this thread is dedicated to critique only
>>521331looks unfinshied but overall decent
No one can really critique it without knowing exactly what it is supposed to be, what it is going to be used for and without seeing the topology.It's lacking in surface details and the edges of the main shape (handle to magazine) look too square, it's width being so uniform makes it look unnatural.I'm not buying the trigger at all.
>>521333>>521343i don't want you to critique it i just found a 1 year old gun lying in my folder as excuse to start this thread
>>521347Could this board suck any harder?
>>521331Looks awful too be honest. Like something from a late 90's first person shooter.
The whole purpose of this thread is that OP wants his image to become the symbol for all other critique threads just like the image from the WIP thread
>>521343>can't recognize a tech-9wtf man
>>521347then why didn't you post something more recent?>>521358>tech-9kek
>>521359here is a candle stand im working on in substancehad to mess around with uv's abit im debating if i should remove the height or its ok for now
>>521362Is it a game asset? It would be nice if the arms of the candelabra had more edge loopsMaybe bake a bevel into the candles, and bake in some details / normal map stuff so they look different (even if they're all fresh new candles)Something seems off on the proportions, would def. compare it to some reference images (that said, pretty sure you can find a candelabra in any shape and size you want).
>>521362No one can really critique it without knowing exactly what it is supposed to be, what it is going to be used for and without seeing the topology.
>>521364this is fairly lowpoly, especially the arms. >>521363yes but i had nice unwrap with it, i don't know if i should add more loops at this point
>>5213315 minutes of work. I probably could've done better with the lighting, but fuck it.
my first keyshot rendering. i know theres no eyes yet. whats a good way to make skin texture on something like this?
>>521470if its a sculpt then polypaint or vertex paint
>>521362I think you need a darker roughness value overall. A quick google image search shows that most of these are pretty shiny. If it's meant to be dirtier, then you should get a lot more variation into the roughness so it seems like grunge.>>521401The fences are looking pretty good. It's weird to me how the color balance of the verticals is so different, though. I get that you want them to stand out but it's too much imo. There are also a couple darker boards that look out of place. Are there ladders that have round verticals and rectangular horizontals like that? Something about the design or scale of it looks strange to me. Anyways, I think overall you could introduce more breakup into the noisiness of the surfaces. >>521499Try hiding her scarf. I bet her head/neck will seem disproportionate. What's the overall design? I feel like the face doesn't quite fit but I can't tell with only seeing this section. The upper lip area feels very sharp and I would introduce more softness to it. The bottom of the chin as well doesn't feel fleshy enough, like just the chin bone is sticking out and the fat isn't there (she looks chubby enough that it looks incorrect to me). The model seems pretty stylized... so perhaps slightly larger eyes would help.
>>521343have you ever played a WW2 shooter ever once ever? come on.
>>521515Thanks for the tips and look out for this model in Battlefield 1 ;)
currently im working on wall-e model, any criticism here?
making starwars DH-17 or however that shit is called....Gimmeh critizism on form and style, not details. I'm still working on details.
>>522261are you doing this from memory? if so, your memory is shit.
Yes finally, a critique threadHow did I do anon?
>>522258look good, but are you gonna unwrap this thing?
>>522258Stop using edge creases for subdivision modeling and start doing proper supporting edges.
here's a newsstan i'm working on. it's quite detailed even tho it's meant for a game engine. i'm still working on populating it with magazines and thing like that. oh, and the textures. made with blenderrate
>>521902Even if this was true, which it is not. respect your god damn NDA ya bastard.
>>522366how can I do that? any tuts
>>522320not enough depth
>>521401What are roughness maps
>>521470Roughness maps and subsurface scattering. What you really want is a skin shader, not a texture.
>>521499/r/r theme plz
>>522366I'd also actually like to know that
Any feedback?Made in Zbrush.
>>521499No one can really critique it without knowing exactly what it is supposed to be, what it is going to be used for and without seeing the topology.
>>524237generic blob demon. Everything is bad. no, i'm not trolling, Start again with a human head. Follow some tuts, repeat until not blob-tier.
>>522261If I could suggest a workflow for doing Star Wars weapons, do it the way the actual people working on the movies did - find out the real gun they modded, model that and then pop the fake parts on after that to make it look nifty and real.
>>521331Barrel is a bit long, the top could use more hard edges since it looks a little to much like a ray gun.
>>521401You should use a different texture for the latters they blend in with the wall to much.
New-ish to Blender. I have to redo a few things, like the rudder and canopy.
>>524474Looks like the is an extra vert in the tail section
So I made this simple katana, probably for a game or something in blender.
>>524507Also I can't make human models for shit, should I start out by stealing a basic one and modifying it for my needs?
>>524508Make a basic model with Makehuman, modify in mudbox/zbrush or whatever you use, rig in blender.Boom, a human
>>524509What advantages are there to using zbrush instead of blender?
>>524512Blender is shit and zBrush isn't.
>>524514>>524512Blender is a voxel modeling and animation (but also game engine for some reason) program.zBrush and Mudbox are sculpting tools. They're better for adding small details to templates/models made in Blender.
>>524474Mice MiG-21.Apart from the canopy and Rudder it looks mostly good. The nosecone looks a weirdly warped in the first view. It's also missing the tail fin on the bottom. Are you gonna model control surfaces and landing gear?
>>524515But blender has sculpting tools, are the others really that much better?
>>524519The point of Blender is animation and modeling. That's it. Sculpting tools are there to make Blander complete, but Zbrush and Mudbox are made specifically for sculpting, so they're much better.
>>524495Lack of, actually, the tail is filled with triangles and it's screwing up the shading. I have to redo it, I'll post a wireframe tomorrow>>524516Dont mind the nosecone, its following the blueprint. Its just ortho view. Forgot about the fin thingy, and after I finalize everything you see in >>524474, I'll cutout the control surfaces, airbrakes and gear doors, then the actual gears. Then Ill finish the rest of the details, add some missiles and rocket pods.If anyone has advice on modeling for simulators, it'd be extremely helpful.
First attempt modelling a human head in blender. Yes I know the ears are messed up.
>>525718tips get he model smoother
hi. Trying to match a character design. Feedback appreciated.
>>525719subdivision modifier. Also you should sculpt humans not box model
>>525722post the character design, remover the clothes and hair to better see the anatomy and make a higher resolution render, then people can properly critique you
>>525724Sure thing. Still not sure how to go about sculpting the hair. Lower leg got messed up, too
>>525726I think some 3d anime type styles paint on 2d eyes on a plane. If not they all seem to make the eyes more naturalistic in shape because what people draw in 2d doesn't make sense construction wise in 3d. As for hair here are a lot of ways to do that, maybe pic related is what you're looking for.Horns are a little skinny in your model too, in the drawing they're chunkier and more appealing IMOhope I could help
>>525726It's blobby and lacks the proper form in her clothing especially compared to the conceptBiggest offender being her dress and shoesHer face also looks nothing like the concept, and her general proportions looks more like western comic proportions than anime proportions>>525728>I think some 3d anime type styles paint on 2d eyes on a plane. If not they all seem to make the eyes more naturalistic in shape because what people draw in 2d doesn't make sense construction wise in 3d.Not necessarily actually, there are plenty of 3D models out there with an anime aesthetic which looks appealing from multiple anglesThe artist just needs to be careful and observant
>>522374>>522373>>522372>>522371You did all this in Blender? I would have already killed myself twice, good job.
>>525731This, just remember the basics of anatomy and you can make shit like this in Zbrush.
Literally my first model I have ever considered "good enough"I was looking for character tutorials for blender and it recommended to use a reference sheet and since I suck at 2D art I went to Google Images, and the only one I could find that actually seemed to have consistent quality in side and front views was furry shit
>>525728>>525731Noted. Thanks for your feedback. I'll keep working on it
>>522320Sailor Michael Jackson?
>>525739Are you sure? The corners of the eyes are not defined in anime how would the eyelids work?
>>525792I don't think it's necessary to flatten features for anime styled reference. Seems like a shortcut.
>>524237Spyro has really himself go lmao
rate my toporogy prease
>>525882WHAT the fuck/50
>>524474>New-ish to BlenderI've been meaning to model stuff like planes in Blender too. Do you know of any good resources for stuff like that?
>>525884eraborate senpainote that i'm just using it as a low poly base to subdivideif you need a reference just look up eagle t1g
>>525886Hey, same guy who posted >>524474 and >>525760There's not much 'resources' for modeling aircrafts, people told me it comes with experience. I'd look at wireframes, figure out how they make small parts, decide how much and how little detail to use. It also depends on the use. Flight sims require tons of detail for today's standards while keeping poly count around 50-60k tris for external models and 80-90k for cockpit models. If it's for film use you don't really need that much detail so you could get away with subdividing and baking normal maps to get smooth shading, and using tons of tris. Sim models must be smooth without NMs, so skinners have their jobs easier. Also make sure you have good blueprints. Start out doing something small like a Cessna and work your way up. This guy has some decent tutorials for getting the general shape of planes:https://www.youtube.com/channel/UCAPBda1yQ33FRVS2LpjocbQ
>>526763holy shit anon! expertly done.
Rendered in-game (Arma engine).
probably an odd request but, i'm making a DOOM mod and i'm modelling some weapons.i want the weapon renders to look like some 90's styled ones, something like this:http://www.espacoinf.com/tela9.jpghttp://www.espacoinf.com/tela10.jpgbut i can't seem to replicate the same style.do you have some suggestions about how can i replicate it?for example the render i made uses only blinn and an ambient light, but it looks too plain, not even 90's renders were like that.
>>526825you can make a pretty simple 3d model and then render animations to sprite sheets tho get authentic 2d. Early 3d looks shitty
>>526851that's what i'm doing, rendering the weapons as sprites for doom.here's another example (this one rendered as a doom sprite in terms of resolution)
>>526931do some low res texture work on the guns it will add variation.If you want to go even further render in 8 bit color for true 90's authenticity
>>526932ok, i'll try to do it, for now i'm adding some details to the gun, it looks like it lacks details, even for 90's standards.
>>525723hmm? should i use polygons for the hair or the cycles render?
>>525741if furry seems like an acceptable hybrid, if fox, analize more the anatomy
>>527015make ammo a little bit less round and make them more reflective depending if lighted by flashlight or day light, they're too dark for flashlight imo, tho
>>527015>steel caseclearly brass
>>527015/k/ here.If your company has bullets that are that shiny and that color, they're moly coating their 9mm which makes no sense. However if for some reason they are only coating advertise that on the box.Unless they are anodized (which would be absolutely retarded for a company to do) then the cases aren't steel, but they seem to be too dark to be brass. Lighten them up if brass, take out some brown. If steel, make medium-light grey, and matte. Make the actual bullet copper colored or darker and more matte. Make the bullets themselves less round. Also my screen is making it hard to tell but your rims look rounded a bit where the extractor would catch them. They should be a strict 90°. Also your cases look short and fat. Take a look at the cartridge specs for 9mm Parabellum: https://upload.wikimedia.org/wikipedia/commons/thumb/4/41/9x19mm_Parabellum.svg/2000px-9x19mm_Parabellum.svg.pngYour mags need feed lips, and different guns take different mags. So choose a mag and base your lips off of that. Just remember, there is also double vs single stack, and that will affect a lot of the dimensions of your mag. Also every mag will have a base plate, add those.Good luck.
made a low poly and high poly crate. I wanted it to look like something from banjo kazooie.
>>527131looks like its covered in glaze
>>527137ThisMake the lines more defined
>>527010this post isnt getting enough attention
>>527164it's not worth it
>>527164not that good
>>527166>>527176pls no bully ;_;
>>527215If you think that's bullying, you haven't been on 4chan long.I'd fix the ear textures before even thinking about hair.
>>527215not bullying, my newfriend, just opinions, just make it more realistic.
>>525887>Wants to subdivide>Trangles everywhere>weird triangles everywhere.>Convex shapes out the assanon...>>525886Go to military-meshes, lot's of useful stuff on planes there.also virtual airplane tutorial is quite useful.
A mouse guy I'm making for a game. Any advice on how to improve it? Is the topology good?
>>527423The topology is crap.Here's a tip though:CirclesUnigooglesGasmaskEye nose loop.
>>527476>The topology is crap>everything is quaded>everything is even>said nothing about face topologymaybe show us your none crap topology
>>527478Here's one example.This should applies to all of the faces.
>>527486mobile assets often don't have face topology, it completely depends on the purpose
>>527487Actually, mobile assets does have topology, especially on the face, but they often cut corners for optimization.
>>527494it might blow your mind but face topology differs depending on purpose.when i say mobile assets i don't mean all of them but none main chars usually are not face rigged
>>527496Pretty much, mostly because they can easily cheese it with texture animations.
>>527501So is it ok?
>>527423>for a gameWay too high poly in my opinion, a lot of the polys don't do anything, and the general form can be achieved with much lessAs the other anon said, topology, judging by the later posts you're not going to deform it, which if fine; biggest and most obvious problem however are the n-gons that seem to come from deleted edges for no reason at allIf you're going to animated the mouth, good luck with that You're going to have an obvious intersection point between the ears and head, it might look weird, good luck with circumventing that (unless you're just going to use a toon shader)How close will you see this character? Because unless you're going to zoom into the face THAT close, that's seriously too high polyBut of course, modern tech can definitely handle that poly density just fine, but the main problem being that it's high poly for no reason at all, the model is just simply unoptimized by all meaning of the word
How's this for a bed? I tried to stylize it a bit cause I'm going to be animating two characters fucking on top of it.
This is a cartoonish character I've been working on in maya. I plan to rig and animate it for a short video i'm making to learn about this process. I'd love some advice/tips!i know the hands and feet are a bit weird looking, i plan to fix thati did this without reference
>>527652Post concept art That does NOT look cartoony
>>527656looks kinda cartoony, its certainly not atomically correct.
>>527650looks alright, colours aren't perfect thowhich characters specifically?onya for keeping the bed simple because it'll draw attention your characters
making animeare the eyes evenly spaced out here?how's the overall face proportions?
>>527658Cartoony comes from stylization and exaggeration of proportionsAnatomically incorrect =/= CartoonyIf the proportions are about the same, and has no distinct of visual style which breaks it from a regular anatomical structure, then how is it cartoony? >>527668Looks good so far, but I think topologically I'd expand the eye loopOccasionally when you have compact eyeloops like that, it's makes your blinking eye look weird, which, unless you're using toon shader, is a problemI'd show you what I mean, because I have this exact problem right now, but it's "official" work and I can't post it anywhere
>>527693implying that dorrito chip body doesn't look kinda cartoony.
>>527693what would you call it then?
>>527698>>527711I'd call it weird lookingIt's a model in blocking stage, it will always look odd most of the timeThat's why I requested for concept art, because with that blocking I cannot for the life of me picture what the end result is supposed to look like
>>527728you need a better imagination.
>>527728Find reference photos instead.
>>527734>>527744Of what? The thing is there is no information of what it's even supposed to be, aside from "cartoony", which it fails to be amazingly.Look, I know /3/ isn't /ic/, I can't expect you all to know character design, but I can expect to see some semblance to a description, so again, how is this cartoony? What exactly did you expect me to critique when there's nothing except excuses to the lack of style and anatomy?I can't say it's anatomically incorrect because "it's cartoony"Now, I can't even critique on it being 'cartoony' because apparently cartoony is such a term that apparently anatomical mutations without a modicum of stylization counts nowAt the end of the day, you can tell yourself it's all good, good job, it's super cartoonyBut the general design lacks anything to discuss since it's only met with denial and any attempt at getting more information or explanation is uselessErgo,>>>/out/This is a critique thread, and you're leaving no room for critique
>>527728>>527774>someone makes an anime character>don't understand that anime was never made in 3D therefore its hard to interpret anatomy and facial features>that's before shading and texturing which are even harderespecially this >>527774 faggot right here that i doubt ever modeled in his life talking about forms and deep concept on a 100 tris model that's not even polished yet
>>527774lmao, bruh you are stupid afglad you are gone.
>>527781>>527774>>527728poster of the image here,i have learned nothing from all of thisi said that it is cartoonISH, besides i like the style and plan to keep it i have no concept art, i'm doing this from nothing but mental imagecan someone please tell me the following things:1. does it look ok to rig/animate (like will it work well)2. if not, why not and what should i do nextthanks in advance
>>527811your model is fine, if you actually took reference from other anime models i don't see a problem but as with most people that model anime you might not have the proper skills to make a character from scratch let alot shade it properlycome back when you have something more substantial, if you want to study other models go to sketchfab
>>5214025inutes my ass. That had to take at least eight.
Low poly game character. CC?
This is a school project I made in Maya
>>527812do you think it will animate well?btw it wasn't intended to be a anime model
>>527835the plastic/glass material looks too transparent and the speculars are too soft. glass/plastic is way too thick, text should be a normal map or a very small extrusion. metal cap isn't reflective enough; it looks like velvet or something.the liquid inside is too black; coke is like a dark burgundy.
vray for rhino sucks
>>527839> I can't use this software correctly therefore it sucks
>>527835Might wanna show the render
how is my robots face.
>>527814wall building simulator?
>>522261>3D backgroundHow? Or is it just a static 2D image?
>>524515>blender>voxel modelingEhh, are you sure you didn't mean "vertex"? There's no voxels in Blender unless you specifically make them.
>>527015Too little light out of 10Bullets too roundBrass too brownBevel is only one way on the rim, it's at 90 degrees on the primer sideEverything else that >>527091 said. Decent start though.
>>527835Glass too thick, bottle too narrow, bottlecap too tall; use a reference photo or 3 next time
>>527872you forgot totally flat shaded.
>>527874But it's not. If it were you'd be able to see all the polygons - Almost everything there is smooth.
Sorry for the shitty render.I made this in CATIA as an engineering project.
>>527877Forgot to tell, its a CASA C-101.I made it really accurate, besides the stabilisers, cause I left them till the end and I was really tired.It was made in GSD, obviously.
>>527877Decrease hardness and specularity, just make it matte so we can see the actual curves. Also, show more angles.
>>527781>>527783Funny, because I actually make anime models for a livingI'm pretty sure you're a retard because you can't follow 4chan's reply format and probably thought I was talking about >>527668, when I was talking about >>527652, which you'd have to be braindead to think it was anime styled>>527811Can you atleast tell me what is it supposed to be? Is it going to be naked? Is this Green Man? Because if I have atleast an idea of what it's suppose to be then planning the damn thing isn't a guessing gameI was trying to help your initial form because good luck fixing that after rigging, but ok, let's go with your current style and ignore my critique entirelySo your face (if any) is going to be a texture, because there's no topology, that means you'll need to animate the textures itself (unless you're going for separate geometry)cont.
>>527811It's going to be hard with a model that high polyTopo will be harder to fix because it's already subdivided, just read the sticky because I can't fit all of the basics here (elbow and knees topology being your first priority now)Things to note that may not be in the sticky, Fix the messy horizontal edges on the legs, keep them as parallel to the leg orientation or XZ plane as possible,Fix odd poly saturations in certain areas, the most problematic that I can see is the excessive amount of hip loops which WILL fuck you up, so try to keep it uniform and as square (proportion wise per poly) through-out the model, these both will help a lot during the skin weights because it will distribute the influences easier2D faces, which I can't help (yet) because I have no idea what the hell is your intentionSo all in all, I have been trying to help you, but the lack of information makes it pretty fucking hard and you're literally only getting any real critique from me
>>527836oh we are not even talking about the same model
>>527903>Funny, because I actually make anime models for a livingand no i can follow 4 chans reply system just fine. Its you who thinks I have it wrong, nice worthless ego there broski.
>>527908So you seriously think that the post is anime styled? Even when the poster says it isn't supposed to be, and wasn't even mentioned by anyone of us in the entire chain of comments, except you?It would be easier to admit your mistake or ignore this post, or you could keep trying that damage controlAlso>4 chans>lack of any argument except "no u"Back to your containment board>>>/b/
Hows this look from someone withonly 2 years experince in 3D modelling using 3DsMax?
>>527928I never said it was never anime style . I said it was kinda cartoony.which op did say. so kiddo you need to get off your high horse and die lmao.
>>527945>I never said it was never anime styleSo you did say it was anime? Or are you just bad at English? I also don't think you understand what high horse or an argument meansLet me be the bigger guy here and just say that you're right, the post is SUPER cartoony, truly the paragon of all cartoony styles, congratulations anon, you sure showed nasty old me! Now, it's settled, and I suggest you to stop replying because your damage control over your idiocy is shitting up a critique thread.If you do choose to reply however, at least it'll be a valid reason for people here to report you for shitposting >>527937Like what >>527951 said, it's pretty underwhelming.In a render, the windows can't be transparent since it'd just show the main building body behind it, and would rely more on editing in post than anything Also scale might be off, judging by the stairs, a human would be about the height of a single story or moreA pretty decent BLOCKING, but that's it, it has no features
>>527891Sadly, I couldn't get the multi section solid of the Inlet-Nozzle on my computer. It kept crashing, so I had to use the libraries student version to finish the job.If anyone knows how to open student files for CATIA v5 with a pirated version I'll be eternally grateful. It took me a long time to make that plane.This is another student project. Kaneda's Motorcycle. This one is not made in GSD, but part design. Things are a bit more blocky.
>>527954I added an extra never by accident. oops.Im pretty sure i do know what an argument is and what a high horse is.you are the one who's pure damage control right now m8 and you are just making yourself look like a complete dingus, so please stop like you said you would.you are one sorry mess of a person I'll tell you what.you still live in your mothers basement making you "professional animu models".sad.i pity younot really.I wont waste my pity on you.
>>527956why is there no surface wear at all?
>>527957Damn, this looks like something from the mid-90's/early 2000's. What program is this?
>>527993Because he didnt texture it
>>527992>Im pretty sure i do know what an argument is>proceeds to make 0 points of refutation with complete asspull ad hominem as insults which doesn't even remotely affect me because it's like calling a chicken a duckI love it>>527957>>527956It would be cool if you could export the mesh, retopologize it and texture itBut that would really be more of a 3D artist project really, not an engineering projectJust saying, you have a better grasp of blocking out shapes and form than a good chunk of 3D artists who I had sat in class with
>>527999thats what you think.saying its one way doesn't mean it is, stay butt hurt bud.
>>527996YepCATIA V5, It's fucking amazing for engineering stuff. I never post on this board cause all I do is engineering related CAD. This board looks cozy tho.Also don't ever try doing art stuff with CATIA, if you enjoy sanity. Its parametric.>>527999>export the mesh, retopologize it and texture itIf you are up to it I'm I have no problem sharing the file. I have no idea about renders and photorealism and all that. I might get into Keyshot to learn about that stuff.>you have a better grasp of blocking out shapes and form than a good chunk of 3D artists who I had sat in class withThanks! means a lot to me. I made the most out of my 3D design course in uni, I think.You have to have some short of 3D muscle that I found awesome to exercise. I'll keep doing 3D design, maybe move into artistic stuff.PD:Another shitty render
>>528009If you wanna move into artistic 3D stuff, I say go for it anonBut just remember that you're basically going to need to learn new software and general 3D workflow if you do, which is different compared to CAD suites like CATIA, AutoCAD or FusionBut basically if you do want to render that bike nicely, you'll need to learn the following:>Using a General 3D Prod. software (Personally I use Maya)>Modelling/Topology/Retopology>UV Unwrapping>Texturing>RenderingIt took me about a year's worth of classes to get the hang of it until I can output something decent, and I'm still learning Do note however, it's not hard, just time consuming to understand the workflow enough for good results
>>528014thanks mate! Cheers
>>521470I really like Quixel's ddo painter for texturing these kinds of things
>>524507needs normals fixed/10
is he cute senpais
>>525726as a blockout it worksbut you should now modify, just move around the forms to match the concept more without worrying around any topology, distortion or anything even clipping polies, just dont worry about breaking everything as long as you get the forms matchedthen replace each part once again, by a new onemight be a lot of work, but it will be worth it
>>528026> sloickopinion immediately ignored
>>528009>also owned by Dassault SystemesHave you by chance used Solidworks as well? If so, since they're both parametric, could you give me a quick rundown as to the differences between them?
>>528025Is he on benzos?
>>528032I have never used Solidworks, over the next semester I'll be learning it so don't take now my word for it.What it's often said is that CATIA is much powerful for design and crazy GSD shapes. It's much less user friendly and you'll have to wrestle it, it's a lot better for finite element stuff (tho don't ever think of doing serious finite element on either of them).Solidworks has a generally better workflow for machine design than the modules "Assembly Design" and "DMU Kinematics" from CATIA.For more basic shapes and fewer parameters you can get away with solidworks and it's alright (keep in mind I basic cause it's not a aeronautical profile or something like that).The lads at Dassault differentiated them with the machine design in mind, so that's what you need to look at when deciding to use one or the other (and keeping in mind that SW is more user friendly and a bit less of a torture). You can keep importing stuff from one to the other no problem.
I also made a Strandbeest on DMU kinematics.I think I'm derailing the thread, sorry lads.
are these good looking weapons for a first person view?
>>527903its a dude in a weird style i came up with idk just go with it>>527904thanks, this is actually useful information i have a early low poly version, i'll try starting over from that
>>528052You need to sort out your smoothing groups anon. Unless these are without normal maps?
>>528052Good job. What's the topology look like? For me, I'd put this into zbrush and then bake some normals.
>>528052first person view weapons should be something like 10k polys with highly detailed normal and diffuse mapshowever you can get away with lowpoly and great textures like thishttps://sketchfab.com/models/3b4b7bceedf942da95c2f22df37fc76a
>>528070that would be good in 3rd person but in first, the silhouette is blocky and too many details are made with normals
>>528075diffuse only means no normalthis is state of the art mobile asset also i don't recommend texturing weapons if you don't have at least quixel
hey 3DCGuys, your friend over from /ic/ here.Just got zbrush last week and I made this creep fairly easily. What do you guys think about it? also, are there any good tutorials/podcast about 3d sculpting that you would recommend?
I've been learning blender over the weekend. and so far this is the result
>>528266https://grassetti.wordpress.com/This guy is bretty good. His ecorché too.For your creep, it shows that you have a background in anatomy but you're not 100% familiar yet with a 3D sculpting package.Also, why the super glossy material.
>>528268yeah, it was all pretty much done with the move and the clay tubes tools. I knew right off from the bat that I would struggle with clear geometric shapes, so I made something more organic to better hide my crimes. But I´m looking forward to learn other stuff regarding 3D sculpting. I find Zbrush very beginner friendly, so I can´t wait to find the time aside from my drawings to study it further.as for the glossy material, dunno, just looked cool I guess.also thanks for the link man
>>528271use matcap materials anon they will highlight forms and make it easier to see, also check out the dam standard brush, clip curve, pinch and hPolish those are pretty standard.In terms of anatomy you didn't do the armpits right. The neck doesn't have muscles in the right place overall it's lumpy looking but that's just because you need to learn the software.things to learn>dynamesh>Zremesher>zspheres>proper use of masking>lightingArtstation on Youtube has some cool stuffmost importantly have fun
>>528267Not a bad start, looks pretty nice. If you're intentionally going for the low-poly look, that's okay, but if not, there's a Smooth modifier on the left panel near the top when you're in Object mode. Do you have any prior modelling experience? This looks really good for a beginner.
>>528266>tfw some anons first project is better than all the stuff you've ever madewhy even live?
>>528277I was going for low poly. I had dabbled on modeling before but had never done something more than following a tutorial to make a crappy penguin. I just kept adding more and more characters starting by frisk, and It was so fun I just kept going
>>528275>>528275I appreciate the input anon. Yeah, I had a lot of problems with the neck. I made both the head and the neck out of the same ball, so when I stretched it, I lost polygons(forgive me if I'm using these terms wrong), but the grid was all stretched out and I couldn't model it well at all, It's like I just ran out of surface. As for the armpits, in the middle of the project I figured I would make it look more like a real sculpture, so I just blended the inbetween parts to look as it was made from one solid piece of stone.>>528278oh don't be like that, I probably just got lucky a bit, that's all.
>>528285that's why you need to learn how to use dynamesh. It re-projects polygons so that you dont "run out of surface" that should be #1 on your to do list
>>528285>I just ran out of surface.kekyou can't be this much of a pleb and make that, I call bullshit.
>>528291He said he's from /ic/, it's perfectly believable anon.
Rate my waifu
fairly new to modelling and 3dsmax, first attempt at something organic. i regret giving her bug eyes
>>528360try sculpting instead you would be able to fix her eyes in a minute
Well, trying to learn by copying game models in zbrush. I read that they train sculptors in atelier to copy classical sculpts so I'm planning to just copy the art I want to create until I do not need to copy.
Gonna post a bunch of my stuff for critique, not quite the usual stuff you see around here. But first; my critiques of the stuff posted.>>521362Good texture. Try making the candle sticks unique from each other>>521401Pretty good, nicely disguised repeating wood planks.>>521499I like her design, hair looks a bit firm but the scarf sits naturally with its buckling.>>526763Good levels of detail. Maybe save some polys make some stuff textures. Like the smaller circle around his eyes.>>527015Work on your lighting.>>527956TETSUOOOOOOOO!>>527957KANEDAAAAAAA!>>528050Adam Savage fan?
Should say first, I'm a self taught modeler and I never really read any tutorials, just messed around with buttons in what ever program I could find. Been doing it on and off for about 5 years. I make models for the purpose of turning them into papercraft/pepakura creations (hence the low poly count)My first "proper" model and probably my most popular and well known/well stolen without crediting me.I really had no clue what I was doing in a 3D modeling sense, but I've got a natural talent for feeling out how models will turn out when made in paper.Like I said this is my most popular papercraft model and I plan to remake it some day.
Soon after the Loki helmet I made this, Amon's mask from Avatar: Legend of Korra.Amon was super cool and this mask was a bit of challenge, trying to get it sturdy and also smooth.Another model I plan to remake some day.This mask fit my face PERFECTLY when I built it, only needed to add a strap when I put resin and body filler on it.
Gabranth's helmet from Final Fantasy XII, this is 1 version of like 7 I made when I was designing it.Never got around to finishing it, but its back on my list and hopefully I'll do all of Gabranths armour by years end.This model has way too many vertex's and all too close together to build in papercraft. Started working on reducing the poly count but as I said, never finished.
One of my more recent works, made it before Christmas last year.That was when Kojima Productions had only shown us Ludence's logo so I had to do LOADS of guess work to how Ludence would look in full CG render.I did pretty well I think, especially on the round disk things near the bottom. Compairing them to the CG render; I got pretty close.
Transistor sword thing from Supergiant Games' Transistor.Not much to say about this really, mostly simple-ish geometric shapes put together.I never get credited when people rehost this pepakura file either. Really grinds my gears.
>>528412>>528413>>528414>>528414>>528415>>528416can i get tl:dr on that essay?
>>528422he makes models for papercraft
>>528416Post pics of the finished models.
I belive I made my Magnum opus
>>528453>>528335>>528280>>528267Please stop going for flat shading, I'm pretty sure these would look pretty decent if it were rendered properlyHell, why not just go for toon shader, not this weird hard normal low poly aestheticJust sayin' senpai
>>528457Hmmm sure. I do like the low poly look but I might try.After all Im just learning for fun, I might like different styles when I try them
>>528459>learning for funget out of here you filthy causal
>>528435Not my build.Just typing "loki helmet papercraft" in any search bar will probably turn up this helmet, no idea wh it got so popular.
>>528435Not my build.Remember, paperc quality matters in the build.
>>528435Kojima-senpai still wont notice me ;_;
Kind of noob in Zbrush, usually use it to alter organic models for other purposes. This is the first thing I do from scratch that I like.It's still a w.i.p., I know some things need sharper details and that the anatomy doesn't make much sense (although I'm aiming for something alien/monstruous I'm not liking the muscle thing from the chest to the ear)Any tips, specially about sharper details, are welcome
>>528416>I never get credited when people rehost this pepakura file either. Really grinds my gears.I know that feel anon.I've had my work stolen by nightclubs and shit and used for their promotions.Rehosted on wallpaper places, used for people's album artwork, you name it.Not a god damn single link to source.It pisses me off.
>>528500That shit sucks. Only way to combat it even a little is to brand and mark and sign your stuff. But I dont like doing that because I feel it takes away from the piece itself.
>>528487I don't think the back muscles really make any sense or the way his ear connect directly to his neck muscle. His shoulders are also very narrow for his head size and for how muscular he is. Its not the worst thing I've seen see how far you can take it
>>528513Thanks for the feedback! I didn't pay much attention to the shoulder yet but I'll look into it.I kind of like the back even though it doesn't make much sense, I'll see if I use the shape as a base for something else. The neck thing I'm definitly changing soon, it's kind of creepy in a bad way
>>528515If you're not going full on insane then monster designs are still subject to logic
>>528487try to not use a lot of smooth, i like to sculpt just using clay build up and then add the detail like skin and stuff
I used maya, keyshot and photoshop to make this poster, i accept all kind of critiques. thanks
>>528564Yeah I'm kind of addicted to smoothing. I don't know if I should be using more geometry or if it's because I sculpt with the mouse, but every stroke seems to make the model so rough, even with lower intensity and a smooth alpha
>>528613try to get a drawing tablet, there's no problem using the mouse, you can get awesome results too, the only thing is that you will lose time switching brush sizes, opacity, etc.and about the geometry, are you using dynamesh?
>>528615Yes, I use dynamesh, specially in the beginning when I'm still defining the forms. But to be honest I don't know when is the best time to stop with the dynamesh to keep the lower subdivision levels in case I want to change something later.And I also don't know when to use dynamesh and zremesher, both are very similar and I can't see much difference in their applications with my limited knowledge
>>528618zremesher makes your edges look clean. You can make eyelids for example look good with dynamesh. The reason for this is because dynamesh topo is all over the place and no matter how much you pinch and smooth edges like that will never look clean.Use it after your confident that you wont need to make any major changes. Also remember you can just duplicate things and hide them so if you completely fuck up you can just go back easily.
>>528565you could have made it wallpaper sized
>>528565could use more color variety
>>528660i have it, it's for a poster in 90x60cm :)
>>528565ahhhhh Metalhead. I miss my childhood.I love it.
>>528673thank you! :)
I decided to make a stitch model to try sculpting... a couple hours later making a base model: "Fuck it I'll just keep box modeling"Moving vertex around is so addicting
>>528565Fucking awesome. I had a metalhead figure, remember it well.
made custom tiles
>>528813Pretty nice. Something about the lack of detail on the flat sections like the purple tip of the tail and the black shorts is annoying to the eye, though. They don't necessarily need to be striped like everything else, but having them as just a big featureless blob makes them stick out.
>>527937Exactly like something made by someone trying to qualify their lack of talent
>>528833now that is cool!
just sculpted and rendered this like in 1 hour, trying to improve making more realistic aliens and monsters, but... i don't know, i always feel like i'm missing something :/ what do you think?
>>528862Add some subsurface scattering.
>>528862looks to me like an old idol of some sort. The scale of the surface noise makes it look on the scale of inches (seems to be intended) but what gives it that actual sculpture look instead of a monster, is that it seems to be made out of one shape. The limbs aren't detached from the body. If you want it to look more like a real thing rather than a sculpted representation of it, try using a generic open pose to sculpt then transpose it into the position you want.
>>528862Try putting more than an hour into it? It's a blob monster. Work on quality, then increasing your speed.
>>528813I feel like the face needs to be wider than it is.It's all coming to a strange point that thins it out. Maybe it's the nose.
How's the topo for rigging and how do I fix it?
>>528052Definitely some issues with smoothing groups, maybe some topology problems too. Overall good shape, need some wireframe pics though
I'm working on a turret based on D.va's gear from Overwatch, I've been told it kind of looks like a slug. Thoughts?Made with Max and Substance Painter
>>529208Reference I sketched out
>>528478I know I may be nitpicking because I know a thing or two about fixed wing aircraft, but basic knowledge of aerodynamics is essential to design an airplane model.Yours couldn't possibly be airworthy. The modeling is fine, if not a bit boxy.This is the rare case where function precedes appearance, and yet both complete each other. A well designed airframe will look sexy, pic related.
>>529208Need more bevels and rounded corners/edges.You could cut yourself by holding it.
>>529208The pivot all the way in the back looks stupid
>>529209>>529208Looks more like some futuristic hovercraft or zamboni than a turret, sorry.
rate my source work :)
>>529242how old are you really
This is my first time doing 3D.I was fapping to a certain artist drawings, then I stumbled upon his reference drawings that detailed proportions, and shapes he uses to draw, and couldn't help myself but want to model this, despite having 0 experience.It's obviously in progress, no head, hands or feet, the arms don't have a good shape, neither do the legs, her back and shoulders are a bit weird, the mesh is completely fucked behind the knees, and the chest is a bit weird, too. Armpits were a hell to model, I'm not even sure that's how it's supposed to be. Legs need a bit of work.What I really like on it are the bones, the collar bones and the way they deform the flesh, it gave me a new obscure fetish.
>>529294Do you recommend I switch to ZBrush or sculpt with Blender?And should I trash the model if I'm going to sculpt?
>>529245Ignore him, he's a shitposter from /agdg/ and thinks it's funny to post this nonstop in every thread
>>529296Not him, but Blender is "okay" for sculpting. It's possible but has its issues. Zbrush isn't free, but it's a professional tool, so do what you will.You shouldn't necessarily trash the model if you're more-or-less satisfied with it and just want to add details.Honestly, for a first attempt, that looks really good.
>>529296do the base model with no fingers with subdivisionthen use dynatopo to make the fingers and refine some detailthen face and extra anatomy in sculpt mode
>>529299>Zbrush isn't free:^)I was thinking if Zbrush would help in anyways to be faster, or be easier to add detail.>for a first attempt, that looks really goodThe reference image is very good.The only problem I have with it are feets that are not enough detailed for me to do it properly and the artstyle doesn't allow hands to look good in 3D.And the head is going to be quite the challenge.>>529301I'll give it a try, not sure if I can pull it off.
>>529307Yes, ZBrush isn't free if you want to use it commercially. If you want to just do home projects, be my guest, do whatever you want.
>>529307>not sure if I can pull it off.good luck, you will need it
>>529241What would you suggest to be changed?
>>529317Move the axis more towards the centerModify/get rid of the lever at the backHave less bulk around the barrel / make it narrowerModify the top "ears" so they're not smoothly transitioning into the turret (hard transition instead)Past that, I'd have to see a rework to really help more.
My first render so pardon the simplicity and material ignorance. Made while dicking around in Blender. Not really looking for critique on the scene itself, as I won't be revisiting it, but what habits should I take up and which should I abandon when making something like this in the future?~106k tris because I didn't (and still don't) know how to make an economical wire mesh.
>>529242What the fuck man.
>>529352Love the marble, care to share the mat? Everything looks too perfect, though, you need some dust and weathering.
>>529359He doesnr need any weathering its not like someone is dragging the pen through the dirt
>>529241wrong>>529208looks like the upper part of a milling machine, I've actually seen a milling machine with curved protective plates on the top that looks exactly like yours.
>>529242Why does this exist?
>>529359>you need some dust and weathering.Thanks for the input. This was something that concerned me too, especially with the ash tray. Simulating dirt and general fouling through particle systems (or something less sophisticated) is something I'll have to explore. This is beyond me at present though. The marble is very basic. It's an image I pulled from Google (attached) and put it through a Mix Shader and used a 4% value of the image itself as the displacement. Nodes incoming.
>>529360this lolnot everyone loves having their shit dirty and beat up.
>>529371You can almost always do dirt with textures
>>529383You disgust me.
>>529383What the actual fuck is this?
Did you carve that piece of shit out?Why did you do this?This is Hammer Level editor for source games.
>>529208>>529209Took some of your suggestions into account, ver 3. Tell me why It's shit (nevermind the weird vent topology on the left side, was feeling particularly lazy and didn't want to fix it for a test render)
>>529422Those weird little things coming out of the top look like a weird tumor
I made this animation thing just to try out a new card. How did I do?https://www.youtube.com/watch?v=Xxu-eQrmo3Y
>>529484They're gonna be ears when it's textured, see reference img >>529209
>>529511Nice camera work, might have been better if you had zoomed in on them coming up after the slow pan and then slowly zoomed out again when they flew by but I could be completely wrong. Also not a fan of how red it is, more oranges and yellows would look better
>>529523I hadn't noticed, but yeah, I think the monitor I was using made me fuck up the color too much. I might fix it some time. Thanks for the feedback, man
>>529528No worries, monitor colors can cause problems. Mine's more blue than most. If you have multiple monitors check it on the others before marking it finished, it can help
These threads inspire me so hard. I haven't done much with my life, and I'm not incredibly artistic, but 3d modeling has always seemed like it would be almost relaxing. Keep up the good work /3/.
>>529543It is, you don't even have to be necessarily artistic to be decent at it. I'd recommend trying it out sometime. Download some programs, watch some tutorials, make some models.
>>529511super stiff camera
>>529522then make them more distinct, note how they don't blend into the top in the source image, the are attached straight
I don't know if links are allowed, but I'd like some general feedback on my animation. I added a sample (entire file way too large) as proof I'm not bulshitting you.link: https://youtu.be/jtQ9AToDY0Y
>>527839architect here, looks more like you don't know how to use it.
first attempt in modeling Human :vwhat should I do continue did I failed? :v(ut's unfinished yet BTW) and I'm not trolling some guy said it to me :v
>>527091>If your company has bullets that are that shiny and that color, they're moly coating their 9mm which makes no senseCould be copuro-nickel jacket, but those really aren't used much anymore.Correct on the rest.
>>529557I sketched out the reference in like 30 minutes, I decided to make the ears part of the mesh when I was modeling cause I think it looks better and flows better than if they were detached
>>529242This is easily the most disgusting thing I've ever seen in my life.
>>528901Your arms bend at the forearm instead of the elbow. Loop your limbs at the actual joints.
>>529374I'm sure it is as it's probably easiest to manage. This is more what I was talking about though as the "depth" of the dirt is not simulated if you make it particle-based and cast via emission.
Before I post a bunch of WIP models, what's a general rule to follow when posting? Should I include a wireframe of the model?Including one of the five or six models I'm working on (no wireframe pic taken atm). I'm absolutely terrible at making hands and faces, so I leave them for the very end. The folds for the scarf were added manually just to see how a sculpted result might look.
>>529939Whoops lol. Here's the right pic
>>529422>>529320 here, don't really have any more suggestions. Looks better, more reasonable and balanced.
>>530007Thanks anon, now I just have to unwrap it all
>>529939It's up to you. Don't know why people obsess over wireframes though.
>>529939>>530039Wireframes help show if you're doing something you really shouldn't be (nonplanar ngons, bad edge loops on limbs, weird topology, etc.).
>>529422I don't like this texture, what am I doing wrong? Also what color should the feet things be?
>>530327>don't like the textureWhich? There's a few on there. Pink could be a bit more reflective, though.>feet thingsHonestly looks fairly decent with that scheme.
>>530329I feel like the metal parts don't fit in with the rest of it, I wish they had chosen colors that didn't clash so much for the original dva. I don't think white or grey will work for the feet, at least not unless it's combo'd with something else. Notice how her mech only seems to have white underneath other parts or as a minor highlight to the pink. An entire base wouldn't fit I think
>>530383Segment the base (add lines, contours, whatever) to break up the profile like D.Va's mech does on the thigh and back of the "head" area. Might work.
>>527857looks really nice. post more!
Still a big newbie but i have learned a bit.
>>530667Also something else i have made. these are really the only two finished things i've done. i know i have a long LOOONG way to go to getting better. but i'm just glad i made something semi-nice
>>530667>>530668Looks pretty nice, actually. Second is a bit dark, though. From scratch, or did you follow some tutorials?
>>530672from scratch. i was trying to get the perfect texture for the cushions but gave up and left that for another time. an easy fix for color though. here is it in good lighting
>>530667This couch is a bit too amorphous>>530668fill lights>>530673the perfectly white background is playing some weird perspective tricks
>>527010depends. Do you want your alien jew to have deadly sharp hair? or smooth disgusting jew hair?
>>529214not enough lift fixed wings too many missiles/10