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File: WIP_wip.jpg (1.17 MB, 1500x882)
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WIP Thread - No One Made a WIP Thread Edition

>>543021 old thread
>>
And gonna start it off with some tileable panels - gonna see if we can get those baked and textured.
>>
some playing around in ue4
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>>546879
That lighting is kinda sweet (if a little excessive), you might wanna play with your materials some more though. That floor needs some actual normals for the planks, as well as some gloss variation (the smooth highlight makes it look like a 1998 photo texture otherwise). Also handpaint some of the wear on your doors away (and add more that isn't straight on the curvature), dat curvature is way too even.
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>>546880
there are no planks, its supposed to be some kind of one piece flooring but i agree on the rest
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File: 010.gif (1.68 MB, 720x405)
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its a wip and i understand i have a lot to do still... but, here you go
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>>546884
noice but use webms next time
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>>546864
Very nice.
>>546879
Is this early stage?
>>546884
fucking sweet.
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>>546886
>Is this early stage?
very early. im planning on adding a ceiling light,some pictures and an elevator. on the end of the other corridor there is going to be a large window with curtains and some props.
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>>546864
And this is how it looks as a texture.

Gotta make a couple substances and another simpler tileable set, and then it's onto environment creation in UE4.
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>>546893
looks bad :)
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>>546895
Well it's easy to tweak thanks to substance, lemme know what you don't like about it.

There's a couple things I'm already not sure about (the shininess of the foil material, and the color of those handles), but I'm waiting to get the materials into the scene before I tweak those.
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>>546896
not the guy who wrote the reply but i think you should break down this big chunk of of wall into smaller tiles even if its already serving its purpose
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>>546900
I'm not sure I understand what you mean. This is a tileable surface, parts of it are going to be used on select geometry, along with cleaner/less busy textures. For example, the "top" part is a set meant to be used for steel beams.

I'm not gonna tile it all on a single wall if that's what you're afraid.
>>
>>546893
it looks great.
>>
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Just need to model the low poly, then texture it.

Just kill me now.
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>>546940
unwrap the subd wire then it will lay over the lowpoly

but i don't know what is ur subd level
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File: Trex Sculpt.png (429 KB, 1902x987)
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Yeah I know the legs still look shit.
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>>546945

Its not just the legs.

At least use Sculptris if you cannot be bothered to pirate zbrush.
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>>546946
Thanks I'll check that out.
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File: face.png (607 KB, 490x647)
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working on waifu still. I cant stop fapping to her so work is slow
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>>546950
10/10
no wonder you cant stop
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decided to brush up an old model
probably will add a weapon and some footwear, but dunno where i put the concept i based it off
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Working on clothes for the MC of my short
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>>546863
Working on my mobile vr game, has a medieval theme
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>>546955

Now unto texturing.
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>>546950
just keep up the good work anon
I belive
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>>546959
[spoiler]c-can you post dem topology please[/spoiler]
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>>546962
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>>546958
please be daggerfall clone
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>>546953

How did you do that ripped skirt thing.
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>>546953
slocik,
where do you work?
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File: Video2.webm (1.19 MB, 1920x1080)
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Is this good enough to land me an internship?
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>>546988
wireframe
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>>546988
The face geo + texture looks utterly fucked (wtf is going on with his jaw and mouth), and the metal textures could use some help on the bump + microsurface.

As for whether this will land you an internship, haven't got a clue. I thought internships were supposed to be for students who are still learning, but I've seen a couple incredibly talented artists on artstation who are in "internship" positions and it's honestly depressing.
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>>546989
for character artist position?
how much polygons is that thing
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>>546992
just short of 30k
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>>546993
im sorry just keep working
for junior position you need good sculpting skills, forget about textures and retopology, that's just iceing on the cake.
keep working and don't be discouraged.
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>>546988
hell no

it's enough to land you an unpaid voluntary job with an idea-guy from /v/
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>>546976
took a sphere, put in place, sculpted in a shape, duplicated 3x, cut out what i wanted, put in the belt, exported it to marvelous, placed 3 parts of cloths to match the design i did, simulated gravity, exported, panel loops to clean up, zremesh
then i sculpted by hand the folds and projected a fabric alpha i found on google image
i woud mask 1/2 of the model, alongside the seams, and project the alpha from 45degree angle to reduce stretching. then use stored morph map to remove half till the middle, and repeat from 45 degree angle from other side, did this 4x and used the stored morph to add random detail, "cut into" it as you see here since moprh map was smaller than the mesh with projected pattern

you can see all steps here, left is the angles i used to project one big alpha with just drag rect on layer brush, middle is the sculpted export gave thickness with panel loops and right is md export
>>546983
you mean where i do 3d? nowhere
i just do it for fun once a full moon
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>>546976
>>546997
oh if i wasnt a lazy hack, i would just create fast sloppy uvs, and use them to displace the pattern so its seamless, but did this in like 15 minutes, so i just thought, fuck it, who cares about streaching
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>>546950
is this what happens when you learn the advanced stuff before the basics?
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File: cicada zbrush3.png (420 KB, 900x730)
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my cicada i have started in different programs to find a work flow.
i know 3ds max,zbrush,and mudbox.
this was all in zbrush,and i like how fast it is.
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>>546976
and the image of the process i wanted to use but didnt in the end
sculpting the thing, drawing a "seam" with just dam standard, then using slash brush to get the polygroups where the seam is, zremesh while keeping polygroups, uv master default unwrap in zbrsuh
scaling up the alpha so the pattern is dense enough and then displacing
this process works great for any patterns, scales, fabric, leather, anything with repeating pattern, then you sculpt over it to give it irregularities
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>>547020
you could have done this in 10 min with cloth simulation. its 2017 retard
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>>546997
>i just do it for fun once a full moon
Seriously? Damn, son.
What do you do as a day job then?

If you're in business or something, then you're a cunt.
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>>546995
had a good chuckle at this.
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>>546988
Hiding your terrible anatomy behind click to solve lighting / textures / post. I guess the materials are OK but that model is shit.
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>>547034
i work in construction, renovations and shit

and the body if anybody cares
did some more clothing detail, but not worth posting
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>>547001
the legs, antennae, and eyes should be completely separate pieces, don't model it all as one piece like this that's dumb. needs harder edges as well, insects don't look like soft turds, they look like little armored dudes because of their exoskeletons
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>>547053
>i work in construction, renovations and shit
Why not character artist for gaming?
Literally earn 80k+
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>>547060
Not him, but I work in construction too

It pays a lot better than doing 3D, believe me
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>>547060
first you have to have someone willing to pay 80k$to you
thats assuming you live in a rich region to begin with
generally nobody wanted to hire me in my region and i didnt want to fuck around with freelance
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>>546997
>>547020

Thank you for the detailed breakdown.
>>
Fairly new to 3D stuff. I'm making a 3D icon, do you guys see anything wrong with the topology or something?
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>>547088
booleans will fuck yout topology up badly.
if you dont plan to smooth your object its ok i guess..
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>>547090
yeah, never use booleans. everything should be quads, it's one of the basic rules of 3d.
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>>547090
>>547091
Both posts are wrong.
I use boolean almost every time when modeling, then just running script to get rid of generated vertices. Check out Vertex Cleaner script if you work with max, I am sure there are analogues for maya/modo.
As for "use quads only", forget about it, it is common misconception. If you modeling for smoothing, even n-gons can smooth good, especially on flat surfaces or places with extremely complicated topology. It does not matter what kind of topology you used, decent result is the only thing that should bother you. If you making game-ready asset, it is generally a good idea to triangulate your mesh manually, because baking it and then exporting it to game engine might produce wrong shading because of tangent space desync.
I hope it was helpful.
>>
>>547090
>>547091
You guys shouldnt be giving advice.
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>>547104
yup. Not using booleans is so 2011
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>>547070
Hey slocik
I want to buy a few of your models. Are you willing to sell?
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>>547001
Thanks for the advice
That actually helped alot.
Way better than normies saying"that looks amazing"
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File: ZBrush ScreenGrab02.jpg (329 KB, 2725x1194)
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My second finished sculpt, all critique needed, i intend to texture and render it later. Im also curious about 3D printing it, anyone here have experience with 3D printing their sculpts? I know i have to simplify it quite a bit beforehand. Thanks
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File: 10.1.2017(2).jpg (746 KB, 1920x1080)
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Base of a lighthouse
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>>547129
kewl
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>>547052
Impressive
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>>547106
Depends, you can just send me a pm on slocik.deviantart.com or googleslocik on skype

>>547123
had some stuff printed but i never did printing itself
just use decimation plugin, and depending on the printing software you might have to manually merge and hollow the sculpt out, but some software can do it for you now
i dont like the long face the most, i would squeeze it down vertically and made the forehead bigger
>>547129
looks like chapel not a lighthouse where they build stuff like this?
>>
https://youtu.be/q9eXxppd390

Rigged pretty much done, aside from the clothes
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>>547143
anorexia ?
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>>547144

I blame the angle and wide hips
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>>547133
Thanks, ill try it out once i get back from work. Also, since i have never done any UV mapping, should i first merge all the subtools into one? Tried unwrapping after watching tutorials and UV master kept on crashing.
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>>547143
>>547145


Now with clothes

https://youtu.be/22vpGl2G6Lk
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>>547161
Those arms looks quite robotic. Need some bend in the elbow and more overlap in the arm sway. Did you model the body or use a base mesh?
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>>547164

Started with a sphere in Zbrush.

That animation is just a rig test, to make sure things deform properly.
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>>547167
a walk animation is not a very robust rig test.
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>>547156
Why unwrap?
You shouldnt be unwrapig dense models, it applies a lot of performance heavy relaxing and averaging modifiers, it will take for ever o a dense mesh, try staying under 100k
best would be to just zremesh, then uv map, then divide up and project back details
>>
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Currently working on this fatass. I'm doing a Metroid diorama with the final bosses and shit.
For now I have this Samus

https://sketchfab.com/models/d60c799de3bf4bdebadaec66be9379b7
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>>547174
Dont i need to unwrap before i can texture though? Im gonna use 3Dcoat for texturing. Thanks for the tips
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File: ItalianInterior.png (1.47 MB, 1904x1002)
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Added a point lamp fast so you can actually see shit, because lightning isnt done yet.
Any opinions ?
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>>547183
pay attention to scale; everything is either too small or too big(that mouse and socket compared to the monitor for example). take or get some basic measurements to get an idea.
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>>547183
In addition to >>547183, get yourself a "reference human" in your scene for scale. You can either export the zbrush demo soldier at 0 subdivs (if you have zbrush) or download any free human model. If you feel too lazy to do even that you can simply make a cylinder that's 1.8m high, but I find having something with arms and legs to visualize is better.
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>>546945
this looks hilariously bad
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>>547053
you forgot to model its genitals
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>>546988
I think that everything besides the jaw and mouth looks great. Fuck da haters.
>>
File: ItalianInterior2.png (2.17 MB, 1904x1002)
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>>547185
>>547190
The mouse is as big, at least how I think it is :
http://history.info/wp-content/uploads/2015/11/800px-The_Apple_Mouse.jpg
But what about now ? I have no Idea how I will make all the textures or how I will look tha ceiling or the walls looking good
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>>547212
fuk my english I am having a headache, part of the reason I have time to model
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File: NEW.jpg (569 KB, 1920x1080)
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The most realistic cell membrane model you'll ever find... maybe
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>>547218
our cells are protected from the outside world by billions of micropenises. really makes you think.
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>>547218
Let me know when you have modelled the molecular physics
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>>547053
How many poly does this model have?
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>>547240
body?
a bit under 4mln
all parts with clothing almost exactly 12mln
>>547182
there are some non uv methods of texturing but will depend on your 3d package
still, doing a simple unwrap is as easy as picking few edges here and there, and zbrush uv master automatizes even that
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>>547220
>the molecular physics
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>>547219
hahaha
>>
>>546884
There is no real sense of weight in this animation.
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>>547218
Do phospholipids really overlap like that? never seen that in any of the models.
also, what program did you use and where did you get the molecular structures? this looks pretty good.
>>
File: MCprogress_25.png (512 KB, 647x801)
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Finally got the displacement shader to work. It renders 1.6 mil polygons but the actual mesh in the viewport is 30k.
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>>547300
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>>547301
space jam bitch ?
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>>547297
Yes, the fatty acids of the upper and the lower do overlap a bit. It doesn't look exacly like my image. More like that: https://en.wikipedia.org/wiki/Lipid_bilayer#/media/File:7TM4_(GPCR).png

The scene is done in Blender, the structures are from www.rcsb.org and I use ePMV to import them into Blender.
>>
File: ItalianInteriorRender.png (874 KB, 960x540)
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Key to realistic Lightning ?
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>>547306
your lightning is fine. matter of fact id suggest to get over the basics.

high resolution textures, better texture mapping,proper scale,more render samples. better materials
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>>547307
yeah, I know. this is my first time using volumetric lightning in Blender, any tips for that ? I dont think rule of thirds or the sunrays color from the outside are good
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>>547308
lower the bounces,up the samples use light portals for efficiency.
for interiors its best for you to shut off global illumination
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>>547305
are there any good tutorials on this, or did you work it all out by yourself?
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>>547313
I worked it out by myself. Of course I watched a lot of non molecule related tutorials and applied this techniques to my scenes.
Its always helpful to watch random tutorials, while having the unsolved problems in the back of your mind. You'll stumble on the solution from time to time.
>>
File: MCprogress_30.png (261 KB, 652x798)
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Dipping toes in skin shading
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>>547358
Fun thing I've tried is multiplying a lambert diffusion shader with inverted normals over a normal dot with inverted output for a rim light that shows up more in unlit areas, like a stylized and cheap SSS.
>>
File: MCprogress_31.png (169 KB, 650x800)
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>>547361

Don't have time to implement anything too fancy, this is just the default Arnold material with red SSS
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>>547362
You're going to rig the lips right?
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>>547363

She's already rigged
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>>547363
>>547364
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>>547365
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>>547367
You better be making porn with this.
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>>547387
/b/ -- who is she ?
/3/ - >>547387
>>
>>547322
do you use ePMV/autoPACK with blender 2.78a, or do you use an older version?
i'm having difficulties installing the add-on
>>
This is one of my first models.

I'm not happy with how the legs connect to the torso, any recommendations?
>>
Anyone want $350 for making a 3d enviroment I can use for static videos? I've made all the assets, I just can't render the fucker.
>>
>>547367
Damn, are you a pro?
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>>547397
I use 2.76 for ePMV. 2.78a didn't work either.
>>
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>>547424

This was my previous attempt at making a face.

And no, I'm just a student.
>>
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>>547424
>>547441

I honestly don't know how I pulled this out of my ass
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>>547300

nice work man.
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>>547445

Thanks man
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>>547426
thanks, 2.76 works for me too
>>
File: FB_IMG_1484199937262.jpg (38 KB, 546x819)
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WIP. I'd like to upgrade my rig so I can do textures and stuff in substance designer and subdivide higher in Zbrush for more fine details.
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>>547465
jesus christ i remember when I first started working wit displacement maps
>>
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>>546962
>>547539
also WIP
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>>546988
You forgot to give him eyebrows.
I suppose /3/ is just a bunch of pretentious idiots who don't know what they're actually talking about, kek.
>>
File: Mangia Retanto WIP 001.jpg (1.21 MB, 3000x3000)
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her body is ready...
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>>547555
...for texture painting
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>>547555
>>547556
Bigger fattier tits for Thick Chick.
>>
>>547557
nah, she's supposed to be a natural beauty
>>
>>547558
Not with tits like those, they're supposed to be fat and saggy.
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>>547559
I can still let them grow and make them sag when the model is rigged. Me thinks
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>>547555
did u model with ref?
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>>547559
Well, on a second thought...

>>547561
Ehm, why?
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>>547566
because the body don't distribute fat like that.
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>>547567
Ah, all right! Well then you have your answer, LOL!
>>
>>547569
join us

https://discord.gg/kQuGc37
>>
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Making a sloppy outfit. Just have to rig the hair and make the morphs to fit the jacket and skirt to each other. Then textures.
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Now with hair and ear bling
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>>547566
Oh my fucking god, you're still here.

Are you still getting kicks out of trolling these fuckers?
>>
>>547423
Well, hello there. What exactly do you need?
>>
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>>547586
I am never trolling
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>>547218
what are you actually making this for? are those receptor proteins in the foreground?
>>
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One of the first things i did in blender, is there any method that can speed up the modeling process?
Dont want to fuck it up but i feel there could be a way to work faster rather than adding every face individually. Also how hard willl it be to export the model with its rig and textures to UE4 once its finished?
>>
>>547576
looks cool, whats it for?
>>
>>547596
It's going to be an animation about the receptor in the foregraound and about the pathway this receptor triggers.
It's a HER2 receptor (left lighter blue) paired with an EGF-Receptor which has captured a EGF (glowing red).
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>>547602
that topology looks pretty bad senpai but the shape is nice.

you have to find your workflow man, watch tutorials and shit.

it should be relatively easy to get stuff from blender to ue4, just watch some tutorials.
>>
>>547581
The arm bands and shorts aren't actual geometry and that's smart as far as your polycount goes, but I think it'd look better with separate pieces that have a bit of volume.
>>
>>547602
model it at a much lower polygon count then smooth it to get your final result instead of starting at that density, it's much faster
>>

▲▲
>>
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Did some simple animation in maya, can I have any feedback please?
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Here's my weekend's work, still needs work but it's getting there.
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>>547661
the ideas work. weigth and timing is off.
too slow in general i would say. the bounce at the end shows it really clear. work on the curves
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>>547666
Thanks man! I tought he was too slow aswell, im going to change that
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>>547661
its fucking awful
>>
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Been working on this.
Realized that I modeled to many pieces at the bottom. Not sure why I didn't realize this sooner.

I'll address this.
>>
>>547646
want to keep it low poly though.
I was planning on make the polygons look visible in UE4 with some nice shading kind of like Redout did.
>>
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meme forklift for environment im putting together
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>>547694
the obnoxious chinese lens effect isn't helping the render, can't even tell if you gave everything sharp edges

i hope you won't be putting that effect on the final render with the environment you're working so hard on
>>
>>547701
that's completely different render than what ill be importing to, but thanks for the advice
>>
>>547611

It's clothing for Daz Studio for a chibi figure I made.
https://www.sharecg.com/v/84173/view/21/DAZ-Studio/Chibi-Figure-Lolo-Hai
>>
>>547694
looks like some picture under water
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>>547694
>This obnoxious abuse of CA will definitely cover up my shoddy textures
>>
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Working to find a good way to create grass and flowers
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>>547722
...and some procedural rock shader
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>>547722
>>547723
awful uncanny valley shit
>>
>>547723
>>547726
probably looks like shit because it's lit like shit
>>
>>547726
>>547737
Such goddamn pretentious critics here. The work is great and you fucks need to put-up or shut-your-cum-gargling-cock-pockets-up.
>>
>>547740
no, that material could look much better if it was lit more interestingly, ambient-only diffuse is one of the hardest lighting setups to pull off in realtime
>>
>>547740
You his boyfriend? Learn to take criticism you faggot.
>>
>>547740
its not personal faggot
>>
>>546953
Listen don't get me wrong, you're a fantastic artist and all that, but why do practically all your characters have like 7-8 fat percentage and their muscles are always activated. This triggers me.
>>
>>547675
Wonder to say why?
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>>547761
It's obvious.
>>
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next step clothes and better hair
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Any tips 3ros?
>>
>>547661
For animation you'll probably want to go to the /ic/ animation thread, or really just anywhere away from /3/.
There are no animators here, or if they are here, they don't post often.
>>
>>547662

Pretty good for just a weekend.
>>
>>547662
pretty bad. you should take some cues from this guy >>546945
>>
>>547782
don't forget to model the pussy
>>
>>547690
that's why i said to model at a very low poly count to begin with
>>
File: WP3D_MP40_LPT_persp_1.png (1.17 MB, 1920x1080)
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mp40
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File: WP3D_MP40_LPT_persp_7.png (1.1 MB, 1920x1080)
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>>547835
>>
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>>547837
>>
>>547835
>>547837
>>547838
chilidog?
>>
>>547842
probably not
>>
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How do I constrain/clamp/track or otherwise limit a bone's rotation to only specific increments or orientations?

Want torso bone to fit in only 3 different angles. -70.5, 0, or 70.5 only.
>>
>>547835
>>547837
>>547837
>>547838
>>547835
>>547837
>>547838
>>547837
>>547835
>>547838
>>547861
heil hitler>>547658
>>
File: Vroom vroom baby.png (3.61 MB, 1440x810)
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Working on another wallpaper/image.

It still needs work, but I'm really liking it so far. It's got a different look than what I usually end up with. I haven't really worked on the sky or post yet so who knows.

The portal thing will have a different image, for now though I'm just using another image I made.I'll probably have it lead into some slick city streets or something cool like that.

Still fucking with the motion blur though. It's a bit different than what I'm used to with a camera. It blurs before and after which is weird. I intend to dial it down a bit.

But yeah, this is what I've got so far.
I wouldn't mind any ideas you have to spice it up as well.

Captcha
>Road Closed
Sheeeeeit
>>
File: bigwepon.webm (2.87 MB, 720x404)
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Trying to convey power without actually lifting the feet so the animation can be potentially recycled combined with running animations and whatnot.

Also messing around with fumefx.
>>
>>547591
;)

I do admire your perseverence though.
>>
>>547866
Pretty cool, man! I think there is a way to make the motion blur work only before or after.
As for suggestions, I think a little fog would make those mountains in the distance look better.
>>
>>547880
Looks good overall, but the muzzleflash is too yellow and the shape looks wrong. In pure daylight it would look way more like smoke and it would expanding faster.
Smoke afterwards looks good.
>>
>>547887

I considered making the entire muzzleflash on fumefx, but I also wanted to make something that could be used on a game engine (the flash at least), hence the shitty 2 frame sprite. Gonna have to color correct it, you're right. And work on the sprite animation so it looks more like expanding gases and not a single frame of fire.
>>
File: 0001-0170.webm (1.64 MB, 1920x1080)
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Making animation for a mod for Arma 3.

Also discovered the new PBR stuff Blender can do.
>>
>>547897
Good god, I haven't played arma in a while, but is that the default FOV? Looks like a skater about to shoot up his high school.
>>
>>547880
That's actually a really great start. I think the return/drop after the initial recoil could have slower transitions - I'm thinking of the animation curves used to show heavy objects/characters, and how movement there needs to build momentum before reaching speed - while graceful movement accelerates quickly.

I'm really not suggesting a big change, just a little slower initial acceleration on the drop - like the robot is fighting against the weight of the gun by trying to keep it in the air, cause right now it looks like he's purposely pulling it way down.
>>
>>547782
These look great dude. What material is that btw?
>>
File: plasmaVesselProgress_4.png (268 KB, 474x793)
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Last prop ready for the short
>>
File: plasmaVesselProgress_3.png (318 KB, 719x729)
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>>547903
>>
>>547899
No. that is 90 in Blender

This is 90 in Arma
>>
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>>547902
Thanx man
IDK it's some random material I downloaded I do't remember where from, but I downloaded many many materials and put all of them and now I have too many of them and some are shit :|

anyway here's some little refinements I did today
>>
>>547885
Thanks!

Yeah I think I've figured out the blur problem. I had it on "center on frame" which I guess was the problem. Now I just gotta get a feel for how the shutter speed influences the stuff.
As for the fog, that's definitely part of the plan. I usually do that sort of stuff towards the end.
>>
>>547910
looks like a fucking shemale
>>
File: ricky.gif (17 KB, 218x395)
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novice here with Ricky from TPB
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>>547904
All assets now complete
>>
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Excited long cock
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>>547880
from a realistic standpoint, watch a soldier shoot a sniper while standing. They will have a wider stance. That's not to say because they wouldn't move like pic related. They would, but that's not tactical. You don't need movement to convey power. If you have a robot that has a wider stance only keep back a little bit. You would be able to tell it's powerful because he needed that type of stance to apply the opposite force the gun is going to. It just makes him look silly like he doesn't know it's gonna be that strong of a gun. I'd suggest making the stance more secure and having less movement you'll then have a more realistic looking powerful motion. Good start
>>
>>547880
Why would a robot need to squint?
A one eyed bot at that.
>>
File: compilation.jpg (1.15 MB, 2189x1399)
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Done with making the assets for my student short, time for the storyboard and animation.
>>
>>547951
Oh shit didn't realize those were all you. It's looking pretty good overall
>>
>>547951
Damn isn't that jet ski thing like 2 years old by now? Are there no assets for the environments? is that a drop pod? if so where's the jet ski stored? if she's going to ride that thing shouldn't she be more clothed and have goggles or a helmet?
>>
>>547958

She's riding it in more of an emergency. It drops from the ceiling from an hydraulic lift.

The drop pod is actually a cloud vacuum. >>547903
Pic related you can see the handle.

Also, there's not really an environment. The third asset from the top row is a suborbital station. Each bloc is an habitation module
>>
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>>547866
I just couldn't resist animating it.
I had the need, the need for speed.

Still wip (and a tiny as fuck test render), but it's turned from being a still, to hopefully a pretty neat animation.
I'm going to have it loop back when it goes through the portal at the end. Like a droste effect or something. So the clipping at the end won't be in the final.
>>
>>547950
lower the aperture, thus reduce dof :) his eye is just a camera
>>
>>547904
>>547903
The edge damage is terrible
>>
>>547951
Please don't fuck up the animation. Its looking great so far
>>
>>547979
Yeah, I ran out of time for that prop. I had to pump it out in half a day
>>
>>547951
Hey, if you remember i gave you shit because of the walls. You uploaded a file, i took a look at it, but then life gave me shit and i forgot about it.
Just got out of a 3 week flu, now my PC (desktop) died and i am nearly broke.
I did had the intention to help, but things didn't work out.
Sorry.
Good luck with your project.
The Character looks fine.
>>
>>547951
Anywhere I can follow your progress? Would kind of like to see it when it's done.
>>
>>547959
how is it a suborbital station? doesn't a space station allways need to be in orbit? suborbital would mean that it's going to land or crash after a short time.
>>
>>548041
"sub" means below fyi
>>
>>548042
this is exactly what i'm saying though.
sub-orbital = below orbit = object doesn't orbit the planet and therefore will fall back down to the ground.

pic related. A and B are sob-orbital, C and D are orbital, E is leaving the earth.
https://en.wikipedia.org/wiki/Sub-orbital_spaceflight
>>
>>548045

It's not in orbit. It's just above the clouds, floating, still in the atmosphere.
>>
>>548029

Well, since I'm done making assets, I won't post much until the actual short is done, 4 months from now. Might make a pin-up shot of the MC with the props and bike soon.

https://www.artstation.com/artist/xenosfighter
>>
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low poly ak and submarine. Gun is pretty much done, but the sub is missing a lot of details.
>>
>>548061
what the fuck are you designing for, gameboy? since when is the front sight on an AK a fucking toblerone?
>>
>>548047
Make sure to post nudes :^)

for the topology.
>>
>>546881
one piece wooden flooring? I don't think what you're describing exists outside of, like, unfinished plywood subfloor that is supposed to be covered up with something nicer. Feel free to provide photos to prove me wrong.

I've also never seen door frames protrude that much from walls. I think you need to look at more references.
>>
>>548070
laminate made to look like real wood flooring looks like that
>>
>>548073
No laminate I've ever seen. Show me an example.
>>
>>548070
they airbrushed it :^)
>>
>>546955
>>547365
>>547581
Lookin good. The weave of the tank top's fabric is way too big and thick. Looks like a knit sweater, not a lightweight fabric.
>>
File: ItalianInteriorRendered2.png (3.14 MB, 1904x1002)
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Ik textures are still fucked for the most part, but what do you guysy think
>>
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Am I unwraping the UV's correctly? Or will it fuck up later when I texture it.
>>
>>548146
if it looks gud it is gud
>>
>>548146
Unwrap itself looks fine, buy you could probably optimize the layout of the UV, especially if the textures are repeating, to save on texture size. Unless you were going to do that anyway, then disregard.
>>
>>547968
fuck i really like the concept !
>>
File: substancekillme.jpg (522 KB, 959x865)
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Working on a dirt/forest ground substance in designer. Opinions? (This is only normal and occlusion I have so far btw.)
>>
>>548146
I unwrapped literally this model the exact same way you did, and the bake fucked up a lot around the bottom part. If you have hard edges you gotta separate them into more UV islands, otherwise the bake is gonna be fucky as shit.
>>
File: Prisms_1.3.webm (1.31 MB, 384x216)
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>>548189
Thanks!

I'm taking it step by step, it's pretty fun working on.
I'll probably do some more in the future.

Here's the newest iteration (and slightly bigger).
I plan on fixing up the fade transition. Make it look more portal like somehow.
>>
>>548209
Thanks senpai, I'll do that. Wanted to try avoiding that same issue.
>>
>>548209
Found a thread on polycount that seems to be discussing what your talking about.

Good to know!

http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
>>
>>548190
the stuff you have is alright. you just need more shit in ther
>>
>>547910
looks like a fucking trap
>>
>>548213
if the car drove straight it would hit nothing.
>>
>>548190
That's way too flat, it makes these branches feel out of place. Pebbles are fine but it needs some very large scale irregularities.
>>
>>547968
I'm loving it!
It'd be really cool if the car could use one of those blocks as a ramp and then it drifts a little bit when it lands, just my two cents.
>>
>>548241
>>548213
I didn't even see your most recent post lol
>>
>>548226

That wouldn't be fun at all, now would it?
Besides, the real reason for that is that I wanted to preserve that sight line from the start point of the animation to the portal. To build some type of anticipation.
>>548241
I can give that a try. I've been meaning to get some kind of verticality in there.
>>
>>548118
if you were going for a 90's cg look you nailed it
>>
>>548275
it's way too noisy for that, how the fuck do you get this much noise with such shitty render settings
>>
>>548324
Judging by the light shafts coming from the "window" it seems they're messing with volume shaders, that's a noise factory right there.
>>
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Anything obviously wrong with her ?
I'm aware that hands and feet are fucked currently but that is because I haven't subdivided her enough to have enough resolution to start working on those.
>>
>>548387
quite the opposite. you should move geo around when its still lowpoly. higher subd is for surface detail
>>
>>548387
The knees are too low. upper arms look too short.
>>
>>548394
Alright, thanks anon.
>>
I set out to do a cartoon zelda portrait but I think her face is starting to look like the blonde woman from westworld slightly
>>
>>548399
forgot pic
>>
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>>548399
>>548400
dropped pic again. trying to operate browser with tablet
>>
>>548401
i didnt know zelda had man eyebrows and nigger lips.
>>
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rigging is the bane of my fucking existence, but it's actually surprisingly fun despite how primitive my rigs are so far.

What's some cool generic functionality shit that I can add to a biped rig which will make animating easier?
I was thinking about a spline control for the spine, but I don't really even like to animate with those. They feel clunky, plus I only have two spine bones anyway so it defeats the purpose.
>>
>>548402
they gave her thic eyebrows the latest game. as for the lips, i don't see the issue.
>>
>>548401
She doesn't look facially like the new Zelda at all, needs to be less gaunt.
>>
>>548414
thanks, I'll try to give her puffier cheeks. Too used to same face.
>>
>>548401
The philtrum is also too pronounced.
>>
>>548401
>>548416
it sounds like your gonna mess up and make her cheeks too fat to compensate for the ludicrously pronounced jawline you gave her. Dont add more cheek, just smooth out that jaw angle, and probably raise the chin a bit
>>
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>>548234
Very large scale irregularities? on the dirt itself or you mean like on the pebbles? or actual rocks?
>>
File: Head22.01.2017.png (1.32 MB, 1904x1002)
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Am I preparing color map right? I just added some spots, luckily normal and AO maps adds a great deal of detail but it feels empty..

Are there any techniques you can suggest?
>>
>>548445
i always paint with shadeless material. that way i can add the highlights and shadows easier.
>>
>>548444
I mean that if you look at dirt in nature, it's not gonna be super flat - while what you've got is better with color (and the color helps blend in the branches), it looks closer to undisturbed wet sand with pebbles than dirt.

Take this photo of dirt for example. Even though this dirt is fairly "flat" (it's not hilly), it has a lot of small variations in the earth itself (not just pebbles). There's little bumps, ridges, areas that are fairly flat and areas with a lot of granular noise.

I would revisit the base material under your branches and pebbles, and mix a couple noises until you get some nice variations that read well on your normal map.
>>
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>>548447
Damn you're so right, I really "underworked" the base dirt. Pic related, I pretty much did nothing... Will definitely work on that.
>>
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testing some new material nodes in cycles.
there is acrylic paint,grass,stone you name it
>>
File: Wanda Full Hair WIP.jpg (1.13 MB, 3000x1823)
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modeled the hairdo now
>>
>>548467
nice ssbbw lad. too bad this is a blue board.
>>
>>548468
ssbbw?
>>
>>548469
:)
>>
File: zelda5.png (3.28 MB, 1281x894)
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>>548443
Yeah, that's what I tried to do. This is what I came up with. Thanks for the suggestions.
>>
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>>548504
Looks much better. I'd suggest making her face a little rounder and spacing out the eyes more.
>>
File: Captura.png (297 KB, 1279x986)
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My first hardsurface project, following some (bad) tutorial.
>>
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>>548512
I like the eyes but the nose for some reason doesn't sit well for me i think it might be to wide on the bridge but the tip of the nose i think needs to be a bit wider
>>
File: ZBrush Doc2ument5.jpg (485 KB, 1800x1100)
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a quick study or something, dunno
maybe i will finish it maybe not
>>
>>548504
lower the face a bit in the head, other than that looks fine
>>548467
man, tell this is for skyrim
>>548387
a lot, you need better anatomy refs and more focus on anatomy here
>>
>>548581
Slocik, my friend. Are you back from your trip? And could you please respond to me on deviantart.

love
- Rob
>>
>>548559
show topography
>>
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A pyramid and Geo hemisphere buried under some fat stacks of modifiers.
>>
>>548580
Looks bretty good m8, make sure to post the finished sculpt.
>>
>>547897
>>547968
Could you imagine an infinite racer where you have to avoid shit over and over with that style?
>>
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>>
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How am I doing?
>>
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>>548693
Clearly I could :^) I made it from my imagination.
If anything though, I'm pretty sure something like that exists already, or at least in some form.
Neon drive comes to mind (pic related).
Though it's not really the same.

http://store.steampowered.com/app/433910/
>>
>>548720
>I made it from my imagination.
Yeah, you didn't copy the 500 thousand identical wallpapers at all.
>>
>>548722
Imagination doesn't mean original, you can imagine things in a pre-existing style.

Weird thing to be salty over.
>>
>>548724
>Salty
No need to get defensive.
I was merely pointing out that you literally copy pasted the exact thing that has been done before.
You even used one of the wallpapers in your picture.
>>
>>548725
Pointing it out with your snide remark, you mean.

You don't get to take offensive to being called out on acting like a passive aggressive bitch, especially when you keep doing it. "Literally copy pasted"?

And it isn't my render, anyone can see you're a little bitch with a shitty attitude.
>>
>>548726
Lel. Weird thing to be salty over, breh.
>>
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More stuff for Arma 3
>>
>>548722
I guess you couldn't figure out from my cheeki :^) that I wasn't being serious.

Clearly though, I've triggered your autism and for that I apologise. I must have hit some deep set emotion that pushed you over the edge.


To the other anons that aided me, I thank you.
>>
>>548730
>I was merely pretending
Bro....
>>
>>548731
I wasn't pretending. It's called sarcasm.
I'm not dealing with your salt m8.

If you literally can't fucking tell by the :^)
then I don't know what to tell you. Should I have used XD ? So you had something to compare it to like your deviantart friends?

It's ok, I forgive you.
>>
>>548732
This is getting real sad now. Why do you keep responding with such immense butthurt?
>>
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>>548733
Fuck you got me.
Why you gotta shit on someone trying to have fun and make stuff.

But before I get back to work.
I should also fix a few points.

>you didn't copy the 500 thousand identical wallpapers at all.
>You even used one of the wallpapers in your picture.

I made that too.
And a few other synthwave papes you've probably seen around.
>>
>>548734
I'm not even the same guy. Also, thanks. I used that pape a while back.
>>
>>546884
This is technically excellent, but man I hate modern Transformers
>>
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>>548722
you know, originality is a myth perpetuated by the shitty modern art movement of the 20th century whose only real purpose was to try to be as random as possible to appear 'groundbreaking' and 'original' to dupe commoners out of their money
if something truly appears original to a person, that only means they haven't seen the things that were copied to create it, so to degrade someone for not being original is just very silly
>>
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someprogress,
I'll add some sci fi things here and there and then I'm gonna paint textures/etc
>>
Been working on this along side a tutorial.
It's a grenade, with edgy textures.
>>
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Oh yeah here's the image.
>>
>>548756
Coolio, looking forward to the textures 3ro
>>
>>548747
Except I didn't degrade him for not being original. Merely for implying he was when he clearly wasn't.
>>
The bake on the Elysium Grenade has a few issues but for most part it worked out.

Noticing something fucky is going on at the bottom of the spoon, and there is weird waviness on the bottom cap.

Going to see if I can figure out the issues
>>
>>548777
s p l i t i s l a n d s

it's wavy because you unwrapped all those hard edges as one island
>>
>>548775
I wasn't trying imply anything.

I was cracking a joke, not even a joke really.

>can you imagine a game like this?
To which I responded yes, I could imagine a game like that, seeing how I had already used my imagination to make the scene already.

Hence the:
>Clearly I could :^) I made it from my imagination.

And then I gave an example of a game that was similar.


Then you or someone else (not really sure who it was at this point) decided I was trying to be snarky or something.
Another anon gave an argument against that. Then they had a back and forth.
Shit blew up for no reason, I came back a little later and tried to rectify the situation by clarifying what I meant (albeit with some language).
Then shit started being taken out of context again.


I didn't mean for it to be taken in the wrong manner.
I wasn't trying to claim that I was some super original dude or anything. This type of art is saturated in cliches and all sorts of nods to other media. It's a bastardization of retro culture that's taken on it's own form. It's a style that I like, and making art in the style is a fun way for me to pass the time.

This is the last post I'm (hopefully) going to say anything about on the matter. I know it's kind of long, but I hope it'll at least clear some of it up. I don't really want to argue on a Chinese Runescape gold-farming board.
>>
>>548781
Think I found the issue, my low poly isn't the same size as the high poly in a few areas.
>>
>>548703
pretty good. i couldn't tell if this is a photo or not.
are you doing this for something?
>>
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>when a texture looks alright in regular view but completely different in render
The trim is supposed to be darker than the body.
>>
>>548756
Something about the pants leg is bothering me but I can't figure out what. Something about it looks strange
>>
>>548824
I'm submitting it as part of my application to pixar.
>>
>>548838
Looks very flat. Needs better lighting and more work on the textures to get them looking differentiated. Roughness maps and bump/displacement maps in particular.
>>
I made a decal in phootshop, then imported it as an image/alpha into substance painter.
I then clicked and dragged it onto the model, and it turned very dark.

I did the same with a flat white image, and it then turns fairly light.

I'm having difficultly figuring out what exactly I did.
>>
>>548883
You changed the environment map.
>>
>>548888
The quads don't lie.
Thanks, anon.
>>
I think it's done, took around 2 weeks.
A fair amount of fucking up along the way.
>>
>>548898
Your lighting is way to dark..
>>
>>547694
stop ruining CA for those who actually use it well. I'm fond of CA but all this ridiculous use of it is creating hostility to it even when used moderately.
>>
>>546940
Doesn't every 3D program have auto-retopology now?
>>
>>546864
>>546893
Do you have a link to a video/tutorial/book on how to do this?
>>
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>>546863
What do you guys think? I'm making a Westworld VR experience. I'm mostly a hard surface modeller but I thought I would try my hand at MudBox.

I've been staring at his head for like a day straight and I'm not sure if it only looks like him because of that, or if it actually resembles him.
>>
>>548898
looks good man
>>
>>549392
DELoRuiS IS ReaLS I TElls TOu WHASt
YOu FilthY 3D HuMaN
>>
>>549577
Yes
>>
>>548070
im not even a carpenter and i know what veneer is

kys
>>
>>549612
also inb4 cease and desist
>>
>>548324
It's a viewport render, he probably has the samples set really low.




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