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File: Derrick WIP.jpg (976 KB, 1500x882)
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New WIP thread.

Old WIP thread dead. >>540610
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>>543021

Outfit I'm working on. Need to rig and texture map it now.
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>>543021
Muh elastimilf
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>Tfw Derrick is my fursona
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>>543022
Nice hair
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Pic is the reference we were given

Album of current renders: http://imgur.com/a/xV07D


WIP city, I know about the floating/clipping shit, and there's a lot of cleanup left to do, but it's a start. Gonna fix a lot of UV mistakes and give a lot of the textures a once over, there's a lot of overly aggressive normal mapping going on when the textures are too inflated/low res.

Trying to learn tessellation in UE4, but the shit rendering in UE4 looks nothing like it did in B2M.

How it looks in B2M: https://gyazo.com/9abd9fed745a822168b5132227666c2a

How it looks in UE4: https://gyazo.com/90b1f3b95fb2500f4b23add84dc9a95f
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>>543042

Forgot to choose pic, fuck me
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>>543042
I'm not sure if I should point out you need to break up all of your hard lines or if you simply haven't gotten to that stage yet.

If the latter, I could see it look good. Make sure to add plenty of clutter, and extra geometry details around your edges (stones, boards, etc.) to capture the organic feel of older cities.

Maybe move some buildings closer together and decrease the texture contrast between them a bit, if you're not planning to do that much. The buildings in your reference don't have a big contrast in materials or colors compared to what you're doing.
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>>543044

I'm new to enviro art/archviz, there's probably a lot of rule of thumbs that I'm breaking, just because I'm not aware of them yet. I'm assuming you're saying to just place a minor bevel on the corners to break the look of them being primitives with textures slapped on? I remember reading in the overwatch art analysis that Blizz obsessively covered every corner with some sort of geo to hide it, which I could do here, but I wasn't sure if that was the way to go.

The professor doesn't care about the textures matching the reference, just the Geo. He doesn't care about complete historical accuracy, as long as it looks good in execution. To give an idea, he gave the class a swath of textures from Textures.com to use, and they're just doing the old school color maps in photoshop technique. I'm doing all of my shit in Substance, and I'm trying to learn B2M, so the sky is kind of the limit here.

We had 3 weeks for modeling, 2 for unwrapping, and 3 for texturing so far. The end goal is to make a flythrough render, which is due on the 14th. I've got time, but not much.

Current priority list, 1 being highest:
1. Fix UV mistakes
Pretty straightforward, there are some obvious unwrapping mistakes.
2. Fix Texturing issues
Resolution, material choices, and ideally cleanly impement tessellation to give the scene a more high-poly look. I want to generate a bunch of my own in B2M to give myself more quality control.
3. Fix meshes
The "church" is an easy example, I had to cut production short to meet a deadline and it's super incomplete atm)
4. Add propwork/animations - rope, debris, vendor stands, cloth. I looked up baking cloth animations using ncloth and it seems simple enough.
5. Learn vert painting/rain particles/ocean tech. Having the scene be rainy w/ puddles and drop shaders would probably be a quick way to make the scene have a better sense of feel/place?
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>>543049
This is kinda weird if it's an archviz assignment, as archviz isn't really about building complex cluttered environments, though maybe that's just the environment part.

Anyway.

Consider the two rows of buildings in your reference. Notice how they all blend seamlessly; at a glance, it's hard to tell exactly where one building ends and the next begins. When making old or cluttered environments, this is a good thing.

There are a few techniques used to achieve this. Most of the textures are in similar hues of beige/white, and also have a similar level of noise/density, with subtle variations. The buildings are all separated by smaller elements, such as beams or vertical rows of jutting masonry, which also repeat throughout the buildings themselves. There is a lot of clutter in the street, such as balconies, catwalks, scaffolding, ladders, and clotheslines. Some of this clutter spans over multiple buildings, and the clotheslines even help bridge from one side of the street to the other.

The design language is also mostly the same. For example, all windows, doors, and arches follow the same two basic shapes: they're either square, or rounded in a half-dome.

These are all elements that come together to sell the idea that an environment should be made of coherent, matching pieces, with subtle variations. Enough to sell it as diverse, but also just enough to make it a cohesive whole, rather than a mish-mash of randomness.

Now, if you compare it to what you're making, the worst offender probably being this picture: http://i.imgur.com/76QeiGS.jpg

You've got a row of four (five) buildings. Not a single physical element creates a connection between these buildings. You have a box, a receded box, a jutting box, and another receded box. The vast differences between these buildings makes the blocky nature of your environment very obvious.

(cont.)
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>>543052
You can actually divide your level geometry and your visual design into two separate problems.

On one end, you need to add shit inbetween your buildings so they look more "linked". Look for corners, nooks and crannies, and put shit in them. It can be catwalks, marketstalls, random clutter people left in the streets. It should also be at a reasonable density. No houses as big as castles with two tiny barrels put in front of them and an otherwise plain wall. If you feel like you can't fill all your space, you either need to think of bigger clutter elements, or shrink down the scale of your buildings (they are really big desu, which sets you up for something challenging).

On the other end, you need to unify your design language a bit. In the image I'm picking out, a big reason why your buildings don't fit together is because they all use different materials, they all use different shapes, they all use different window sizes, and nothing repeats.

An example of how this should be done instead could be:

You have brown and grey bricks. You have tall, short, and thin buildings. You have round and square windows. This way, you can have a tall brown building with square windows, followed by a thin grey building with square windows, followed by a short brown building with round windows instead. And maybe one of these buildings has a slanted roof while the other ones are flat.

Just keep in mind having every single building be entirely unique in every possible way makes your city look more like a car dealership. And gives you unnecessary work.
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>>543052

It's called "Environmental Design" for a game dev program, I just took to calling it Arch Viz because the class itself isn't pushing the game-ready side of things, just the creation of an environment. It's probably wrong, I'll stop referring to it as such.

So, you don't think overreliance on a similar type of material is in danger of becoming visually monotonous? I tried to make a point to refrain the same material more than once or twice through the entire city, but it sounds like this concern was misguided.

Comparing http://i.imgur.com/76QeiGS.jpg to http://i.4cdn.org/3/1480984558463.jpg I can see what you mean, I think. Maybe the base materials should be the same, but the dirt/grunge is where I can generate more character/differences between buildings?

I think a lot of the design language you're referring to stems from the fact that I drew reference material from all over the place, without thinking of how they'd fit together. The original reference is sitting right next to the second ref I posted, despite being pretty different stylistically, and that's a bad call.

To ask you this, though: Isn't there a risk of everything becoming too visually monotonous if it's all the same 2 or 3 materials? Or does that just create more room for you can draw their eye elsewhere with details in the environment/propwork/etc. instead?

Re: the building size, everything was specifically scaled in Maya using feet. I know unreal did some conversions, and my scale is pretty out of whack in general (I haven't paid any mind to texture scale at all, which probably shows). Buildings were created in increments of 12 feet per floor. Not sure if that's too big?
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>>543057
It's about finding a good balance, you set yourself some common baseline using design language (i.e. half of my doorways are square, the other half are round) and then you play around that, expanding it. Another example would be starting with two brick textures, then designing cracked variants, mossy variants, etc. You can add good variety to keep things interesting, but it should lead back to common points, rather than every texture and building being a new creation from scratch.

And yes, in my experience it's better to use one or two "key" images and base most of the look on these, while using extra reference when your key references don't cover something, or you can't extrapolate from them.

As for your scale, average US room height is 8.2 feet, add in floor/ceiling support between that and you'd get maybe 10 feet. When you consider that old buildings tend to be smaller then yes, your scale is prolly too big. Though videogame scale is an inverse factors, videogame environments tend to be huge in third-person games (ever compared your character height to a door?) to give enough camera space. How designers make up for this with props, well... I never paid too much attention, but a whole discussion could be had over that. If you don't have any camera/player constraints I'd say to just design to real world scale, though.
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Does anyone know how you make those SWF turntables of 3D objects that you can rotate by scrolling the mouse along the X axis?

I've been searching and trying to find some tool that makes them with no luck.
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>>543065

The end goal for the final assignment is just to cut a short demo reel, in my case using Sequencer in Unreal. I have a feeling that the type of shutter size/FOV/etc. will have a pretty big bearing on the sense of scale in my level.

If I downscaled everything's height by 2/3 or 5/6, I'd have to re-UV everything, right? That might get a bit rough on time.

Luckily, I think I have enough time to crunch out everything you brought up, and still implement all of the extraneous stuff that I wanted to try.

This is a situation where I'm actually competing with classmates, so anything I can do to improve helps.
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>>543072
Don't remodel/reunwrap everything, just add more clutter. Your scale isn't a problem because everything feels too "big", it's a problem because it gives you lots of empty space and then you have shots like http://i.imgur.com/w27T2rO.jpg or http://i.imgur.com/jpn4XFJ.jpg where it's a huge empty street with like three barrels. That, and lots of very wide planes with single, uniform textures. (The solution to that isn't to change the textures as much as add new geometry to break those surfaces up).

FoV won't help you, it feels big and empty because it's big and empty. You can make it less empty by flat out adding shit, and maybe making some of your props a bit bigger so you have an easier time filling that space (without any proportions being so off people would easily notice.)
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>>543054
>Millennial.png
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>>543038

Thanks. But I'll fuck it up when I texture it like I always do.
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Another attempt at hair.
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>>543078
Damn, well they say practice makes perfect, good luck out there
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haven't gotten much more done, but its getting there. Any critique would be appreciated
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>>543084
Any advice?
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>>543087
Try looking at real world reference of worn down objects. I'm not sure what kind of wear you're trying to replicate, but it's not looking realistic right now, because the material is split evenly between pristine and super dirty patches.

You could also add some edge wear, dust, grime or drips in some areas to vary things up, so you don't end up with only these surface details.

But really, you need to look at real world reference more.
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>>543088
Can we see some different angles?
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>>543091
Absolutely friend.
I haven't solidified it yet.
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>>543089
I should also mention all the detail is being done in post. the model was in Zbrush and rendered in Keyshot.

But yea ill add more variation with grime and damage, thanks for the feedback. I

s the model itself alright, or do you think I need to touch that up as well?
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>>543087
>roughness is all over the place, feels like grease
>no edge wear which is the most important thing for mechanical objects
>no edge rust, no generated rust
>the fuck is that light did you do that at photoshop
>no buttons,screws,labels or anything of intrest
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first time retrotypologizing something
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>>543027
Looks very pretty. Cartoonish helen was nice too but I'd like to see this one posing as well.
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>>543077
Topkek
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>>543093
Depending on its size, you should increase the width of its bevels. A lot are way too thin, like on the two horizontal octagons on the side, that appear to have some obvious 90 degree edges (but pretty much all around they could use some more bevels).

The model seems fine otherwise. The blockout is good, and though the geometry doesn't seem terribly detailed that's fine as long as you put good textures on it.
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the christmas special is coming along well
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Marmoset <3
I handpainted Textures for the first time, they need some work here and there.
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it sucks that this is only a bust though..
I kinda like her now..
maybe, I'll add whole body/suite
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>>543146
I kinda want to integrate this in my game but for free
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WIP for an animation project for class.
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>>543096

Hard to see the topology, could we see a wireframe or something that outlines them?
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>>543146
The hair looks like it is drenched in oil
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>>543168
what kind of disease made his nose like that tho
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Complete newfag, here.

How do I split three faces into two parts like this?
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>>543175
I'm sure exactly what you're asking.
But you want something like this?
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>>543177
Thanks, and i'm trying to extrude along to the right, while splitting the selection into two. I'll try that.
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I'M ALREADY A DEMON MY DUDER
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Made this model of Sans from undertale, any tips to make it better or just in general?
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Still working on my PNK model, Adjusting the shapes and fixing to add some bump detail.
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>>543183
Not enough anatomy.
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>>543096
>>543170
sorry about that took it super early in the morning
finished the ear though. still needs a bit of tweaking though
>>543175
blender.org/manual/modeling/meshes/editing/duplicating/extrude.html
look at the part on extrude individual, and dont worry newfag it gets easier
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>>543154
you want model for free?
it's only a bust BTW if I'll complete it in some time, maybe I'll give it to you. but she must be a villain )))


BTW: here I completed this piece
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>>543203

IMHO, textures came way better than I was expecting them to be..
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>>543203
>>543204
This looks really good. My only complaint it that it's really easy to tell that the armor is lacking hard surface detailing to make it look like armor instead of sculpted geometry.
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>>543203
turn off that CA you bozo, do you have any compelling reason to use this pixel aids filter?
and no, it is far from something i would call complete, nor are the textures better than expected.
How about you set your quality bar higher than your comfort zone, so that you actually get better instead of resting in mediocrity.
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>>543203
my eyes hurt
pls no more CA
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>>543208
this is why I post my pieces here for critic, and not on some artist-y websites. thank you man !
I know that many things can be done here, but this is a doodle(kinda) and I want to move on to something new, I'm in a learning process, and I'm learning mainly workflows, I do it by myself, because there is no one here to teach me, + i work full time, as video engineer/graphic design.
+ this was first time I made textures.. and they are not bad, I was kinda in a hurry because I wanted to get over this piece already. because in 2,5 weeks it'll be 1 year since I started learning 3d and I want to make one more character by then

>>543207
it's leather jacket. it's not an armor, it's more like leather/biker jacket thing.

PS. stop acting like CA raped your dogs.. jeeez, I'll try to keep it at minimal in the future. message received
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Wasted a year trying to do characters. Pretty much deleted everything I have done and going to just focus on environment art.

Anyway, modelling this prop.

Looking at Quixel vs Substance. I think I might go with Substance as it seems more technical.
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i'm trying to do a low poly model that i drew,
how bad is the hair ?
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>>543270
Characters are hard and they take a lot more than a year to master. Don't give up on it unless you absolutely fucking hate doing them.
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>>543276
Could be a lot worse. Won't really get a feel for how it's really working out until you get some textures on it.
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>>543276
You would probably get better results poly modeling the strands rather than using extruded planes with alpha-mapped textures, imo.
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>>543276
check out the anime hair tutorial by kent trammel.
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>>543276
model is not bad at all actually.
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>>543238
not the guys you originally replied to

what bothers me the most about your model is that its stylized and you have realistic style textures. im sure almost every stylized character iv seen have lots of diffuse detail rather than other detail. you should attempt painting a character with diffuse and AO only.

also what i don't like is that you sculpt hard surface detail on the armor.
do that with either curves/alphas or entirely in hard surface. don't use brush strokes on armor
there are plenty of armor examples on artstation.
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>>543276
the legs are fucked up
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>>543298
mmh mmh, true
i thought it would be much harder this way, but it's the opposite,
thank u thank u

>>543302
that's a nice tuto, i'm not sure i can use that method with low poly models tho, so i'll be saving it for another model thxx

>>543304
yeyy, i think i could make it better, but i'm trying to keep the lowest triangle account,
so far i have 2900 tris

>>543290
i'm giving up on the alpha hair, that one's probably much better

>>543347
he's actually a grasshoper-man
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>>543305
Another onlooker.

I think the issue is in the mix of color combinations and materials. All the colors are neon-cartoony, yet the textures, rendering, and level of detail hint at the piece being realistic. Because none of the colors reflect that, the materials end up looking very fake and CGI-like. They don't have any identity.

You have this dark purple 3d material with some leathery bump and white edge wear, this teal matte 3d material with edge wear, some glossy purple plastic with pink splotches, and these cyan lines that sit over everything indiscriminately like they were painted onto the diffuse (they probably were, though.)

I'm not quite sure how colorful/punk color combinations are executed in a realistic style though, could be hard to find ref for.
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>>543305
hm. agreed I need to work on textures, and think how to stylize them more, skin is drawn almost only on albeldo, and eyes too(there's bit if specular there though). as "armor" goes it's leather not hard surface, but these little details are relly sculpted on them,
anyway I'll look into texturing, there is so much going in creating single character.. I'm trying to gasp everything, and I think I'll do it pretty soon, (i mean workflows and technical part to how to get there) then comes artistic side which I must work way harder than this to make it work IMHO
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me epic 360noscoop unity 3d blaze it game. with my sweet javascript skillz ive made the most realistic physical virtual environment known to 9gag. in this i plane to use the power of memes to protect the player from getting a laid
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>>543353
i think your biggest problem is trying everything at once.

i can tell you are working hard to establish something (and maybe time is pushing you to succeed).
i totally get that. i know i have a hard time sitting my ass down through a 12 hour masterclass with some zbrush expert, i can barely watch a tutorial nowdays, it feels like im force feeding myself.

i say work exclusively on heads, then exclusively work on armor. because your problem is that everything is the stylization.
some of your armor details feel like they are drawn by hand, and i think its almost a fact at this point. when it comes to armor always try to be precise as possible, don't draw anything if you don't have to.
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>>543356
use exclusively alphas. even for minor things like the neon parts.
for the armor parts make a seperate brush or a subtool and try to lay them one by one. build your armor from big parts to small parts, then dynamesh where its needed and cleanup
if something don't feel right play with the subdivision levels and see where its stand. don't try to do damages/wear before you are satisfied with your base.
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>>543074

So broken bottles, pieces of paper, wood, crates, and barrels? It feels like there's a fine line between under-doing it and over doing it. I'm gonna vert paint some water puddles, which will help break up some of the monotony, too.

Current scene status: http://imgur.com/a/0acJQ

Next up, fixing UV/textures and adding clutter.
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Trying to figure out how to make decent foliage for parks.
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>>543367
You're looking at modeling an entire city. Having some alpha-mapped planes you can add on the streets to represent trash, papers or dirt would be good, but otherwise I'd hold off on "small" details. You have a lot of ground to cover, so start by adding big clutter. Crates, barrels, stalls, scaffolds, etc.

Your docks and marketplace are still very empty. Look at historical paintings or concept art of these areas, and you can see how cluttered they should be. The walls aren't left perfectly clear of everything, people pile up all sorts of things wherever they can.

Another thing that might help is to block out from big to small. Start with your buildings (which are there), then add big clutter (stalls, scaffolds), then add smaller clutter like crates and barrels, then finish with tiny things like bottles if you have time. It's very difficult to block out large areas with only tiny objects and have it look natural.

This is stuff your class really ought to cover, though. At the very least ask your teacher/classmates about it.
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>>543379
Use more alpha planes sticking out of these foliage shapes.
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>>543381

To be fair, I'm the one who pushed it this far. The project was to make that original alleyway with a courtyard at the end. I wanted to make a city, for a variety of reasons.

Gonna try out APEX cloth to get UE4 simulating wind, as a fully static scene is gonna look shit.
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>>543391
You're shooting yourself in the foot, imo.

Consider 90% of the environment design precepts required to model a city could be applied to a single alleyway, and once you learned them, would be perfectly able to demonstrate you could model something bigger.

Basically, you could spend the same amount of time modeling a really awesome alleyway, or a kinda mediocre city. Except after doing the former you have the skills to model awesome cities, while after doing the latter you have the skills to model mediocre alleyways.

My suggestion would be to concentrate on finishing a small part of your city (one street) and making it a LOT better. Once that's done, if you've still got time, you have a familiar and efficient workflow to apply to the rest of the city. If you don't have time, you'll still have a much better finished project to turn in than if you had stretched your efforts so thinly across everything.
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>>543395

That's the thing, though. The school teaches that way, and that's what I've always done. It's always felt like a marathon, and by the time I was done with a character, the process for doing the beginning felt fuzzy. Doing it this way feels like I'm internalizing so much more. Maybe it's just the way I learn, but I've always been the type of person who just drills doing the same thing until it's ingrained, and having a scale this large means I'm repeating processes a LOT. When I spent 7 weeks trying to learn to make a single character, I never felt like I could just easily whip around and crank out more. I mentally always felt so mired in the ending part of the process that I couldn't remember how the beginning felt. I do here.

Don't get me wrong, I knew what I was signing up for doing a scene this large. I also think that generating assets like you're talking about is much more viable than you think. It's not like unique assets have to be generated for every alley, in this project duplication's only problematic if they're alongside in the same scene. Swap out fabric textures on stalls, maybe rotate grunge maps, switch up fruit textures, and adjust fruit placement in the scene, and it's just as usable a block over.

I completely understand where you're coming from, and from an objective quality perspective, it's entirely possible my scene will suffer. I feel better equipped skillwise to execute in the future than I ever did after I spent 10 weeks on a single, small project, though, and that's what counts IMO.

Either way, I've been killing myself getting the project to this week in such a small turnaround time, and fully intend to continue to do so to finish the semester strong.

It's just assets. It's just time. I'll keep checking in over the coming week as I'm filling the scene out to see how you feel about the direction, but I feel like I know what I have to do, and know that it's doable.
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>>543099
Thanks. Here's another one. I wanna improve this version as well.
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is that how you're supposed to mark seams ?
i feel like i'm doing random shit
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>>543441
Nah, You don't want to is like that. It would cause you issues. Try to keep it simple.

Like imagine your mesh as a origami paper and all your doing is flattening it.

So try to keep it clean, less slices.
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Back to working on Ruto Fishy Girl.
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working on a cicada.
just started a few hours ago
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>>543468
forgot pic
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>>543408
sounds like your school is giving you more than you can chew.

if i were you i would drop out and stop this forcefeed.
use your college money to sign in for digital tutors or lynda and keep going from there.
i mean seriously just look at these and re-examine your possibilities, do things in humane pace.

http://www.digitaltutors.com/learningpath/96-Environment-Modeling-in-3ds-Max

http://www.digitaltutors.com/tutorial/1034-Environment-Modeling-Concepts-in-3ds-Max

https://www.lynda.com/3ds-Max-tutorials/3ds-Max-Certified-Professional-Prep/484407-2.html?srchtrk=index%3a0%0alinktypeid%3a2%0aq%3a3ds+environment%0apage%3a1%0as%3arelevance%0asa%3atrue%0aproducttypeid%3a2

no forcefeed, take your time and study, give yourself homework based on lessons
>>
>>543446

When you put her vagina to your ear you can hear the ocean.
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>>543480
Uh thanks. i think.
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>>543469
Uhh, how long did that take you again?
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Back to modeling after a while break, yet again. Still have no idea what I'm doing so have some shitty render I made. I'll probably learn more as I go along but I still know very little.

Anyone know how to make the light bars look like they're on different planes instead of them all being the same brightness? The inner cube looks like it's mangled/intersecting with the outer one but it's completely inside it.
>>
>>543428
loving that ass. white lingerie looks better imo
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>>543444
but nothing else works when i unwrap it, that's the best way i got so far


--
also i made a hobo truck to live in
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>>543204
>>543203
add eyebrows and eyelashesh
also fix the lip corners
>>
>>543446
didnt you finish this ages ago?
>>543428
nice ass man
>>
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meshfusion in maya
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2
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>>543531
>>543532
looks useful.
Does it work well with curved surfaces?
>>
>>543468
about 2 hours.
i am pretty new but i know the basics.
was doing without a side view,got a good one now.
>>
>>543531
>>543532
So... boolean modifier, effectively?
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>>543531
>>543532
Source?
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just render tests
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updated materials
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>>543558
You updated materials, yet show us a viewport screenshot.
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>>543559
not gonna setup a complex node tree for quicksculpt
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He's still drifting around, not sure where he's gonna land
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>>543042
The position of the sun doesn't make sense in this picture.
>>
>>543558
you need to update the anatomy
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>>543562
that's a cool pic, you made it ?
>>
>>543563

Looks like a render from 1996
Can you imagine being a 3d modeller back then? producing dogshit like this but looked upon like a god?

Playing rise of the tomb raider right now and the graphics are absolutely insane. i can't even comprehend
>>
>>543564
im not a sculptor. its literally my third headsculpt in blender

and its not like i have to find excuses to why its not perfect, just deal with it
>>
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Working on a xeno. So far I've roughed out the body, but I've only done any detail work on the face. Thoughts?
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>>543565
thanks :)

ya. I make those at work when I'm bored
>>
>>543563
That bump is way too strong; the shadows on the bricks in full light should be at maybe half the strength they are now. If you know how, lower the "stone" part of the bump while keeping the intensity of the "bricks" intact.

The white material in your sidewalks is fucked. Way too clean, sharp, and doesn't fit. Pavement should be a lot messier, you could build some sidewalk prefabs with irregular, sculpted shapes to represent brick that was laid by hand.

You gotta break up your textures on the houses themselves with extra geometry. Clutter will help, but so would horizontal wooden beams, some beams or stone meshes around the corners, as well as giving the houses more complex shapes (not boxes).

Your design is a lot more visually coherent, especially textures-wise. I'd maybe introduce a few thinner houses in there, or some that *don't* have such a simple box shape. Look at AC concept art, there's houses with extentions, balconies, a second floor that juts above the first, etc.

>>543566
made me lol.
>>
>>543575
is that a 3d one ?
i could use it as my wallpaper if the quality was good enough
>>
>>543568
>making excuses instead of just saying "I haven't gotten to it yet" or "i'll try"
>"just deal with it"
Seems like you're overreacting to such a simple comment
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>>543604
>"i haven't gotten to it yet, ill try"
i only make promises to myself
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How's my dinosaur coming along?
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>>543613
badly
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>>543613
turn the body into a bird
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first foray into sculpting
my creases seem pretty jagged, even smooth shaded. I'm assuming I just need a higher detail pass over them?
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Made a simple cheese burger with textures drawn in Photoshop. Obviously not aiming to make it photorealistic.
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>>543616
But dinosaurs are birds.
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>>543646
not anymore
>>
Retopology
is
so
fucking
boring
>>
>>543668
I enjoy it. what do you like in the modeling process?
>>
>>543672
i have to join the man here
i can do tedious stuff like UV's and building material, creating textures etc.

but retopology in particular i just feel drained
>>
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>>543428
That peach ass looks so tasty. I hope you'll do something with this
>>
>>543566
back in 1996 it was a lot harder to get something looking like that than it is today
>>
>>543668

>Unwrapping
>is
>so
>fucking
>boring

ftfy
>>
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First attempt to make a high poly vehicle.
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>>543680
>>
>>543680
You should also bevel your 90 degree edges. Blockout sems okay, only thing that bugs me is the hard angle at the bottom part of the side plating - those type of tanks with side plating that covers the entire thread tend to have rounded corners at the bottom, I'm assuming so they don't get caught on things.
>>
>>543689
Just noticed you're using a reference, actually. The thread should stick out more (or simply make the plating smaller), and you don't have to round this corner by a *ton* but it should be rounded a little.
>>
>>543690
Thanks I'll do that
>>
>>543680
>>543687
Why does it look like you are not using smoothing groups
Why are there so many sharp edges
>>
>>543706
Never heard of Smoothing Groups before.
>>
>>543645
Cute
Put more fries in that holder though
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>>543711
Smoothing groups are a 3dsmax meme. They're just normals.
>>
normals arent smoothing groups. smooth shading blends in normals to simulate a rounder surface.
>>
>>543753
"smooth shading" is just a method of averaging face / vertex normals across a mesh. smooth shading = smooth normals.
>>
>>543636
oh hey, pinch tool with subdivide edges was a thing

that was quite satisfying
>>
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Finally got around to rigging the hair and outfit. Holy crap did it take forever to rig all those ribbons and bows.
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>>543765

And from the back.
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>>543765
By rig do you mean weight map? Or do you have a dynamics set up?
>>
>>543768

Yeah weightmaps. I don't have the plug-in to make dynamic cloth for Daz Studio.
>>
>>543765
this model is so sexy ... it get's me hard every time I see it
do I have a problem?
>>
>>543765
kill yourself / 10
>>
>>543757
every squre is a rectangle, not every rectangle is a square
stop stop talking crap
smoothing groups are not not surface normals, its the way to menage them
smooth shading is not the only way to menage your normals, you can split it into as many smaller regions, the so called smoothing groups, as you want
>>
>>543758
>>543636
what are you using, zbrush?
>>
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>>543446
>>543530
this is from october 2015
>>
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dumb
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>>543787
looks really good so far, thought the shoulders look quite awquard due to them being a bit to braud. also i would consider lifting the back of the jawbone upwards, it makes her look a bit overly masculine/old currently. if older is what youre going for (which i dont think it is) then the tits need to be a little saggier
>>
>>543789
>looks really good so far

lol
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>>543782
blender
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>>543783
Lel, that's not my work. :B
>>543530
I did sculpt her a while back, never got to retopologize her.
Another thing, when I click wires and the do the optimized display, some wires seem to disappear more than it should.
>>
>>543771
Yes, you have autism.
>>
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I know you probably fuck me raw but, any comments or pointers on this? To be honest, I'm not really satisfied myself too.
>>
>>543815
Lets start with the nice things.

As far as i can tell the mesh flow is not totally worthless, quite nice actually.

Now, the problem is that the chin is obviously too small unless you're into creating ugly characters.
All of her facial features are quite dull and unfinished. Especially the mouth.
Put more work into the actual shapes, and use reference images.
You don't use any, right?

The road ahead might be bumpy, but don't stop now, you're half way there.
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>>543485
10 minutes in modbox
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>>543774

Goodbye cruel /3/
>>
>>543771

You can get the figure here if you want it. It's for Daz but I think I included an .obj with it if you use something else. If not just get Daz and export it as an .obj

The outfit will be up on ShareCG as soon as I finish it.

http://www.sharecg.com/v/84173/view/21/DAZ-Studio/Chibi-Figure-Lolo-Hai
>>
>>543864
is shrek a loli?
>>
>>543868

He is now.
>>
>>543864
good
>>
>>543864
You are starting to worry me anon.
>>
>>543818
i've seen women that looked pretty close to that irl. they're not particularly attractive, but most people aren't
>>
>>543889
The question is do you want to model these people?
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>>543897
if you want to work for bioware, then yes.
>>
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made my first script, it toggles smooth preview
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>>543907
Hahaha.

It hurts. Please help.
>>
>>543583
here you go friend, i just scale it for you
>i'm not the guy who did the art btw
>>
>>543959
I made that and a fullsize render wouldn't look as good as that does
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>>543574
hm, maybe some more bumps and muscle definition on face, around eyes
forehead area and 'mouth' area seem kind of boring
come on it's an alien, make it more... alien
>>
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How's this looking so far? I'm kind of just adding pieces as I go, don't really have a scene in mind. I don't have any real materials in it yet, just placeholders.
>>
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>>544088

Pretty good if you're trying to capture the feel of the set design of 'Plan 9 From Outer Space.'

(pic related)
>>
>>544088

>>>don't really have a scene in mind

I'd never have guessed...
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>>544090
I can't tell what this is supposed to mean.
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>>544088
that desk looks too small in comparison to the beds. the windows also seem to be too small and low on the walls. you should probably use some real life measurements when modeling things like this.

>>544093
Plan 9 is widely considered to be one of the worst movies of all time. he's saying, that your design is bad
>>
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Anyone use indigo here? I've never tried a GPU renderer before, but it seems pretty solid so far. I don't get why lights keep disappearing though. I must be doing something fundamentally wrong and there are no tutorials on how to use several lights in indigo.
>>
>>544099
Noted, thanks.
>>
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who said that you can not boxmodel in Zbrush?!

i just tried and zmodeler feels so natural !! I think I'll stay in zbrush for everything from now on

here I'm making new character and made this base mesh in like 5 minutes pic related

I'm not even using any tutorials
>>
>>544152
Zbrush can't into animateable topology. So many Zbrush kiddies fresh out of college always dump 100K+ triangle characters that they expect the riggers to just be able to rig and drop into Unreal Engine and every fucking time I have to slap them across the head tell to to retopo it in Maya.
>>
>>544193
HM, you can retopo in zbrush as well, if you want to. but IMHO Maya has way better retopo tools. + IMHO maya has one of the best Retopo tools, I just don't get why people don't like them. have not used topogun, but have used 3d coat, and I think maya's tools are almost on par
>>
>>544152
How did you make that basemesh in Zbrush? Did you find any tutorials that show how to make base meshes using Zmodeler?
>>
>>544209
just do the same shit you are doing in any other modeling software with zmodeler/move brush,qmesh primitives. I just used zmodeler briefli (made this) and I think zmodeler is very awesome box modelling tool. I can model on very basic level, in any software and I think I'll model with Zmodeler from now on,
>>
Reminder that I can't use zbrush since my computer can't handle it
>>
>>544218
You computer is shit.
>>
>>544244
checked.
also agreed, his computer is beyond shit
>>
>>544218
I'm really curious, post your computer specs so we can laugh at you.
>>
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>>544218
>>544244
>>544245
>>544246

Intel Core2 Duo CPU E6750
4 GB RAM
Intel G41 Express Chipset
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>>544266
Bless your soul anon
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whippit but not really.
>>
>>544266
and I assume you are waiting to buy some beast machine and until then you are holding on this shit?

just get over yourself and buy sone normal PC anon. I'm sure you can build descent PC for 500-600 $
>>
>>544322
T-too expensive for me.
>>
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Rogue One hype
>>
>>544420
Fuck, that looks good. You pro?
>>
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Took me about 6 hours to make, what do y'all think?
>>
>>544422

I'm in my 3rd and final year of my course, so no.

Soon™
>>
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>>544423
>>
>>543204
Don't listen to this guy >>543529

No eyebrows makes her feel strange/less human and I like it
>>
>>544193

Zbrush's retopo workflow makes me want to stab myself in the brain with a screwdriver. Seriously - anyone that sits there fucking around with that bullshit thinking that those tools weren't just the most obviously slapped together afterthought is a fucking retard.

The tool-tip that comes up on the 'edit topology' button in Zbrush should just say 'look - if you want to edit polygons, do it in a fucking polygon editing app, not fucking Zbrush so we can stop having to put this bullshit in our product' and contain a link to the 3D Coat site.

>> have not used topogun

Its bullshit compared to 3D Coat.

>>but have used 3d coat, and I think maya's tools are almost on par

Are you talking about that 'quad-draw' tool in Maya? It's ok I guess, but 3D Coat blows Maya out of the water when it comes to UV unwrapping, so AFAIC Maya can pretty much go suck a dick for just about everything at this point.
>>
This reply >>544451

was actually intended for this post >>544207
>>
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started this real quick, around 2 - 3 hours top
>>
>>544508
looks like that doom guy from wolfenstain or something

you should try pushing it as it has some interesting forms
>>
Yeah its the summoner from DOOM , kinda digged its design
>>
>>544451
that guy who was this post intended to

have not tried unwrapping in 3d coat though.. and 3d coat has awesome tools for editing topology also.
yeah I meant quad draw, BTW it has one thing that makes life easier which maybe I could not find in 3d coat retopo tools.
anyway, I'm planning to learn 3d coat more extensively, from what I heard hard surface modeling is awesome there, and texture handpainting also
>>
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I created a material
>>
Saab-Bofors-Dynamic CBJ-MS
>>
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>>544525
stop reminding me of my past cancer.
>>
>>544530
that has to be the fugliest gun texture I've ever seen
>>
>>544530
that has to be the best gun texture I've ever seen
>>
>>544484
post wires
>>
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>>544520
>>544451
>Look into 3D Coat after ignoring it for years.
>Check to see if their religious page is still there.
>Not only is it still there but they expanded it.

Fucking hell, don't these guys realize that their software would be more popular if they didn't tell people to not use it to make anything that would offend Jesus Christ?
>>
>>544540
that lifeless background doe
>>
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>>543021
progressof basemesh.
tomorrow I'm going to make head, and I think I'll try to make it action figirish style, then comes the fun part!!
>>
>>544540
you are joking right? :v
3d coat is made by jesusfags? kek
>>
>>544553

forearms are too long. Move the arms towards your feet and see how far they reach, thats a good visual indication
>>
>>544532
Yep. If I was to do it again now there wouldn't be nearly as much noise. Makes me puke.

>>544534
Nigger.
>>
>>544558
Although the noise does seem to be a problem, I was more referring to the fact that its main material unexplainably had the color of vomit, urine and feces all mixed together.
>>
>>544484
Oh my, i feel something in my pants
>>
>>544530
except im making the internals
>>
>>544568
True though the green is the real color I definitely feel I missed the mark. Gun was done a while ago so perhaps I should revisit it. Originally was going for a Stalker shit gun feel, would like to see what I could do now.
>>
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>>544535
>>
>>544557
A general rule of thumb is that when your arms are down, if you're not a fat fuck, you should be able to touch your belly button with your elbow. That's about how long they should be.
>>
>>544584
FORARMS
HE SAID FOOUR ARMS
>>
>>544540
Do you really think that people give a shit about what the devs think or wish and that the popularity of the software has anything to do with it?
I highly doubt it.
>>
>>544589
PEOPLE ONLY HAVE TWO YOU RETARD!
>>
>>544557
>>544584

I agree, I'll move the joint a little bit,

I have several concepts, to how make the character. should I make cyborg/dual wielder? stealthy type character

or should I make tentacles on her back, kinda she'll be a shell for a octopus, and it'll stick tentacles from back, pussy, asshole, mouth etc,, and run like a spider with tentacles from the c,, t
I mean Shua gorath like character lives inside,
http://static.capcom.com/character_api/umvc3/profile/shuma-gorath.png
>>
>>544592
*Shuma
>>
>>543428
Can we see more of that ass please
>>
>>544525
are you planning on buliding a gun or something?
>>
>>544592
Oh shit, we can embed images now? How? It thinks my link is spam.
>>
>>544597
I was.
>>
>>544574
it would have looked fine as regular, desaturated metal

it's really the combination of that color + hdr, it's not doing you any favors
>>
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>>544594
Sure you can
>>
>>544644
It was for Stalker emulation which called for a lot of disgusting textures. Again it's not what I call good, so I would like to do it again, but don't think I'm not going for nasty looking. Not going for what you're thinking I am.
>>
>>544096
https://www.youtube.com/watch?v=qMJMi79uuXE
and here is the final video. merry christmas everybody
>>
>>544690
I mean... why people waste their energy and time for doing shit like this?!.. would not it be more efficient to use it in learning, to do the same shit with acceptable quality?
>>
>>544691
i enjoy doing weird animation and that's what i strive for.
also, i'd rather make a 2 minute animation in low quality, than a still image of something in high quality. i like telling little stories.
>>
>>544690
you killed off baseballbatboy? wtf is wrong with you?
>>
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>>544700
it wasn't me, it was his 2D alter ego :^(
>>
>>543818
Thanks for the pointers.
>>
>>544693
but its all shit
thats what you don't understand
>>
>>543190

Sexy. Would have alien babies with
>>
>>543574
it looks like it has a lower jaw bone, but it doesn't have a mouth
>>
>>543794

nope, that's definitely zbrush.
>>
>>544152
>>544216

i wish i liked Zmodeler. feels like cancer to me.
>>
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>>544484

rixels

i don't understand why people make pixel textures instead of just making normal textures and then rendering in low rez ?
>>
>>544752
because pixel art != low res art.

and style choices.
>>
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Crude model.
Going to retopo it anyway so don't matter
Wing needs to be repositioned
>>
>>544770

>Cicadon't
>>
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Here's what I'm working on.

I make wallpapers and art that's somewhat influenced by synthwave/retrowave (think Far Cry Blood Dragon in terms of aesthetics).

I've got the main part of the scene set up, but I'm not really sure what to use as a main subject.

I'm still pretty early in terms of how finished it is, and there's still a lot I need to do (ocean spray, materials on the rocks, lighting, etc). I know there's not much there yet, but I just wanted to know what you all thought so far as well as any suggestions for a main subject. I plan on placing it on the cliff in the foreground.
>>
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>>544869
Looks neat so far. I think something like pic related might be interesting to put on there, maybe in a different colour scheme.
>>
>>544869
a lamborghini countach or a lotus esprit turbo.
>>
>>544869
>I've got the main part of the scene set up, but I'm not really sure what to use as a main subject.

Annie Lennox singing "Here comes the rain again".
>>
>>544870
Is this yours? It looks great but sheesh, go easy on the curvature map
>>
>>544886
Nope, something I found years ago. What's a curvature map?
>>
>>544891
A texture map that makes "angular" parts white and flat parts black. You can see that every edge in the robot is grayish, thats a curvature map.
>>
>>544893
Ah, okay. I didn't know that was an actual thing, I always thought that was done in the texture itself.
>>
>>544693
I get you, sorry for shitposting.
I'm learning 3d like a mo-fo to do animation at the end, I don't see any use in still images either.
>>
>tfw can't post my hardcore sfm porn wips in this thread
>>
>>544910
post them on a red board and link them here
>>
>>544910
you can and you should
>>
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This is how it turned out, kinda bored to texture it tho
>>
>>544944
You gotta figure out some better lighting setups bro. All the texture in your sculpt is getting compressed by that bad lighting angle (can't see much around the torso/pecs), and the falloff on those lights is pretty horrid too (though it might be your material, dunno).

Like this could actually be a decent sculpt, but it has one of the worst presentations I've ever seen. Have you tried using simple three-point lighting?
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>>544946
Yeah I am definitely struggling with lighting. Especially in zbrush.
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>>544947
What's the renderer people use to show off untextured sculpts? Keyshot?
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>>544749
>>543574
In large part this SPECIFIC alien is supposed to be quite human, due to lore reasons and such, and the jaw is vestigial. There is organic disparity among the race, so I intended to make the most human first and progressively move towards modeling the more grotesque.
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>>544977
Yeah it is. I really need to dig into this ! so many softwares to learn
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Still working on venom snake
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>>544773
Is is bad or terrifying?
I am retopoing it tomorrow.
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>>545018
It's pretty doughy right now. I'd sculpt in more details.
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>>543168
Is that Jim from the office?
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>>543480
You can smell it too.
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>>544646
> hi poly ass
> low poly tits

no you faggot that's not how it works
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>>544088
So they guy on the top bunk has to awkwardly climb to his bed using the weird holes in the wall and the other beds as footing? Looks nice, otherwise.
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>>543959
That was really nice of you :)
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>>544088
If you fall out of that third bed you're gonna break a limb.
>>
File: WIP-door-with-frame.png (1.91 MB, 1920x1080)
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Started polishing some assets for a small sample environment
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>>545288
That's actually a really nice design with the panels, looking forward to seeing a textured version.
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>>545288
>all them unnecessary polygons
awful
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>>545289
Thanks man
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so many talented peoples here,
gotta keep practicing
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>>545294
Looks gay as fuck. Are you purposely doing lowpoly or are you currently learning? Is this the art style you are aiming for or are you actually mediocre and this is the best you can do? If you're not actually aiming for this style I suggest you go to cgpeers and download every 3D character tutorial, every texture tutorial, and every stylized material tutorial you can for whatever software you're working in.

If you wanted it to look like this then ignore my advice.
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>>545297
This anon is right. You can do stylized characters that are much more interesting than flat colors onto a diffuse.

There's also a ton of stuff you can poly model even when going for a low poly, unless this is intended for the original DS. The belt, popping her collar, separating the dress from the undershirt.
>>
>>545201
>>545258
Welcome to the USSR, comrades.

I've been sleeping on a bunk that starts at my head height for the past 4 years and no issues yet. I know exactly one guy who fell out in the middle of the night and he just sprained something, no breaks - but probably got lucky.
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>>545294
Looks alright anon but I suggest you step up your game, not continue a routine of churning out paper.
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>>545288
shouldn't that doorknob be closer to the edge of the door?
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>>545297
why are you mad? didn't you have this kind of phase when you started too?

he needs more background in 2D
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>>545340
it's not on the reference image
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>>545288
>>545289
Textured version.
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>>545362
I hope you didnt intend this to be realistic
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>>545362
not bad, result look very clean
just wondering. did you use ID map?
i tried making my own with blender and retopology was a pain in the ass, but i got similar wire to yours
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>>545366
Looks good man.
I only used the ID map for the glass part, everything else is done with polygon fill.
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>>545362
Below average
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>>545362
Well, err. You probably want to select some of those panels and wood elements, and flip the texture UVs 90 degrees so the grain of the wood isn't going in an illogical direction. Thankfully, looking at your base geometry, this is something you could easily do in substance by picking a mask from your faces.

If the door is meant to be functional (I assume it is, as it's open), you could try to make an opacity map for the glass. This sort of glass is pretty opaque, though, so I don't know how well it'd work with fairly high opacity, but it could be worth a shot.
>>
>>545363
>>545369
good feedback, thanks for being helpful /3/
>>
>>545369
>>545363
>>545340
its the best thing posted here in weeks. why you nogs chimp everytime someone posts a model that isn't absolute garbage?
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>>545375
>>545377
You should stop crying when people give you criticism. It's not anyones fault here that these are just terrible.
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>>545378
>it's bad
"criticism"
>>545340 can stay, the rest of you are retarded. I'm gonna tell you your work is shit and refuse to explain why while you scratch your heads at my comments.
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>>545380
where does it say "it's bad" ? Can you quote that exact post ?
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>>545382
I'm not sure whether you're very stupid or just trolling, but I hope for you it's the latter.
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>>545384
>its bad is nto criticism
>where does it say that
>u-ur stupid

Your personality seems as disgusting and miserable as your work. No wonder nobody likes it.
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>>545385
Explain to me how >>545369 or >>545363 constitute valid criticism.
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>>545386
They seem to be peoples opinions about your shitty work.
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>>545387
Nice try.

Criticism:
the analysis and judgment of the merits and faults of a literary or artistic work.
Lot of analysis going on there, anon.
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>>545384
>>545382
>>545377
This is not the original poster.. some random cuck defending me.

The model was made for a test environment and probably won’t be posted anywhere besides this site. The thread is a WIP thread.. so of course, this isn’t going to be the best shit.. it’s still a ‘work in progress’ prop. I take criticism as a form of feedback to improve upon.
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>>545388
you know what "opinion" means? learning these terms shouldn't be too difficult even for 8 year olds.
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>>545390
>he's on an art board and doesn't understand the difference between criticism and opinion
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>>545391
stop shitposting
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>>545392
Why, have you finally run out of things to say?
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>>545393
stop shitposting
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>>545374
The only good criticism/feedback.
In substance the glass/opacity works great, but
toolbag doesn’t really like opacity maps.
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>>545297
i purposedly tried to do something as low poly as i could to understand more about the way weight works and how polygons deforms,
i wasn't supposed to make an actual texture at first but did it anyway and looked bretty cool at the end,
pic related is about the best i can do, the style doesn't change a lot, and it still looks quite animu gay..
but meh, we'll see how it turns out in the future

>>545299
it's because i saw how some models had 400-800 tris in them, and i tried to do the same,
i prefer to do medium poly count character, between 10 000 and 20 000,
but this one was a nice "exercise" i think

>>545331
of course i will, i'm aiming for a much better level, that model was like a lil practice
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>>545395
Funny cause I have the opposite problem. Think it's because my card is pretty old (gtx 760).

Have you tried different settings for the opacity map? There's both dithering and additive, and while dithering looks like shit in the preview, it should look fine if you do an image render.
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>>545395

Cant believe they never fucking fixed this, even with toolbag 3 out.
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>>545398
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>>545401
Looks fine to me, seems more like the regular frosted glass that you see in these windows than the previous one.

What did you do for your wood material in substance, btw? It looks really gummy and I like it.
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>>545396
> still looks quite animu gay

Not anybody you've replied to thus far.
It really doesn't look all that anime. imo you've managed to take anime and disney styles - two styles that people often fail horrifically to mimic - and blended them into something much nicer.

it could use some polish and i think you should come back to touch it up once you've learned more.


on topic: pic related. Making some tower thing. Added a bend for the fuck of it coz i was getting bored.
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>>545403
any tips for quickly creating roof shingles like these, or were they just placed and adjusted the old-fashioned way?
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>>545401
Thanks
A combination between two modified smart materials.
Acajou and Wood_Clean set to multiply with some extra roughness overlays
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>>545406
>>545402
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>>545404
>create one shingle, create some variations
>create a row by duplicating them, group the row
>dupe the row
>bend mod on the first row/group to create a circle
>delete one or two shingles from the second row/group and duplicate it to use for row 3
>bend mod group 2 and it should be a bit smaller than group 1
>repeat as necessary
>manually adjust the position of the groups to fit better, and offset the position / rotation on individual shingles
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>>545408
Damn, I'd kill for a good plugin to add tiles onto a mesh, but it seems there's no recent working cracks for batzal roof designer.
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>>545409
Come to think of it, Maya has a geometry paint tool that would have made this way easier. It lets you paint instances of a mesh onto another mesh surface. Set it to paint on verts and set the rotation. ezpz
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>>545389
>some random cuck defending me
well thanks alot faggot. at least i know what it takes to make these doors and don't proud myself in critique when i haven't even attempted such thing
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>>543815
>>543818
Thanks for the pointers anon. I have tried to use crappy reference I drew on this one. But it looks like generic bald model, I should find a to refine it a little more
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some more basemesh progress...


because of work I can not finish this ... to start designing it as a character :v
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ignoring the shitty cap, how do i make face look better?
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>>545555
delete it, nuke hd, find /good/ reference, start over. good luck anon(nice quads).
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>>545395
the door frame is still one huge piece of wood
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>>545555
Nose looks lower than it should be but fairly okay.
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>>543021
This thread and that huge city scene all /3/ worked one are my fonded memories of this board. Was the city ever completed?
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>>545527

Meme hair.
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>>545555
looks pretty bad, but can't really be judged without a wireframe

>>545581
>fairly okay
kek
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>>543021
Just finished HPU, so maybe i'll make low poly and bakes for it. unless then, foreverWIP
more at: http://imgur.com/gallery/81Uni
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Trying to make a cozy house in Blender.
Rate / advices?
>>
new thread?
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>>545789
it's a little too empty to be cozy right now.
>>
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Is there a way to fix the shading errors around where the extrusion is? Are the edges causing this to happen, if so how fix?

Everything has one smoothing group expect for the hard angle change.
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>>545946
Maybe post one with the wireframe.
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>>545948
sorry about that.
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>>545950
What the fuck did you do? Did you use boolean?
Either way, the problem is that at the very end of that indentation on both sites there's a triangular polygon.
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>>545950
>>545951
Actually upon closer inspection there's quite a few tris at both intersections. You're gonna want to find a way of maintaining that shape using quads.
>>
>>545950
>>545950

just used cut tool (3ds max) to where I want the extrusion to go then delete some polys, select edge and dragged a new face going on the y-axis and reconnected.

I'll try it again with a boolean
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>>545955
No. Nonono. Don't use boolean for this.
You did the right thing except you did it in a retarded way.
Work with the seams that are already there instead of just haphazardly cutting across.
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>>545956
thanks, anon
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>>546067
Well done, breh!
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Second time doing a character in ZBrush, she's a receptionist. It's for an animated short for class.
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made a qt house, planing on expanding it to a whole little village. I'd post a render but that somehow ended up looking worse than the viewport.
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>>546193
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>>546230
those clouds look really weird. what are these strange holes? also, clouds are white, not blue.
the house is pretty cute though.
>>
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>>546249
they look like that because I have viewport ambient occlusion turned on. They're not as shitty when rendered. Still a lot to improve tho.

(inb4 floating path)
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>>546251
Don't do that shitty dof with it. Holy fuck that's bad.
Also, when's the new WiP thread being made?
>>
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>>544870
I've always wanted to make one of these but feel like everyone make them
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WIP as in this fucking turntable will never fucking finish rendering because the blood SSS is a motherfucker ;_;
>>
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>>546448
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How do I improve my animation, anons?
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its not wip because its almost 5 years old but I post it anyway
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>>546548
another one
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need suggestions for other objects I could include in the room.
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>>546625

A row of onaholes.
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>>546625
desk, chair and some sort of shelf
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>>546625
a giant pool
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>>543276
Push the knees forward, other then that looks pretty solid.
>>
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The texture look like ass. How do I make it look less bad.
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>>545297
Learn some fucking manners, shithead.
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>>544525
>>544634

finished (urr somewhat)
>>
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>>546738
>>546739
>>546741
>>546742
>>546743
>>546744
>>546745
>>546746
>>546747
wow nice spam there bud
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>>543021
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>>546715
study real sharks or good looking cartoon sharks depending on what you're going for and simplify the texture. in general when you're trying to make something look less ass it's a good idea to use reference.
>>
>>546750
Thanks m8



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