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/3/ - 3DCG


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What is /3/ working on today?
>>
I'm still trying to get into modeling, but this is what I've got, whatever it is
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>>539772
Forgot pic
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>>539772
Yes, I am still new =/
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>>539773
Oh 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)
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>>539776
It looks cool, are you trying to use them in anything, or just doing it for fun?
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>>539777
Just for practice. I really don't know what I want to do later in the future
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>>539777
Here is my other WIP I'm really excited about this one.
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>>539767
installing maya

i havent done anything 3d since highschool 3 years ago

wish me luck
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>>539789
xD good luck man, I'm still on Blender, I'm Extremely poor.
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>>539786
It looks pretty good, especially for being this new
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>>539767
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>>539767
Working on getting the feel for a shitty app on my phone.
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>>539811
You might as well just print it and replace your penis, because that is beastly.
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>>539809

What software are you using?
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>>539859
It could be google sketch up.
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Is this thread satire? Or am I seriously out of the loop?
This is the biggest circle jerk I've seen on /3/.
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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.
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>>539859
It is Siemens NX 10, CAD software. Often used in Mechanical Engineering.

>>539864
>guys, look, muh big dick
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>>539767
My suicide plan
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it's gonna be my take on an anime character.
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started a hoverbike to pass time
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>>539925
Dracula?

Looks good so far
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Still trying to animate a god damn walk animation that looks natural
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>>540211
Actually yes, in a matter of speaking. It's gonna be Alucard from Hellsing anime, which is a reimagined Dracula.
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>>539864
Wasn't intended but yes. This is fucking circle jerk.
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>>540260
I 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.
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can /3/ tell my why each face is rendering the world reflection independently? using blender
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>>539809
Hello, bro-engineer.
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>>540944
Wouldn't that wheel just snap off?
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>>540949
No it wouldn't.
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>>540778
>no one who made Bloodborne knows what a gun looks like or how it works
Welcome to ART
"Because FUCK YOU, MUH VISION"
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>>540944
>>539809
Mah niggas.
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>>541305
>>540944
>>539809
I'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?
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Bored af, doing some shitty characters
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>>541314
get out of your comfort zone pls
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>>541309
Student version of Mastercam x9 here >>541305

Making models in MC is not ideal but it does work. Usually.
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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.
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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.
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>>541578
I'm fairly pleased with how it came out.
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>>541581
Why does the inset thin become more narrow?
It also seems more likely that the inset along the central ridge would be flat.
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This is literally my first model.
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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.
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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.
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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?
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>>541698
Idk 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.
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>>541584
>why does the inset thin become more narrow
Unsure what you mean by that.
>inset along ridge would be flat
I'm debating what to do with that; based off the art I'm using it's sort of unclear what they intended.
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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.
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>>541811
Get rid of the edge sharpness weights or add more.

Here's 3 different variants
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>>541859
>add more edge sharpness
It'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.
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>>541861
you have 2 loops that are really close but its probably barely visible

so its 4 loops in total
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>>541861
oh. 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
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Working on this Ornate wall lamp current, just got done with the lp.
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>>541868
How'd you make it? Box modeling + subdivision? Looks nice.
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>>541869
Thanks, 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.
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making things with procedurals

still trying to find how to do damages
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>>541915
Neat, 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.
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>>541927
not the models, the textures
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>>540944
2 bad cant show u my new nonlinear suspension mechanisms =(
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Made a head template and made a male head out of it
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Still working in a game a make by my self.
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>>542158
show gaameplay.
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>>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/ld3d

I am still working in this....
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>>542158 #

You need to work more dude
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>>542158
and nothing else?? i want to see more...
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>turn 22 today
>still no job
m-maybe someday

>>541679
the 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
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I'm trying to make a blood elf...its going okay i guess :\
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>>542317
I 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.
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>>539767
alcohol addiction
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>>542369
I'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.
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>>542443
Heres world normals to get a better idea of the curves.
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>>542444
We can see the pinching on the breast just fine without normals.
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Working on hair Again.
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>>542861
Looks like leaves.
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I'm doing one of these every day for the next 365 dayts.
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>>542864
Why? 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.
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>>542868
I find it relaxing. I'm not doing it to please anyone but myself. Sorry you're triggered bro
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>>542862
Yee, I didn't say I was good at hair.
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>>542877

Maybe 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.
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Workin on a shweet vidya. Wish me luck.
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>>542943
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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.
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finished at 5am actually.
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>>542979
the gif I used
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>>542999
he better end up in the land of i-phone emoji or imma be pissed.
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>>542980
Love your material + environment settings, that looks sleek AF for a clay render.
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>>542979
Feels 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.
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>>542999
more plz. make it a 10 paged adventure with story
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Been working on this in UE4 for a while now, still can't seem to get my glass and aluminium materials right though.
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>>543006
Thanks, I'll work on it.
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been working through blenderguru's donut tutorial
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>>543024

If you can, show how you have your glass set up.
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>>543024
Glass seems to be a weakness of the UE4 engine.
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>>543024
Glass tends to look really nice when you have 0 opacity and metalness + roughness 1
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>>542864
>>542940
>That moment when your art qualifies as "meme tier"
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>>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).
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still need to work on the jaw
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>>540944
Good shit
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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
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>>544139

You 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.
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>>544139

I 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....
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>>544143
I 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 composition
Could 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 on
Please, 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 Europe
Not 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 space
Not 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 bed
Yeah, 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 stop
I 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.
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>>544146

Ok 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?
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>>544147
Will do. Meanwhile, the picture I used as a (very) loose reference.
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>>544146

Ok - 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?
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>>544149
I'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.
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>>544148

This 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
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>>544151

An 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
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>>544153

Also check out Scott Robertson's books - 'How to Draw Cars' is really really good.

Pic related.
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>>544154

Then, 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
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>>544155

Explore 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)
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>>544156

More Ian Monroe
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>>544157

Forgot to add pic

Next, it wouldn't hurt to grab a camera (a proper camera with a viewfinder - not your phone) and learn some photographic compositional techniques.
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>>544158

Pic related describes the absolute beginners photographic compositional rule - the Rule of Thirds:

https://en.wikipedia.org/wiki/Rule_of_thirds
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>>544159

All 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 Cobb
Ralph McQuarrie

And 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?
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>>544160

(that image was bullshit - try this one instead. Also Syd Mead)
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>>544160
I 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.
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>>544162
Clarification: 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.
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>>544162

Its 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.
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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.
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>>544196
Here'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.
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>>544197

i will never to get the designs where they do armored tube and then put survival parts as boxes outside of it.
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>>544196
Your'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.
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>>544196

Start *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/
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>>544226
>vitaly
these are fucking awesome
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>>544228

Correct. Remember - look, but don't touch.
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>>544226
What's the best method for modelling techno stuff like this ? box modelling is hard and creates ugly pinching, smoothing artifacts everywhere.
>>
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>>544230

Right 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.
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>>544232

More kitbashery from me...
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>>544233

Seriously - learn Fusion360. It rules.
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>>544234
These 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 ?
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>>544237

Fusion 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 Maya
3. 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.
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>>544212
Eh, 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
>Vitaly
Love 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 solidworks
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.

>program or method more relevant that can handle bools and edges
Well... 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 issue

Erm... 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
>>544239
Oh 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.
>>
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>>544196
Bit 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.
>>
>>541863
getting drunk and modeling sounds pretty comfy desu
>>
>>544269

No 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.
>>
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Try make this butt not look weird, any suggestions?
>>
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>>544459

you're flaring out the torso too high up, that is not normal for butts
>>
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Character for the non-specific space future

The lips are a little fucked because I was playing around with expressions but I'll fix that today
>>
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pretty much already on holiday. here's something I started today.
>>
Saab-Bofors-Dynamics-CBJ-MS
>>
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>>544504
>>
>>544536
Can't really save simple geometry with textures

Can't even tell what that is
>>
>>544539
it's obviously the Nub Mk. III, an entry level frigate popular among space autists.
>>
>>544541
>>544539
WELL I may as well just drink myself to death now. ThAnks.
>>
>>544544
we're all right behind you buddy
>>
>>540784
Do 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.
>>
>>541688
I'll give you tips. what do you wanna know anon?
>>
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>>539767
A 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.
>>
>>544563
yes.
>>
>>544565
give 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
>>
>>544566
sounds a bit odd 3chonest. why not open up a youtube channel and record farts?

you would be helping a greater range of people.
>>
>>544197
This 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 tube
Come 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 fans
All in zero gravity / vacuum - all of which would fail in said conditions, past some bullshittery or handwaving.
>>
>>544453
I 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?
>>
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>>544453
>>544707
you both have 48 hours to model a scene with anthropomorphic food in a red light district.
>>
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>>544717
drunk 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
>>
>>544738
lol, nice job anon.
>>
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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
>>
>>544743
>cartoon character
>pbr
>>
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Ay whats popping /3/

Any Starting Advice for a beginner?

Music
things to focus on
basic shit

I cadding for games
>>
>>544755
do you have a cgpeers account? if not get one, registration opens on/around the 1st and 15th of each month.
>>
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(it's gonna be a guitar)
>>
>>544717
>48 hour challenge
>guy does it in 4
>>
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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.
>>
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>>544790

Quite 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...
>>
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>>544791
>>
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>>544792

Unexpectedly confusing arrangement of the wings and panels has caused this to drag somewhat...
>>
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>>544821

Anyone 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?
>>
>>544822
No, 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.
>>
>>539811
I almost thought it was the real deal
>>
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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 2016
Any 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).
>>
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>>542980
It 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.
>>
>>544882
Use Zbrush like everyone else
>>
>>544885
how do you learn topology then?
>>
>>544922
You retopologize it like everyone else does
>>
>>544923
is it normal to learn 3d in this manner? is that how they teach it in schools?
>>
>>544885
>>544923


This guy's retarded. Do not listen to retarded people trying to seem smart.

>>544924
Keep 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.
>>
>>544210
Heya 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.
>>
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>>544738
you done won bro, have a beer and rest easy.

>>544453
and you're a faggot
>>
>>544983
haha thanks! I'm putting this on my refrigerator
>>
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"You made a gun anon, how original!"
>>
>>545134
be happy.
>>
>>541698
Just 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.
>>
>>545134
I like how gross that checker texture is

I might make one like it
>>
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>>539767
A <1000 poly object for an online game. Just started texturing.
>>
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>>539767
Hi, 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"
>>
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>>542158
I see potential
>>
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>>543577
lul

>my game is art not game cyka blyat
>>
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>>544146
HI man feel u man, I think we are all inexperienced and that the experienced don't realize how inexperienced they really are

It 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 man

pic related
>>544143
>no hate
if 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
>>
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>>544239
>>544234
>>544233
>>544232
>>544226
>>544196
>>544161
>>544160
>>544154
>>544153
>>544148
>>544033
>>542979
>>539786
>>539773
>>539767
FUCK YOU ALL NOW I KNOW WHO RUINED COD

#GETBOOTSONTHEGROUND

#GHOSTDIDN*TDIE

#MASONTHENnumbersWHATDOTHEYMEAN?

#fuckYOuandYourGayShit
>>
>>544790
Dawg what game is this from? I Swear I played a racing game where u flew this
>>
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>>541868
Dawg Fucking nice I'd have that on my boat Damn
>>
>>545134
how to ruin something, add green texture
>>
>>545213
you're gon get black listed m8 for postin pre released content
>>
>>545307
what if i want to make the ugliest gun possible, tho
>>
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>>545310
fokin with the wrong Minecraft player
>>
>>545311
thx man
>>
>>545309
if u want to make something ugly then just fuck ur dad
>>
>>545316
middle school called, it says you need to come back if you want to get your grade eight.
>>
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go easy on me.
>>
>>545323
i think something went wrong with your UVs
>>
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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.
>>
>>545328
Vray? Redshift? MENTALRAY WITH BETTER LIGHTING? WTF ARE YOU DOING.
>>
>>545329
Just 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.
>>
>>545324
it's my texture mapping. it needs adjustment on the y axis.
>>
>>545308
Users can submit 3D models for addition to the game, it's already out.
>>
>>545335
what game is it?
>>
>>545341
Toribash, 3D item submission was implemented last month.
>>
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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
>>539767
dank
>>539773
neat
>>539786
nice
>>539925
replace the actual anime studios pls
>>539941
oh shit you're like that one guy who was making semi realistic hover cycles with babes on them 10+ years ago
>>541581
looks clean, fresh
>>541679
if thats a model then somreros off to you guy
>>541868
bioshock/10
>>545134
I threw up
>>545213
oh shit, its the dulahan from durara
>>545323
mind posting the un fukered version? Looks like a game boy cartridge
>>545328
I'm getting a metal gear rising kind of vibe
>>
>>545361
I 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 board
I 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.
>>
>>545419
You 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.
>>
>>545361
wutcha working in? looks pretty cool.
>>
>>545328
Would be better if it would be in different angle
>>
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>>545425
Any suggestion as to how to move the camera? I considered making it isometric or dimetric but haven't tried it yet.
>>
>>545311
What does this mean
>>
>>545422
He literally said in his post: a Counter Strike clone.
>>
>>545452
lol 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.
>>
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>>544765
More or less done with modeling, messing around with materials now.
>>
>>545493
Great result, how'd you do the sparkly material? Just a really noisy refl/gloss?
>>
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>>545494
The 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.
>>
>>542999
why does it say 9:55 am?
>>
>>545493
i love ibanez's. i own one
good job
>>
>>545877
thats the hangouts timestamp. I was sending those to a friend when I was making them
>>
>>539786

if 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.

>>540958

lets see the toolpaths
>>
>>542164

I 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.
>>
>>544765

that's not a Kawasaki!
>>
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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.
>>
>>545941

so this is totally vulnerable to small arms fire and the battery lasts 30 minutes, right?
>>
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>>545942
More 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.
>>
>>539767

i 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.
>>
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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.
>>
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>>546022
Shortened the stubs, got rid of the legs, changed colours.
>>
>>546034

put a hologram of an alien commander on the platform
>>
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>>539767
>>
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Just finished this.
>>
>>546044
Anyone?
>>
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>>546045

just finished this. anyone?
>>
>>546046
how the fuck did you mate pidgey and porygon?
>>
>>546046
Is this a joke? My model was fine, unless that autistic mess of polygons and broken colors.
>>
>>546048

less than carefully. here, let me make another. brb 15 minutes.
>>
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>>546052
>>546046
>>546048
>>546049
>>
>>545361
you've already fucked up by using unity
>>
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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.
>>
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>>546140
>>
>>545944
shit attitude. you're a cool kid no doubt.
>>
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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.....
>>
>>546156
nice, 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.
>>
>>546159
If you don't care about the low-poly, why not bring down the outside edges to 12, or even 6?
>>
>>546160
12 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.
>>
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>>546159
This 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?
>>
>>546162
Because 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.
>>
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>>546163
Just 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.
>>
>>546164
Blender. 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.
>>
>>546165
Do 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.
>>
>>546166
Usually 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
>angles
faces, rather. 2:30 in the morning, cut me some slack.
>>
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>>545970
I'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.
>>
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>>546169

OH MY FUCKING GOD

i've been studying greek, roman, gothic architecture for days.

oh wait, you're replying to me.

dude your tower there is too fucking cool

can 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.
>>
>>546170
dude 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.
>>
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>>546156
Looking good so far, you gotta nail the tail though. Godzilla 2014?

>>545941
Fucking 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.
>>
>>546212

Guts the brass salesman I presume.
>>
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>>546214
Damn 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.
>>
>>544743
>that
>finished
>>
>>546156
looks good so far
>>
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made a fanart for some indie game
>>
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Just for some fun practice
(based on https://vimeo.com/15103971 )
>>
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Currently trying my hand at anime cel shading. Here's my custom waifu.
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>>546284
2nd
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>>546285
3rd
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>>546286
4th
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>>546219
At least be constructive
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>>546293

Working on the main character of my short

Got this done today
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>>545490
I misread, sorry.
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>>546293
>>546294
best stuff I've seen on /3/ for a LOOONG time, keep it up!
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>>546291
I'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!
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>>546324

Thanks m8.

Pic related was my previous attempt.
Not sure where or when I leveled up
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>>546293
good 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.
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>>546334

>i'm shit at anatomy so bear with me but this looks more like an adam's apple

Where do you think you are anon
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>>546326
shit, the level up is real
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>>546339

And now she's gay
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>>546340
qt
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>>546340
Give her Widowmaker's butt and it's perfect
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Prepping her to project back the sculpt back onto a riggable mesh
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Is there a better way to solve diamond junctions?
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>>546419
All quads if you do like this.
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>>546422
And this is what you get when you smooth them
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>>546423
Hmm, when I try doing this with the same mesh I get good topology at the ends but really bad stretching here.
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>>546424
My bad, just realized it's because I don't have the holding loop above it like in your picture. That seems to work, thanks!
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>>546425
np :^)
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My first animation ever. How did I do?
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Finished another wepon

I 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.
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>>546445
so 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
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>>546325
Yeah 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
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>>541585
Here's mine, did it yesterday.
Yours is a little better.
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>>546467

Looks 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.
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>>546518
Yeah, 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.
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Had an old saw, decided to make a texture study of it.
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>>546562
pls learn pbr
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>>546563
Does your comment come with an explanation, or are you randomly mashing your keyboard?
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>>546573
pbr rendering, babb. Learn it.
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>>546574
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>>546576
>filename
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>>546293
>>546294
Damn anon, looks fantastic
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>>546294
Wow I missed that post! Holy shit man, I am digging that character
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how is this thread still active??
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>>546563

For reference >>546467 made >>546562
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>>546590
>>546583

Fixed 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.
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>>546606
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>>546608
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>>546604
actually, that wasn't me
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>>546606
>>546608
>>546609

Is it supposed to be tracer ?
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>>546658

It was a placeholder until I made my own hair.

I thought they somewhat looked alike



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