me t.b.h

just ended up experimenting, wondering to go the scifi route or not
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I can't stop laughing, I haven't made any adjustments yet, just set up the bare shapes. This is my first time doing a head. I love it.
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>>512458
>just set up the bare shapes

No you didn't
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>>512458
I think it's beautiful
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>>512458

Keep practising. I'd like to see more this is hilarious.
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>>512398
>>512405
I think it looks better at night tbqhwy.
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>>512481
fuark my arse familia might do a night version also, looks good.
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>>512478
> I'd like to see more
Well then, you asked for this.
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>>512522

nigga is this a self portrait or what
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>>512529
Why you gotta be like that man? Who hurt you?
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>>512529
Ouch, on a blue board too
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Working on my Uni project.

Not really sure where I'm going with it desu.

Any thoughts?
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I'm working on a Caliburn replica, but the displacement maps in Maya (using Mental ray, if it matters) are giving me a headache.

No matter what I do, they come out wrong and they appear faceted. I tried with mudbox and Zbrush.

I project from level 5 (2mi polys) to level 1 (30k). 32bit files etc.
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>>512538

Here's how it actually looks like in Zbrush.
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>>512539
>>512538

Topology / UVs.
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>>512536
I take it you wrote the rendering engine for this, then placed basic cubes to demonstrate materials. Right?
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hey /3/, what is the best uv tool out there?
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>>512547
The one you're most comfortable with.
Seriously.
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>>512536
I thought it was a kitchen. Not enough clues about scaling. The column sits oddly in the corner and doesn't look like it touches the left wall. And I know it's space/future but if those are supposed to be supposed servers then you should look up enclosed server spaces for ideas on design. They typically are either in areas with plenty of room for cooling or are connected to cool looking pipes and air/water cooling.
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>>512589
This. Now, if you has said ‘what’s an easy to use UV tool’ I could say Headus UVLayout is pretty easy, or Pelting Tools for Maya, or UV Master in zBrush…there are lots of choices but realize that all of them are going to require you to learn a process. Especially if you want to paint textures (without painting directly on the model), you’re going to have to learn the best ways to split and unwrap a given object, and realistically everyone has a slightly different way of unwrapping, say, a character head, or a car, or a house. See image- I use Headus UV Layout, this is how I unwrapped a series of misc. outdoor props for an environment, other people would do it differently based on the methods they are comfortable with and the intended use of the models.
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>>512638
sweet spacemarine heads!
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>>512441

I have no idea, anon.
I regret the decision of making 4 fingers.
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>>512638
Render this in 1920x1080 and I've got a new wallpaper :)

Nice work
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I was challenged to make a derpy spider.

I instead made a legit-looking spider on accident.
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>>512657
looks like a shittly done cake decoration.
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I think Im about ready to call this one done
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>>512657
legs are way too small for the body and nothing about it looks derpy.
>>
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trying to understand uv unwrapping and texturing for a pbr workflow to upload on sketchlab is making my brain hurt
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>>512663
"for pbr"? what does that have to do with correct UVing?
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>>512656

That render was a couple days old so I went back to try to recreate it the best I could. Thanks.

>>512640

Thank you.
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>>511172
a most wicked serpent!
>>512398
looks like dirty bomb(the game)
>>512605
>>512657
nifty
>>
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Found out how to make rocky things today, although it looks better on rocks.
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>>512522
are you good yet?
post progress
>>
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>>512522
>>
>>512669
How?
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>>512674
Looks like the old stacked noise method. Get a hold of a nice noise algorithm like bercon noise and stack various noise maps on dense geo.
>>
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Modelling a bust of armor, could use tips/feedback
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>>512674
>>512676
Is essentially right, I also used two displacements, one with a cellular map and one with a noise map, then I stacked noise. Just: take a look at this tut: https://vimeo.com/10163233 . For the cave wall I made the general layout of the wall using rectangles, then applied the same method as the rock.
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>>512666
You are a god
>>
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>>512671
I too k it easy yesterday. I just fiddled with some dimensions the to make the head headier ( at least from the front) , and the nose have a bit clearer nostrils. I'm also behind this post >>512669. Today I'm planning on making an ear , and possibly attaching the whole head to a body I already made. I'll just see if I have time
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>>512711
feedback much appreciated
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>>512717
>not posting WIP in WIP thread
faggot
>>
>>512717
I'm not much good at animating, but it look really good. Have you considered moving the ears as well ? It might look nifty.
>>
>>512719

He did you massive idiot, just not in the right one. The other one is out of bumps.

>>512717

Where does the mesh come from ? Does it look decent from an angle or is it just made to be looked at straight on ?

The mouth seems to be deforming pretty oddly. I'm pretty sure lips can't turn into a jagged sine wave.
>>
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Still working on Caliburn.

I don't regret installing Zbrush to see what it was all about.
>>
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>>512722

Just realized the lighting was pretty shit. Here's slightly less worse
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Welp, fun time is ogre.
>>
why are syrians the next sleeping power of 3d?
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>>512667
>>
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some Vray work
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Low poly husky.
First time trying to do something low poly and giving it a working armature. Still not happy with how some of the joints kinda crumple but I don't want to spend too much time getting hung up on small details.
Next step is animating it.
>>
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>>512671
Well since you seem to be in a different time zone, it'll be a while since you see something again, so hopefully this will satiate you. It's the head and the body, which both need some work. Is it it bad that the face makes me uneasy? At least now I can register something by looking at it... worst past is that this is meant to be a woman.
>>
>>512745
I like it. very solid
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>>512779
ayy lmao
>>
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some shit anatomy
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WIP
>>
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>>512720
Good idea, I'll definitely add that.
>>512721
>Where does the mesh come from ?
What do you mean?
>Does it look decent from an angle or is it just made to be looked at straight on ?
The mesh looks fine at an angle, but the animation will be mostly looked at from the front
>The mouth seems to be deforming pretty oddly. I'm pretty sure lips can't turn into a jagged sine wave.
Yeah, I was going for a wavy_mouth effect like pic. Did I overdo it?
>>
>>512792

I meant when she cringes. It looks okay when she's doing the wavy_mouth pic you posted. Doesn't look there's enough mesh resolution to support it.

I was just curious whether you made the mesh or it was a premade one.
>>
>>511463
Why bother making it "watertight" (manifold)?
The engines I have worked with doesn't care if you have intersecting parts. The GPU doesn't care. For example, the roof could be just two big quads.

There might be good technical reasons in some engines (like transparent objects and such), so please correct me if I'm wrong. I mean, surely noone is using vertex lighting or some such nowdays (and if they did, these ugly triangles you are forced to keep will ruin it anyway)

For sharp corners (as the 90 degrees you have here for environment assets) Z-ordering will not be an issue either.
>>
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what do u guyse think?
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>>512812
Holy. Fuck.
This is incredible dude!
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>>512793
Yeah, I made the mesh. Didn't plan ahead enough so I guess you're right that the mouth isn't dense enough for that sort of shape.
Any suggestions? Can't really change the topo since I already made all my morph targets ;_;
>>
>>512800
Mostly it’s out of habit- I come from making Quake 1 maps, where non-manifold environments were a big no-no. It doesn’t slow my workflow down any, as I have done it this way for decades now. There is in fact a fair bit of intersecting geometry (all the trim work, for example), but those objects are separate from the main ‘exterior’ object primarily because Unity does not like objects that intersect themselves, it causes rendering issues with things like shadow/fog volumes. That being said, it’s not watertight at all- there are plenty of openings (like the windows/doorways) that other objects intersect at.
>>
>>512820
In addition to this, intersecting geometry can cause light leaks on the edges of the intersections when you are doing things like baking ambient occlusion which I then would have to fix in PS after the fact- something that takes more time for me than just modeling a component like an exterior without intersections in the first place.
>>
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>>512824
What is this exactly?
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>>512677
is that the lichking?
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>>512837
>inb4 you frame these and call it art
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>>512843
i mean he already printed it
>>
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>>512671
Went out and did outside stuff today, here's what I was able to do, probably not gonna get anything done over the weekend. I'm also open to feedback on fixing the proportions now.
>>
>>512848
I'm no expert on anatomy or everything so take this with a grain of salt, but IMO the ears are a bit too forward (or the back of the head is too far back), the lips look a bit off (maybe less of a point in the middle?) and the cheeks look a bit flat, maybe try to define the cheekbones a bit more? Pretty good though, certainly much better than anything I could ever do
>>
>>511172
/3/ group project WIP
>you guys can still join if you want. just go read this thread first >>511953
>>
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>>512857
concept
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>>512828
Nope, I did use blizzard armor as refference. Updated it, currently working on the uvs
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>>512866
You have an awful lot of stretching and deformation on those shoulder pads, that’s gonna cause problems.
>>
>>512843
Definitely wasn't for a class or anything. I just print low poly models for shits n' giggles.
>>
>>512812
feet are too big. mask shows way too much neck. It looks like he's wearing a toy mask.
>>
Finished the base interiors today, time to get to UV’ing so I can start texturing.
>>
>>512909

The interval/gaps of those steps is ridiculously huge.
>>
>>512920
Thank you for pointing this out, it’s been a long day.
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>>512922
This, I believe, is much more realistic proportion wise.
>>
>>512925
looking nice now
>>
>>512909
you should give the depth of the crawl spaces between floors, and maybe put some pipes or something there. could be really interesting
>>
>>512927
There is a gap, wouldn’t be hard to do, nice idea.
>>512926
Thanks.
>>
File: ionic pillar.png (295 KB, 1301x851)
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>you tell yourself to not get hung up on details and this is going to be a matter of minutes but you get hung up on details

Everytime. Anyone knows this feel?
>>
>>512930
Tiny details are what make it all seem more real. Do I really need to paint that 1px wide line of wear on the corner of the floor molding in a house? No. Will it make everything seem much more real and immersive if I apply that level of detail to everything I do? Absolutely.
>>
>>512665

I believe you have to unwrap so you can bake an AO map, diffuse and normals? a I going about it wrong?
>>
>>512934
pbr has nothing to do with AO/diffuse/normal maps. if anything you're less likely to need to UV unwrap when using pbr workflows because you'll be painting / creating procedural textures and can get away with automatic unwrap/packing.
>>
File: Chapy_GatitaEstrella.jpg (254 KB, 1024x768)
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Made for a Zootopia challenge, ran out of time so honestly not very happy with the results.. still ima post it w/e
>>
>>512938
fucking terrifying
>>
>>512930
Every time.
>>512934
You'll need an proper UV for diffuse. AO and normal map. Just do it.
>>512937
your cheap shortcut has nothing to do with PBR. You could always auto unwrap and slap shitty procedural textures on everything.
>>
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>>512867
was still working on that.
The shoulders are tricky tho.
>>
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>>511172
Just grabed some viewport screenshots from my latest character. I toned down the stylization a bit more than normal, but not so far as to approach photo realism. Hopefully she still looks apealing and correctly proportioned.

Still need to work on the ears and arms/hands and might re-visit the feet.
>>
>>512969
sex ? :^)
>>
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>>512969
Forgive the crap PS edit, but if you reduce the height of the head and adjust the eye/nose/mouth distance vertically, she will look cuter.
>>
>>512974
looks like you have a ratfaced character with eyes 4-5x the size of a regular humans. Poor anatomy, hands and elbows look horrible. Hair looks creepy. Go learn fundamentals please
>>
>>512975
Not my character.
>>
>>512978
I didn’t alter the size of the eyes- just positioning on the face of the features, and the height of the head/neck. What I don’t get is you quoting my post and then bitching about anatomy I didn’t make in the first place. Whatever, though. It is 4chan, after all.
>>
>>512974
she looks underage now you sick fuck
>>
>>511172
you should apply to runescape
>>
fuck modeling wings so hard
>>
File: vday heart hires.png (2.24 MB, 1257x2048)
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Happy Valentines Day! UE4 render, feedback on any part of it (shader, texture, model, pose etc.) much appreciated!
>>
>>513000
Why are you not using the advantage of UE4 like the best ambient occlusion system ever ? Every decent 3d hentai I saw had a bit of shadowplay going on with the models to give them some depth.

Also, why is she not nude ?
>>
>>513001
She has hard shadows but you can't really tell from the screenshot. Ambient occlusion looks shit on anime model faces. And hey, this is a Christian board. There are nudes, just not here.
>>
>>513002
not on the face but like seperating the hairline from the head AOS does a pretty good job. Also you can crush the contrast and make the AOS look like seperate layers of hard edged solid shadow shading. And this is not a christian board, this is a wapanese weaboo board. post nudes. now.
>>
>>512969
Overly attached girlfriend would be proud
>>
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>>513005
S-so pushy...
Never seen stepped shadows that look decent. Got an example?
>>
>>513012
yeah but I dont wanna get banned :^)
>>
>>513013
T-thanks
>>
>>512987
Generally speaking, I said cuter-why do you think Disney/Pixar/Dreamworks use these sort of proportions
>>
>>513012
I have no idea where to find your stuff.
For reasons.
>>
File: 2.15.16.png (235 KB, 716x445)
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First time 3d modeling in ZBrush
>>
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>>513072
reminded me of this
>>
File: goditsapbsdinosaur.png (155 KB, 719x511)
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First try at a head, trying to teach myself topology. Poles are a bitch. Still one too close to the mouth, managed to move it further away than it originally was. I'll work on the mouth some more, get it attached to the body, then try to learn some animation
>>
>>513027
It's on tumblr. basementmate.tumblr.com
>>
>>513077
you're good
>>
>>513073
That face is creepy as shit.
>>
>>513079
That’s because it’s like 15 tris, the model is slightly lit from below, and that mouth…oh God, that mouth
>>
File: Funn.jpg (693 KB, 1920x1720)
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Technical Boloney almost over with :3
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>>513090
as somone new this is all very intimidating i kind of wish i had a basic human frame (or a chibi one like you made) to start with but i guess if i did that i would never learn
>>
File: Idle1_000.gif (1.23 MB, 800x600)
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Monument Valley fanart made for a friend in about 1 hour, C4D..i'm working on a more nicely rigged model to use for experimenting animation and motion in Unity 5
>>
>>513091

Would you like me to upload it for you, anon?
I mean, this is just a solution I came up for these specific volumes. Different characters have differente proportions and may require different meshes for their specific purposes.

I wouldn't mind at all sharing this when it's done. I actually think it would be great for personal marketing and stuff.
>>
Finished the exterior and trim UV’s today.
>>
>>513118
if you dont mind that would be amazing
>>
>>513119
looks real nice
>>
>>513138
No problem, bro!
I should finish the whole process in about a month, so just stick around and I'll post a link, alright?
>>
>>513144
Thanks. I absolutely swear by Headus UVLayout, best damn program I have ever bought.
>>
>>513119

I am not really an expert on mesh based game environments. (I know some source/hammer editor though)

Do you make a whole seperate texture for the house or do you select certain faces of the house and asign it a material(already inside your modeling software) so you can use the same material for multible buildings/objects.
>>
File: Exterior.jpg (1.09 MB, 2048x2048)
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>>513149
It really depends. A lot of games use tiled textures for a surface (say brick wall)- the advantage there is less texture memory used, disadvantage being every brick wall will have a ‘same’ look to it. I personally care more about unique detail, so for example I will use a 2048x2048 for the main walls of the exterior, and a 2048x2048 for the trims, so I can have unique detail. The disadvantage there is that I will lose texture resolution and use more VRAM. It’s all a balancing act based on your artistic needs. See image- this is the exterior walls for another building I did. If I had not gone this route, I wouldn’t have been able to have say the unique areas of regrouted brick, for example.
>>
>>513150

Oh okay. I like that, looks very much like silent hill.

I personally prefer more "modular" because if you want to change something a little bit you might have to do the whole UV Layout and texture anew and that would just be too frustrating for me. I think you can do some nice looking levels just with box geometry + models (Like hammer editor) if you know how to use it but you will probably never get the unique look like the ps2 silent hill games had.
>>
>>513154
I started out many many years ago with Quake maps, much the same sort of work as you would do in Hammer, with the same kind of texturing techniques. You are right about making changes after the fact requiring retexturing with my method- I had to do it once with the schoolhouse after realizing I had some scaling issues and it was super frustrating, but am glad I did because my texture game had gotten a lot better between the first texturing job and the second. It also taught me to be absolutely sure of the geometry before I bothered to UV/texture anything. I would agree that you can easily so some great work with modular pieces and tiled texture work- and with multi texturing and decals you can to a degree get around the repetition but as you said you will not be a bee to get that constant uniqueness you get with single maps for a whole object or group of objects. The game is going to be a survival horror joint, so SH was kind of he look I was going for to an extent, so thanks for the compliment.
>>
>>513146
lol will this thread be in here in a month ?
>>
>>513157

Probably not, but hopefully the board will :)
I'll make a thread
>>
>>513159
than ill keep a look out :)
>>
>>513090
neato
will you 3d print this?
>>
>>512812
Neat, but kind of a mish mash of classic tropes. Try something more original. Also looks like Darth Vader
>>
>>513174
Nope, just doing it for portfolio stuff.
I would love to make a buck on it, but since Disney would be a potential employer, I would rather not be raped by their lawyers before getting in there.
>>
>>513090
his hips are wrong, the actor has wide hips
>>
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>>513076
>>
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I suck at this
>>
Base occlusion bakes done, time to start with the painting. Finally, the relaxing part.
>>
>>513076
>>513207

Try one of the free retopo tools, they make it a lot easier / faster
>>
>>513012

I've seen your project. Looks interesting. Please keep us updated.
>>
>>513225

follow some tutorials. Search for david allan ward on youtube, he's got some good tutorials character modeling.
>>
File: 2id9.png (54 KB, 797x493)
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I can't put my finger on why these look so shitty. Any ideas?
>>
>>513271
composition
>>
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>>513271
too white
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what do you think guys?
>>
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>>513309
fixed it.
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>>513271
tilt the camera so most of the screen isnt whitespace ( the black area )
>>
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>>511172
wip on this soy sauce for a sushi still life im making
>>
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>>513315
That or do a studio shot setup to help differentiate the subject from the ground plane
>>
>>513320
its like 1/5th of the screen is the actual models
>>
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DigitalTutors tutorial results.
>>
>>513367
Nice. Is the blue reflection on the wood a result of the normals? It kinda looks like baked shading but i doubt that. Also show wires?
>>
File: jumbo flashlight.jpg (29 KB, 765x426)
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flashlight and bloom
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>>513368
It's a decimated sculpt, the mesh is basically meaningless. I think the blue is just a result of the HDRI map I'm using to light it, otherwise it's just the specular colour of the mr material I was using.
>>
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>>513368
>Is the blue reflection on the wood a result of the normals?
>>
File: Vikinggs.png (449 KB, 516x900)
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Making a plain viking dude.
>>
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>>511172
>>
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>first time i use blender
>third thing i'm making in 3d
>no idea what i'm doing

rekt me pls
>>
>>513418
Damn, hate to say it but I think that looks really good actually. Not my style of choice, I don't have much to critique, but it looks like you got exactly what you were probably going for.
>>
>>513397
he's so plain his face is blending in with the background
>>
>>513418
with just a bit more definition on the hands/feet so you can actually animate them, and maybe just a bit more work on those ears, you're there. I think the style is charming, the shading is right on. Could easily see this being a character in an indie youtube series of some kind.
>>
>so, what does r/conceptart think of this animation concept? :P
https://www.youtube.com/watch?v=qluXrqqYosM
>>
>>513397
I don't think vikings wore chain mail.
>>
>>513388
Lol i don't know what the hell i thought that sentence was supposed to mean.
What i meant was - is the way that light is being reflected (i.e looking like a hand-painted matte texture) the result of the way it's sculpted / a normal map, or is it using a reflection map, or is that a baked texture / paint-over?
The wood pieces really look like matte paintings (in a good way).
>>
File: rock_test_2.jpg (133 KB, 960x540)
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Learning how to sculpt in ZBrush and trying to create a sort of hand-painted look for textures. I'm not particularly good at this, but I'm gradually improving. I'll get their eventually.
>>
>>513397
I'm 'mirin, anon. Looks good.
>>
File: Untitled9.png (359 KB, 1612x528)
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Decided I'm gonna do some more body work before attaching the head. Still open to minor fixes on the head. I'm not sure if I should keep cartooney proportions to the body or go with something more realistic. Either way, an armour is planned to go over the body
>>
>>513418
not too shabby
>>
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Why is this so shit? I'm just trying to make a simple candle lit corridor scene that could be used in a game.
>>
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>>513494
sorry that image is tiny
>>
>>513481
Thank you :)
>>
>>513464
Before I made the chainmail he had a cloth robe instead, but then his helmet look to fancy compared to the rest of his clothes.
>>
>>513425
Haha, true
>>
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>>513397
>>
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>>513499
>>
>>513499
I suck at making faces, haha
>>
>>513501
Insight is the way to betterment. Don't give up, create ugly faces until you'll able to create beauties.
>>
File: REX.webm (2.08 MB, 1920x1080)
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Thoughts?
>>
>>513509
would like to see his fingers bending from inertion when he is shoving those bullets the first time
>>
>>513509
About the same interest as every other revolver reload i've seen. Meh.
>>
>>513505
+1
>>
>>513495
Aside from the low res textures, your lighting is coming purely from the candles, it has no bounce (real light would) and since each light is an identical color, there is no interesting variation where the light overlaps- even if you shifted each candle very slightly it would make the scene more interesting.
>>
File: GENOACE003.png (679 KB, 540x960)
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>I'm not a robot

Modelling a Genoace Custom MS on Blender. Cannot into hard surface modelling yet so everything is full of polygons.
>>
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>>513418
Its very cute, you can argue that it's a style and people would eat it up
>>
>>513509
The hand punching in the bullets looks unnatural. You dont really need to add inertia, your hand wouldnt allow your fingers to move either if you had it firm. Just curve the fingers a little until it looks ok.
>>
>>513514
Oh, and you're a dick btw
>>
>>513578
>/3/
>taking that as criticism
>being offended over criticism

Gona go out on a limb and assume you're new here.
>>
>>513578
Do you need a safe space?
>>
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i really need to work on this more, kinda got proportions how i like em. gonna try and get armor blocked in, then go back to hard anatomy
>>
>>512987
I Kek'd
>>
>>513585

Torso should be longer, if it's accurate. If stylized disregard.
>>
>>513602
Not gunna lie, I did too, and I’m the one that did it.
>>
>>511173
>>511174
WHAT RENDERER / ENGINE SENPAI?
>>
>>511413
>>511463
>>512018
>>512820
High valence verts trigger me

>>513480
Rock good
>>
>>513499
>>513500
>not an ulfberth sword
0/5
>>
File: bunnymanecho.jpg (517 KB, 1920x1080)
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bunnyman ^___^
>>
>>512790
is that an actual strongman pose? is the point of the pressure to extend the traps like that? if so your sculpt taught me something
>>
>>513628
another shit UI enjoy having an eye aneurysm asshole
>>
>>513628

explain this interface
>>
>>513631
i just made it pink for the picture desu haha..

the interface:
i have symmetry commands, i have grouping options, i have hidept show pt so i can easily remove parts i dont like. and some brushes r hotkeyd idk
>>
File: Render_1.png (2.16 MB, 1920x1080)
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Working on a sewer scene, planning on doing handpainted textures
>>
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>>513634
Sorry for filesize
>>
>>513633
how is that pink?
>>
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Breaking in a new tablet.

Pretty happy considering I've never done any female anatomy, and it's been years since I've done any sculpting at all.
>>
Simple and probably stupid question, but I'm trying to learn how to model for Unreal engine, and I'm wondering if everything on my model has to be a single mesh or if I can have multiple intersecting parts. I read that you should try mimic reality as much as possible and only attach parts that logically would be part of a single object, but I don't know if that's true or not
>>
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i am not good at this
>>
File: viewnorend.png (1.09 MB, 2178x542)
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Wanted to make something reeeally simple for my first scene. Trying to make it photo realistic. Here's the base model and a quick rend. No textures yet. A few questions:

1. In a scene like this what would you recommend for the lighting. I only have the sun lamp atm.
2. Any tips to make glass look more like glass.
3. The background is currently only an unwrapped plane. Recommend something better please.

And everything you can think of. Thanks.
>>
>>513709
Step 1, just make the scene first but dont set up any rendering stuff for it
Step 2, take it into unreal engine
Step 3, use its documentation to make its photorealistic materials
Step 4, prophet
>>
>>513714
>>513714
Oh thanks. Didnt even know about this. You recommend just getting UE4?
>>
>>513714
>unreal
>>
>>513732
its not good?
>>
File: hgmbsk[1].png (367 KB, 784x535)
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Gave her a haircut. Left is old, right is new.
>>
>>513741
why would you use unreal when you can use an actual rendererereer
>>
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Someone should have stopped me before it was too late.
>>
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>>512975
The hair was meant to be simple and "girl next door" but I get what you mean about it looking creepy, almost like a pelt rather than delicate hair.

I have worked on a new hair style that is more in keeping with her dress and reduced the size of her brests to make her look more anatomacally more correct.
>>
>>513760
>reduced the size of her brests
scum
>>
>>513742
Very nice, easier for the eyes to focus on
>>
File: terrain.jpg (274 KB, 960x540)
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Now the rocks have dirt and grass under them. I fiddled with an alpha map in Photoshop and Maya's layered texture node to make it do the thing.
>>
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Working on a character, here are the pants.
>>
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>>513870
rear view
>>
>>513509
looks really nice what are you working on?



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