What is /3/ working on today?
I'm still trying to get into modeling, but this is what I've got, whatever it is
>>539772Yes, I am still new =/
>>539773Oh I thought you where saying just was new, yeah I've been modeling for about 1 week. But I know the blender interface very well. This was the 3rd weapon just made in blender (Im the OP)
>>539776It looks cool, are you trying to use them in anything, or just doing it for fun?
>>539777Just for practice. I really don't know what I want to do later in the future
>>539777Here is my other WIP I'm really excited about this one.
>>539767installing mayai havent done anything 3d since highschool 3 years agowish me luck
>>539789xD good luck man, I'm still on Blender, I'm Extremely poor.
>>539786It looks pretty good, especially for being this new
>>539767Working on getting the feel for a shitty app on my phone.
>>539811You might as well just print it and replace your penis, because that is beastly.
>>539809What software are you using?
>>539859It could be google sketch up.
Is this thread satire? Or am I seriously out of the loop?This is the biggest circle jerk I've seen on /3/.
just a test map i made on gtkradiant with hl2 assets. trying to make gtkradiant work with source engine because i fucking hate hammer desu.
>>539859It is Siemens NX 10, CAD software. Often used in Mechanical Engineering.>>539864>guys, look, muh big dick
>>539767My suicide plan
it's gonna be my take on an anime character.
started a hoverbike to pass time
>>539925Dracula?Looks good so far
Still trying to animate a god damn walk animation that looks natural
>>540211Actually yes, in a matter of speaking. It's gonna be Alucard from Hellsing anime, which is a reimagined Dracula.
>>539864Wasn't intended but yes. This is fucking circle jerk.
>>540260I fucking knew it. That anime is middle school their edge.
I've been making this and I want to fucking die.Pepakura Designer has some issues with faces bleeding outside of the vertices they are attached to. Also Designer would crash every time I tried to unfold it, had to literally delete vertices 1 at a time to find this merged edge that was causing the problem. Also No one who made Bloodborne knows what a gun looks like or how it works, this design can eat a dick.Had pretty much finished unfolding this model and I noticed some mistakes with the bleeding so I had to go back to the model, fix it and now have to re-unfold it.I will never make a poll about what papercraft I should make again.
can /3/ tell my why each face is rendering the world reflection independently? using blender
>>540944Wouldn't that wheel just snap off?
>>540949No it wouldn't.
>>540778>no one who made Bloodborne knows what a gun looks like or how it worksWelcome to ART"Because FUCK YOU, MUH VISION"
>>541305>>540944>>539809I'd post some of my own models but I don't have anything on this comp. Did you pay for SW, have a student edition, provided by your business, or from Swedish Businessmen, I'm curious?
Bored af, doing some shitty characters
>>541314get out of your comfort zone pls
>>541309Student version of Mastercam x9 here >>541305Making models in MC is not ideal but it does work. Usually.
I'm about to make textures for my model. is there any method of doing them differently.(currently using blender and my blender is very normal I think, which is just maker seams unwrap them and then adjust them slightly to fit the sheet.)I'm not saying I don't want to do it, I just would like to know other options.
Trying to get back in the groove of modeling; found a reference sheet with a bunch of shields and am trying to make them one by one. I want to learn to make proper normal maps and models for games, so this is a high-poly model so I can bake it and such.
>>541578I'm fairly pleased with how it came out.
>>541581Why does the inset thin become more narrow?It also seems more likely that the inset along the central ridge would be flat.
This is literally my first model.
Crash-coursed myself on how to properly model, texture and rig organic shit (after spending too much time doing just robots and machines) while remaking a 2d animation I made a while ago. The hands are atrocious. How do I do hands. I can draw them flawlessly but am shit at modelling them.
Literally started modelling yesterday by following a couple of youtube tutorials.This is getting fun as fuck but I have no idea of what I'm doing. If you guys have tips please share them, I wanna get better.
learnt to bake normal maps and got a model i made into unreal engine, the shitty sword. what's best program for uv unwrapping or is 3dsmax ok?
>>541698Idk 3dsMax, but i know its better than C4d. I use Unfold3D which is an dedicated unwrap tool. Then there is UVlayout, which is as functional, but it has an ancient UI.Maya has Unfold3d integrated.Modo's UV tools are good, Blender is ok, but will get an UV-update soon, then its bleeding edge.Cinema4d is terrible.
>>541584>why does the inset thin become more narrowUnsure what you mean by that.>inset along ridge would be flatI'm debating what to do with that; based off the art I'm using it's sort of unclear what they intended.
Anyone have any idea why my subdivided object "curls" towards the edge? I sort of can guess at why it does this, but not how to fix it.
>>541811Get rid of the edge sharpness weights or add more.Here's 3 different variants
>>541859>add more edge sharpnessIt's already at 1, I can't add more. I'm unclear on how you did that bottom-left corner; the line is slightly thicker, do you have a small weight to it? That's specifically what I'm trying to avoid.I want to have a slightly rounded edge, more than what subdivision gets, but it "curls" unless it's at a very high value, which makes it too sharp.See pic related for more elaboration.
>>541861you have 2 loops that are really close but its probably barely visibleso its 4 loops in total
>>541861oh. Im drhnk right now but I cant get mid value sharpness weights to show up without those curves either. In your case, I'd add more loops to crips up the sides
Working on this Ornate wall lamp current, just got done with the lp.
>>541868How'd you make it? Box modeling + subdivision? Looks nice.
>>541869Thanks, pretty much started with a sphere and worked my way from there with extrusions and a rough blockout, I had a general idea what i was going for design wise. I used proportional editing for the ornate pieces to get the curvature.
making things with proceduralsstill trying to find how to do damages
>>541915Neat, I didn't know you could make such complex objects procedurally. Most of the procedural models I've seen are just blocks or rotated carved cylinders.
>>541927not the models, the textures
>>5409442 bad cant show u my new nonlinear suspension mechanisms =(
Made a head template and made a male head out of it
Still working in a game a make by my self.
>>542161 #That is the problem, i only have the characters, objects, evironment, etc... I work slow because i am alone in this. You can see al the work here:https://www.artstation.com/artist/ld3dI am still working in this....
>>542158 #You need to work more dude
>>542158and nothing else?? i want to see more...
>turn 22 today>still no jobm-maybe someday>>541679the thumbs looks a bit short on the pic but I can't tell.pic related is the basic proportions of hands.I like your model btw
I'm trying to make a blood elf...its going okay i guess :\
>>542317I think the shape is fine. Look on some of the blood elf concept art for direction instead of the in-game models.Make the nose protrude a little bit at least on the sides (dunno what to call it). Right now it's just merged into the face, so there's no contrast.
>>542369I'm using the in-game model as a reference, but I'm not really liking how its coming out so far, it looks very flat and boring. At the same time though, I don't know if it will really matter too much because I'm going to be making full armor around the base mesh.
>>542443Heres world normals to get a better idea of the curves.
>>542444We can see the pinching on the breast just fine without normals.
Working on hair Again.
>>542861Looks like leaves.
I'm doing one of these every day for the next 365 dayts.
>>542864Why? It's meme tier lowpoly trash. You're better off developing skill instead of wasting time creating junk that has been made a thousand times over that any amateur could accomplish.
>>542868I find it relaxing. I'm not doing it to please anyone but myself. Sorry you're triggered bro
>>542862Yee, I didn't say I was good at hair.
>>542877Maybe try sculpting in some detail here and there? Could help with the "meme tier" look and can stand out a bit more. The main point i would like to drive is don't be afraid to break your comfort zone when you develop it.
Workin on a shweet vidya. Wish me luck.
I got Poser 10 cheap on cyber monday, so I'm trying to get into it.I made this using a gif as reference, but I'm having a lot of trouble getting out the wobbles and stuff out, especially the feet.
finished at 5am actually.
>>542979the gif I used
>>542999he better end up in the land of i-phone emoji or imma be pissed.
>>542980Love your material + environment settings, that looks sleek AF for a clay render.
>>542979Feels like your character is hanging in the air for too long - I believe his pelvis has already started descending by the last kick in the gif, and he simply angles his foot higher to compensate.
>>542999more plz. make it a 10 paged adventure with story
Been working on this in UE4 for a while now, still can't seem to get my glass and aluminium materials right though.
>>543006Thanks, I'll work on it.
been working through blenderguru's donut tutorial
>>543024If you can, show how you have your glass set up.
>>543024Glass seems to be a weakness of the UE4 engine.
>>543024Glass tends to look really nice when you have 0 opacity and metalness + roughness 1
>>542864>>542940>That moment when your art qualifies as "meme tier"
>>543576>"really nice"Glass with full opacity and a clearly visible diffuse/albedo like in your pic looks like a cartoon, or an early 2000s render.Not that what you're suggesting is necessarily a bad idea, but the pic doesn't illustrate it well.As for >>543024 , his problem seems to be that his glass' diffuse is too high (if he wants tinted glass, it should be dark red whereas this looks like light red). I haven't worked in UE4 yet, but I'm guessing the issue with the aluminum is that it needs a higher metalness/specular value, seeing as it reflects just fine at glancing angles (side of the building) but doesn't seem to be reflecting much head on. Might also want to add glossiness if these reflections are super super blurry (hard to tell with this pic).
still need to work on the jaw
Trying to get back into the groove of modeling; used a reference picture but I ended up not liking it 1/4 of the way through and will probably scrap it
>>544139You started blocking in bits of detail WAY too early: the fact you put the little desklamp and switches on the walls at the stage you did tells anyone with experience that you are not looking at the right things and following a logical design process.You have not begun to even address one percent of the challenges regarding scale, proportion and composition - so why the fuck are you putting in little cavity details on the walls?You need to focus, hard, on composition, proportion and scale or all the little window-dressing elements like those bullshit little switches on the walls are not gonna cover for the boring rounded-rectangle windows on the walls that look to be thinner than a single-ply of sheet-rock, which are, for some reason situated at below shoulder-height despite the fact that there is more wall *above* the window than there is *below* it.No hate here, and I'm not being deliberately mean, and I could go on... I'm just saying the things that experienced people will be thinking when they see your work unless you focus on your formal elements.
>>544139I mean... I'm sorry - but fucking *straps* holding the beds on the wall? Straps? Is this a space-station or a fucking youth hostel in Eastern Europe?Why straps anyway? Those beds don't appear to fold away? And if the things on the wall are foot-holds to climb to the top bunks, those stupid fucking straps are going to get in the way.And... bunk-beds? Ok - you have bunk-beds when your space is limited.... but we're looking at an empty room there! Why have bunk beds when there's so much available space?!Sorry.... I'll stop...Fucking huge 1970s strip lighting right next to your bed on a space-ship... that makes sense if you're in retard-space i guess....sorry... i'll stop....
>>544143I have a single answer for all of that: I'm self taught, I don't know what the hell I'm doing, and this is a very minor hobby.Thanks for all the suggestions, that's exactly what I needed.>why the fuck are you putting in little cavity details on the walls?Because I didn't know I need to do composition first.>focus, hard, on compositionCould you explain a bit on what you mean by that? Or show me to a decent reference?>No hate here, and I'm not being deliberately mean, and I could go onPlease, do. I have absolutely zero experience with scenes; I've only ever done individual models until now and don't know where to start.>>544145>straps>don't fold away>is this Eastern EuropeNot going to lie, I did take inspiration from Soviet trains. It's a shitty solution for a problem that probably doesn't exist.>so much available spaceNot finished with the room yet - don't even know if I want to finish it at this point, really, it's looking pretty bad as-is.>1970's strip lighting right next to your bedYeah, the trains are atrocious. The light is within arm's reach and is blinding. You mean the one in the wall, not the ceiling, right?>I'll stopI am genuinely open to critique. I want to get better; I don't want my work praised if there's nothing to praise. Please, continue.
>>544146Ok good. If you're actually able to take that hammering with good grace you're halfway therre.... typing up more full reply now. Check back on this thread in a few minutes... ok?
>>544147Will do. Meanwhile, the picture I used as a (very) loose reference.
>>544146Ok - so you need to develop actual art skills before you need to worry about all the technical challenges of making high-end art on a computer. And I was a graphic design lecturer for 8 years so it's not like i'm talking shit here.And you may not like what I'm about to say but I'm afraid it's true - the best way to deal with those shortcomings is by drawing. Yep - drawing with a pencil and paper. Not a Wacom. The first technical aspects of how you should learn to draw are how to use 1-point, then 2-point, then 3-point perspective.Pic related is an example of 2-point perspective. There are a million things online to teach you how to draw in this manner.You want me to go on are have you tapped-out at the notion of learning traditional image making skills?
>>544149I've been wanting to learn to draw paper/digital as well recently, so I'm willing to listen. I'm vaguely familiar with a lot of the terms so I'm not an absolute beginner, but still self-taught, so pretty low-level.
>>544148This guy shows how you very quickly build up a simple environment sketch using just 1 point perspective.Trust me - this is very, very easy stuff here.https://www.youtube.com/watch?v=SCW9D2GytHo
>>544151An absolute master draughtsman *AND* 3D artist is Scott Robertson. Pic related. He also has a Youtube channel. He is an absolute master. Watch his videos.https://www.youtube.com/user/scottrobertsondesign
>>544153Also check out Scott Robertson's books - 'How to Draw Cars' is really really good. Pic related.
>>544154Then, learn how to build up scenes - both in the computer and on paper, where you begin to arrange objects in space in a manner that is pleasing and interesting.Pic related is 'Melancolia I' - a very famous engraving by Albrecht Durer. It uses symbolism, mathematics, perspective and composition to tell a story.Study this drawing. https://en.wikipedia.org/wiki/Melencolia_I
>>544155Explore distortions of space and scale in your perpective drawings to see what happens when things appear extremely large and close, and extremely small and far away. Pic related is a piece by London based New York artist Ian Monroe (these are vast paintings btw, not computer images)
>>544156More Ian Monroe
>>544157Forgot to add picNext, it wouldn't hurt to grab a camera (a proper camera with a viewfinder - not your phone) and learn some photographic compositional techniques.
>>544158Pic related describes the absolute beginners photographic compositional rule - the Rule of Thirds:https://en.wikipedia.org/wiki/Rule_of_thirds
>>544159All the while you are learning these things with pencil and camera, you should be applying them in the computer.When you are beginning an interior space like the one above again, you should only be using blocks - literally just boxes - for the first hour or so. I'm not kidding. Just moving boxes which are the size and proportion of the objects in your scene into place and moving them around and adjusting their placement and size and the camera location(s).All that^ should happen WAY WAY WAY before you start putting fucking light-switches on the walls.That's enough for now. If you want to look at brilliant sci-fi concept artists btw look at:Syd Mead (pic related)Ron CobbRalph McQuarrieAnd seriously - i'm not joking; if you don't learn this shit, it doesn't matter how great you are at modelling or texturing or whatever - your work will always look fucking shit because you don't know how to place anything properly.Questions?
>>544160(that image was bullshit - try this one instead. Also Syd Mead)
>>544160I won't bother selecting/quoting every post, but this all seems like it'll help tremendously. Thanks for taking the time to write all of this up, it's very appreciated.It seems like I've really got my work cut out for me. I didn't expect to get professional quality within a week, but it's looking more like it'll take months for me to get even to mediocre.Looking forward to it, though.
>>544162Clarification: I meant I'll take all this into account, not that I won't bother researching it all - there's not really a point in clicking each post number if they're all you, is what I mean.
>>544162Its not going to take months, it's going to take an entire lifetime, and if you know how to learn - you'll learn that you will never, ever, ever be good enough. Ever.Pic related. Good night.
I've gotten into sci-fi more recently so I decided to try to model some pictures I had laying around. Not trying to make this to scale or anything, just giving it a go. Critique appreciated.
>>544196Here's the pic I based it off of. Couch was giving me more trouble than I anticipated so I changed the design, and looks like I got the scale wrong, but I think I should still be able to jam all the stuff in there.
>>544197i will never to get the designs where they do armored tube and then put survival parts as boxes outside of it.
>>544196Your're probably not going to get much feedback because your model is too simple. It's basically a really simple blockout, add more to it and we can give you a better crit.The one thing I can tell you is that you should look up tutorials on control loops and control cages if you wanna do sub-d modeling.
>>544196Start *looking at* (and I stress, *looking at* as opposed to *downloading*) some other artists Kitbash libraries.A sci-fi artist should have a few scenes/folders full of technical looking parts and components that can be cut up and re-engineered to serve a new project. I'm in the process of making my own kitbash library right now, and I think everyone should make his own over time. If you use someone else's shit - you will always suck.Anyway - take a look at this stuff and begin making your own. Just try to create one or two pieces like pic related every day.https://vitalybulgarov.com/3d-kitbash/
>>544226>vitalythese are fucking awesome
>>544228Correct. Remember - look, but don't touch.
>>544226What's the best method for modelling techno stuff like this ? box modelling is hard and creates ugly pinching, smoothing artifacts everywhere.
>>544230Right now I really, really love Fusion360. Pic related (one of my parts). I only started learning it about a month ago. It's so simple to learn and use. It plays with Zbrush very nicely and it's free if you're a student.
>>544232More kitbashery from me...
>>544233Seriously - learn Fusion360. It rules.
>>544234These look pretty nice but dont you need solidworks for this? Solidworks can do these nurb based chamfered edges and boolean operations already. Isn't there a program or atleast a method thats more relevant to video game modellers that can handle booleans and smooth edges ?
>>544237Fusion is Autodesk's rival to SolidWorks. I've never used SW, personally.My workflow - 1. Fusion360 - create the vast majority of the model.2. Convert STL files output from Fusion to Obj files in Maya3. Do any further modeling and polishing in Zbrush (rarely necessary)4. Retopologize and UV in 3D Coat (SO fucking fast and easy. FUCK Zbrush for retop)5. Bake in xNormal (You can bake in 3D Coat but I can't be bothered to figure it out so I just stick with what I know)6. Quixel Suite for texturing and any minor details (like embossed text etc).It looks like a lot - but it really isn't because basically the model looks great right out of Fusion.>>Isn't there a program or atleast a method thats more relevant to video game modellers Here's the program and method that's 'relevant' to video game modellers, ready?It's the program and method that gets the job done well. And that workflow above, works.
>>544212Eh, I'm not done with it yet, just wanted to see if there were any glaring issues with it before I got too far in. Will be adding more today.>>544226>>544228>VitalyLove his work. So, just start crapping out little reusable parts? I've been considering making some crates and storage containers but wanted to give a scene a go, dunno if that was the best idea though. The thing I have against kitbashes is 1) if I'm making models for games, I always thought the high polycount on them would be an issue and 2) same-ness if I reuse the parts too much.>>544237>don't you need solidworksSW is an engineering program. Sure, you can get nice views, but I'm not sure it'll play nice with rendering programs because of the way the models are represented/exported in it.>program or method more relevant that can handle bools and edgesWell... shouldn't all of them? Blender, Maya, Max?
>>544239>>> 1) if I'm making models for games, I always thought the high polycount on them would be an issueErm... that's what the normal map is for dude.>>>2) same-ness It's called 'consistency' and you deploy it judiciously following a period of artistic reflection. This is part of being an artist and having taste. There is no 'good taste' plug-in or script yet, I'm afraid.>>>if I reuse the parts too much.The trick with doing anything 'too much' is to not.
>>544239>>SW is an engineering program. Sure, you can get nice views, but I'm not sure it'll play nice with rendering programs because of the way the models are represented/exported in it.Ditto for Fusion - an engineering program. But if you know what you're doing, anything is possible. TL:DR - yes you can get geometry out of Fusion which is useful in Zbrush and Xnormal.
>>544238>>544239Oh I meant something else. I watched some fusion 360 tutorials after you said it and it all runs in SW. Did you mean Fusion360 is a standalone program and not a plugin for SW?
>>544242>>Did you mean Fusion360 is a standalone program and not a plugin for SW?Yes. Tbf I had no fucking idea it existed as a plugin. Are you sure that's a thing?Whatever, Fusion works by itself at the beginning point of a modelling pipeline. I'd encourage anyone to give it a shot.
>>544196Bit more progress on this thing. Still blocking out, I guess, but after I finish the "cockpit" I think I'll start adding details, starting with the walls and bed area.
>>541863getting drunk and modeling sounds pretty comfy desu
>>544269No it doesn't it sounds like a depressing, lonely, sad, waste of time and money just to get a headache and nothing to show for it. Grow up.
Try make this butt not look weird, any suggestions?
>>544459you're flaring out the torso too high up, that is not normal for butts
Character for the non-specific space futureThe lips are a little fucked because I was playing around with expressions but I'll fix that today
pretty much already on holiday. here's something I started today.
>>544536Can't really save simple geometry with texturesCan't even tell what that is
>>544539it's obviously the Nub Mk. III, an entry level frigate popular among space autists.
>>544541>>544539WELL I may as well just drink myself to death now. ThAnks.
>>544544we're all right behind you buddy
>>540784Do you have your normal map done? Smooth shading enabled? try toggling your edge split modifier on and off as well. Also, want to do some work for a indie game for nothing in exchange but my friendship? that invitation stands for all of you. I am an ok friend.
>>541688I'll give you tips. what do you wanna know anon?
>>539767A CNC machine.I don't have fancy CAD software. But this works. first prototype cut aluminum to .01". Hoping to cut steel with this one to tolerances at least .0025, but I dream.
>>544565give me an email address you don't care about people spamming and I'll send you some contact info to ask me questions. Happy to help
>>544566sounds a bit odd 3chonest. why not open up a youtube channel and record farts?you would be helping a greater range of people.
>>544197This is retarded, you can't weld that shit from the outside, better use a whole tube.
>>544571>can't weld that shit from the outside, better use a whole tubeCome again? It's a sectioned cut so you can see inside, I'm not sure what you're saying. Besides, if you're complaining about realism:>shower>sink>bed>loose objects>thruster only on the back>external fansAll in zero gravity / vacuum - all of which would fail in said conditions, past some bullshittery or handwaving.
>>544453I know for a fact I'm better at modelling than you and me being drunk while working doesn't change that. Why don't you stop telling people what to do and get good first?
>>544453>>544707you both have 48 hours to model a scene with anthropomorphic food in a red light district.
>>544717drunk guy here. I'm submitting this now because I have to work tomorrow. also sorry about the noise. I couldnt be fucked because I have to l4d
>>544738lol, nice job anon.
Making cell from DBZ. He's gonna be able to transform between his 3 forms when he's finished. perfect form is more or less finished I think
Ay whats popping /3/Any Starting Advice for a beginner? Musicthings to focus on basic shitI cadding for games
>>544755do you have a cgpeers account? if not get one, registration opens on/around the 1st and 15th of each month.
(it's gonna be a guitar)
>>544717>48 hour challenge>guy does it in 4
Wipeout craft. Feisar - got big plans for this guy after seeing some really nice interpretation of it in the Quixel Suite demo reel.Fucking love Wipeout. It's what got me into graphic design and then 3D.
>>544790Quite happy with the lines on the cockpit but having a little trouble making that protective superstructure frame around the driver sit nicely with the rest of the model atm...
>>544792Unexpectedly confusing arrangement of the wings and panels has caused this to drag somewhat...
>>544821Anyone else find that one of the biggest things that slows you down is actually getting your head round the model you're trying to build? Like, just figuring out where shit has to go?
>>544822No, I'll usually have a good idea of what I want going in to it. If I hit a speedbump where I'm not sure what to do I'll block some stuff out and just move it around until it looks right.
>>539811I almost thought it was the real deal
This is my first attempt at making a character.I'm trying to recreate Eyad Hussein's 3D Jane from Tarzan to get started or at the very least create a character from beginning to end, then doing it again and again until I get better.I'm using Maya 2016Any advice on creating ears?Any advice creating characters in general?Any bad habits I need to avoid?Any way to learn faster as I keep attempting to make characters? (Good Habits?)Anything I need to watch for when creating characters that if I do or don't do makes the character useless to rig, texture, or whatever?Any other step by step videos that I can attempt (I'm willing to learn 3ds Max, and Blender).
>>542980It looks good.The front sight posts look a little too wide, though.If you held it up to someone 50 meters away, it looks like the front sight would be wider than the target (shoulder to shoulder).Other than that it looks good.
>>544882Use Zbrush like everyone else
>>544885how do you learn topology then?
>>544922You retopologize it like everyone else does
>>544923is it normal to learn 3d in this manner? is that how they teach it in schools?
>>544885>>544923This guy's retarded. Do not listen to retarded people trying to seem smart.>>544924Keep modelling the mesh you have now. There's no point in starting over with a sculpt when you'll end up with the same result you have now. Different workflows fit to different projects. This project does not require retopo.
>>544210Heya buddy.I'm a professional designer.A lot of the time we simply do it because simple geometrical shapes give good clean reads in any setting.However. In the case of this design these boxes are the air conditions on this moveable apartment. At least in this one they're pretty logical.
>>544738you done won bro, have a beer and rest easy.>>544453and you're a faggot
>>544983haha thanks! I'm putting this on my refrigerator
"You made a gun anon, how original!"
>>541698Just handed in my assignment and used ZBrushs automasking feature along side polygroups which basically broke up the model into individual pieces. Ideally I would have used 3D Coat as it is supposed to be quite effective but as it was a rush towards the end the ZBrush technique worked out quite well.
>>545134I like how gross that checker texture isI might make one like it
>>539767A <1000 poly object for an online game. Just started texturing.
>>539767Hi, I been working on this what do you guys think? I'll post another pic on Trigger guard, I need some design help "take the pic and paint it to send a better msg"
>>542158I see potential
>>543577lul>my game is art not game cyka blyat
>>544146HI man feel u man, I think we are all inexperienced and that the experienced don't realize how inexperienced they really areIt looks fine and intriguing >some advice; The blue little screens besides the beds are well a bit empty add some nice fake programs on them in different colours to add some spirit :D Good luck manpic related>>544143>no hateif yous so fucking experienced why don't u go off yer self? ye? I get fucking annoyed when people like you are so fucking ignorant that you really shit down people's work, ur so narrow-minded that u have to preach condescending comments on beginners. People like you make me ashamed that we don't have concentration camps on> " HUR DUR I WAS JUST BEING BLUNT" stfu u autisitc Fuck kill yourself please
>>544239>>544234>>544233>>544232>>544226>>544196>>544161>>544160>>544154>>544153>>544148>>544033>>542979>>539786>>539773>>539767FUCK YOU ALL NOW I KNOW WHO RUINED COD#GETBOOTSONTHEGROUND#GHOSTDIDN*TDIE#MASONTHENnumbersWHATDOTHEYMEAN?#fuckYOuandYourGayShit
>>544790Dawg what game is this from? I Swear I played a racing game where u flew this
>>541868Dawg Fucking nice I'd have that on my boat Damn
>>545134how to ruin something, add green texture
>>545213you're gon get black listed m8 for postin pre released content
>>545307what if i want to make the ugliest gun possible, tho
>>545310fokin with the wrong Minecraft player
>>545309if u want to make something ugly then just fuck ur dad
>>545316middle school called, it says you need to come back if you want to get your grade eight.
go easy on me.
>>545323i think something went wrong with your UVs
Had to reinstall Win7, couldn't find my usual background, decided to make one myself.It looks like shit and I'm not happy with it at all.
>>545328Vray? Redshift? MENTALRAY WITH BETTER LIGHTING? WTF ARE YOU DOING.
>>545329Just plain old Cycles. I barely know how to render anything, yet alone render it well; not going to bother paying for those until I can get not-as-shit results with Cycles.
>>545324it's my texture mapping. it needs adjustment on the y axis.
>>545308Users can submit 3D models for addition to the game, it's already out.
>>545335what game is it?
>>545341Toribash, 3D item submission was implemented last month.
hey everyone, I'm stuck on a networking error on my counter strike clone atm, from what I can tell the networking sync isn't communicating so objects that aren't moving are sent back to the spawn point. Freakin annoying imo>>539767dank>>539773neat>>539786nice>>539925replace the actual anime studios pls>>539941oh shit you're like that one guy who was making semi realistic hover cycles with babes on them 10+ years ago>>541581looks clean, fresh>>541679if thats a model then somreros off to you guy>>541868bioshock/10>>545134I threw up>>545213oh shit, its the dulahan from durara>>545323mind posting the un fukered version? Looks like a game boy cartridge >>545328I'm getting a metal gear rising kind of vibe
>>545361I really wish we had a game dev board for this stuff.Have you tried having the second player connect from another computer?
>>545417>game dev boardI do not at all condone going there because it's a toxic environment with shitposting galore (even more than /3/ has), but /vg/ has /agdg/ and can SOMETIMES (very rarely) be helpful.
>>545419You need a moderated community rather than some random angry shitposters to filter in people who can cooperate. But even then, working online is quite hard since nobodies time schedule fits with each other to work on stuff. Either that or people just dont wanna work for free.
>>545361wutcha working in? looks pretty cool.
>>545328Would be better if it would be in different angle
>>545425Any suggestion as to how to move the camera? I considered making it isometric or dimetric but haven't tried it yet.
>>545311What does this mean
>>545422He literally said in his post: a Counter Strike clone.
>>545452lol no shit. I asked what he is working IN.So you're saying "counter stroke clone" is software for game development. in that case I've never heard of such a thing.
>>544765More or less done with modeling, messing around with materials now.
>>545493Great result, how'd you do the sparkly material? Just a really noisy refl/gloss?
>>545494The sparkles come from a normal map in the base layer of the material. It's kinda hard to explain exactly how the materials are set up, so i'll just post the tree.
>>542999why does it say 9:55 am?
>>545493i love ibanez's. i own onegood job
>>545877thats the hangouts timestamp. I was sending those to a friend when I was making them
>>539786if it's for a video game you could get a similar effect with one just box for the receiver and bump mapping. I know you know about the handles but the barrels, bolts etc. have way too many polys. did you make this in something and then convert it to a mesh model later?also, if it's for a video game, you could have a separate model when you're using it, just for the parts you see from the back.>>540958lets see the toolpaths
>>542164I really like the pencil sketch of the orc creature. making assets like that is really time-intensive and I think you're being held back by artistic choices rather than technical skill. >>>/ic/ is really critical of that since there's some people there that do illustrations for fantasy cards and stuff.
>>544765that's not a Kawasaki!
A remodel of a spider-tank from some anime.I mostly do engineering stuff and tried to do this in what I was familiar with, which probably wasn't the best idea. The randomly angled polygons on the body were very frustrating do do in CAD.
>>545941so this is totally vulnerable to small arms fire and the battery lasts 30 minutes, right?
>>545942More like it's so fucking heavy that the joints would probably fail as soon as it tries to move. Approximate size is 8m high, 30m wide.Fantasy will be fantasy. Fun to model though.
>>539767i spent about a week with maya, and i'm switching to 3ds.i'm trying to get a comprehension of the entire pipeline from concept to asset for unreal engine 4... baking, hi-poly, lo-poly, re-topo. collision mesh, UV's, texturing, etc.i'm pretty much focused on architecture right now. i'll introduce props and then later characters eventually. i'd like to eventually incorporate Revit into the workflow, something like revit -> 3Ds -> unreal engine for creating architecture. i was trained on inventor when i was in high school.i'm studying greek, roman, gothic architecture when i get frazzled and need a break. i think i kind of need Revit -> 3ds in order to get the formula and proportions accurate for period architecture, pic related. plus i think it would be a lot faster to bang out generic steel structures or homes in revit, and i can get blueprints off the internet, bring them into revit and then 3ds and then into unreal engine.
Some kind of altar, I guess? I recently went down to a game shop and remembered how neat all the WH40K shit is and thought maybe I might start making some of my own terrain/set pieces. Looks pretty dumb so far, but eh. We'll see where it goes.
>>546022Shortened the stubs, got rid of the legs, changed colours.
>>546034put a hologram of an alien commander on the platform
Just finished this.
>>546045just finished this. anyone?
>>546046how the fuck did you mate pidgey and porygon?
>>546046Is this a joke? My model was fine, unless that autistic mess of polygons and broken colors.
>>546048less than carefully. here, let me make another. brb 15 minutes.
>>545361you've already fucked up by using unity
Kind of want to get into the WH40K scene so am trying to make props, but also want to get into rendering, so a mix of both. Don't really have a direction at all, just experimenting with shapes and shaders.
>>545944shit attitude. you're a cool kid no doubt.
I'm redoing a shitty low poly godzilla model I gave up on a year ago, I just want to make a shitty 3d printed low poly godzilla statue.....
>>546156nice, don't forget to model the toilet though.
Is there a better way to bridge a 16 vert edge loop to a 6 vert one? This is the best I could manage after a lot of trial and error, and it subdivides with no artifacting issues. The wireframe certainly isn't pretty though.
>>546159If you don't care about the low-poly, why not bring down the outside edges to 12, or even 6?
>>54616012 presents the same problem;a bit cleaner but more than one subdivision and there's some overlapping issues. The same with 6 verts, if the inside hole isn't small.
>>546159This variant only has two triangles.That beign said, why even do this if you're gonna subdivide anyway? why not stick with the same number of edges on both loops?
>>546162Because having 6 on the outside loop creates some errors with the inner loop if it's subdivided. If the inside loop is 16 then it's no longer hexagonal. That being said the outside loop could also be 24, or whatever other number.
>>546163Just how are you subdividing the mesh? An equal number of edges in the two loops shouldnt result in any errors using regular Catmull-Clark subdivision. If whatever you're using (I'm assuming it's Maya's crease tool or something) can't handle that, then just do it the regular way by adding support edges to preserve the hexagonal shape.
>>546164Blender. Faces seem to overlap at any subdivision higher than one (using Catmull-Clark). I'm sharps/creases, which yields what you see here. However bevel's do the same thing.
>>546165Do yourself a favor and dump the crease thing and just stick with support geometry. The lower polycount isn't worth dealing with that sort of bullshit.
>>546166Usually I don't, to be fair. I've developed a bit of a workflow with them with some HardOps stuff, but it's mighty finicky.I often get issues like this, however, presumably because bevels (that are two segments) will create triangles and make the above angles n-gons. I don't know of any better junctions to resolve that, though.
>>546167>anglesfaces, rather. 2:30 in the morning, cut me some slack.
>>545970I'm working on a project mixing gothic and baroque architecture. If you're going to be assembling things inside of UE4 then you really don't need the precision of software like autocad and revit, maya and 3ds max will do just fine.
>>546169OH MY FUCKING GODi've been studying greek, roman, gothic architecture for days.oh wait, you're replying to me. dude your tower there is too fucking coolcan you please make a thread or something about what you know and have learned? about your general process? like do you make smaller structures in 3ds and then assemble in unreal? or is it all in 3ds? dude this is cool shit, i will consume as many words and as much content as you're willing to create here about your architecture, i check /3/ like, once an hour every single day until school starts, please elaborate.
>>546170dude calm down, I've just been doing research on the internet and combined elements from gothic and baroque architecture that I found visually appealing.If you don't have pinterest then make one and use it in combination with google to look shit up and learn from it.Also, I'm using maya for hard surface modeling and zbrush for sculpted ornaments, which you cannot see in the render because my pc shits itself if I load them into the scene.Any 3d sofware will work since game assets don't require that much precision anyway.Good luck anyway, it's nice to see someone else liking and making fine architecture.
>>546156Looking good so far, you gotta nail the tail though. Godzilla 2014?>>545941Fucking badass. Looks like a flightless mecha-moskito.Also, tfw 20 hours of rendering and then you realize it's gonna look like shit if you wanna post it here anyway.
>>546212Guts the brass salesman I presume.
>>546214Damn right. I'm not great with textures/materials yet, so I'm just using those I whipped up quickly. I am not sure what's the finish of the armor exactly. Is it brush-polished, or are the actual thin grooves in the plates? Kinda hard to tell from the drawings.
>>546156looks good so far
made a fanart for some indie game
Just for some fun practice(based on https://vimeo.com/15103971 )
Currently trying my hand at anime cel shading. Here's my custom waifu.
>>546219At least be constructive
>>546293Working on the main character of my shortGot this done today
>>545490I misread, sorry.
>>546293>>546294best stuff I've seen on /3/ for a LOOONG time, keep it up!
>>546291I'm sorry, I just meant to say that project seemed so ambitious it would be difficult to finish. I believe you're up to the task though anon, you can do it!
>>546324Thanks m8.Pic related was my previous attempt.Not sure where or when I leveled up
>>546293good stuff anon.A: crease seems too tight, if that's what you're going for ok but to me it sticks out and looks off.B: i'm shit at anatomy so bear with me but this looks more like an adam's apple then the form in pic related. might want to smooth out the circled portion.
>>546334>i'm shit at anatomy so bear with me but this looks more like an adam's appleWhere do you think you are anon
>>546326shit, the level up is real
>>546339And now she's gay
>>546340Give her Widowmaker's butt and it's perfect
Prepping her to project back the sculpt back onto a riggable mesh
Is there a better way to solve diamond junctions?
>>546419All quads if you do like this.
>>546422And this is what you get when you smooth them
>>546423Hmm, when I try doing this with the same mesh I get good topology at the ends but really bad stretching here.
>>546424My bad, just realized it's because I don't have the holding loop above it like in your picture. That seems to work, thanks!
My first animation ever. How did I do?
Finished another weponI wanted to try using the round edge shader in modo for my bake, but I'm too much of a retard to figure out the workflow. Will make a mesh specifically for it next time.
>>546445so far really good. just make the leg completely straight when his foot is on the floor. the knee should only be bent when the foot is being lifted into the air. also it sort of looks like his shoulder is jerking forward when the foot touches down
>>546325Yeah it's pretty ambitious, but I'm slowly making progress in my free time. The hard part was organizing all my different texture maps for each form
>>541585Here's mine, did it yesterday.Yours is a little better.
>>546467Looks good but a few nit-picks: The edge wear is a little much. Not every single edge is going to be worn to metal. Also, the fuze system/primer doesn't seem to make much sense, like the lever is locked in place even if you pull the pin.
>>546518Yeah, I personally don't like the edge wear, the concept had some errywhere. I frankly am not sure what to do with "sci-fi" metals, I have a much easier time representing modern-day stuff but there's a couple typical scifi materials I haven't found any good references for yet (real world or from other texture artists).And I totally derped on the pin and was too far in to bother fixing it when I realized, you're right.
Had an old saw, decided to make a texture study of it.
>>546562pls learn pbr
>>546563Does your comment come with an explanation, or are you randomly mashing your keyboard?
>>546573pbr rendering, babb. Learn it.
>>546293>>546294Damn anon, looks fantastic
>>546294Wow I missed that post! Holy shit man, I am digging that character
how is this thread still active??
>>546563For reference >>546467 made >>546562
>>546590>>546583Fixed a bunch of things (most notably ocular orbit size) and added eyes.I'll move on to skin shading soon and I'm a bit apprehensive. I've next to no experience in texturing organic stuff.
>>546604actually, that wasn't me
>>546606>>546608>>546609Is it supposed to be tracer ?
>>546658It was a placeholder until I made my own hair.I thought they somewhat looked alike