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.