Fish Wheelie EditionOld Thread:>>546863
Still working on Duke
>>548927yeah? let's see you post accurate and constructive feedback that explains to the anon exactly how he can improve
>>548928cgpeers.to you cocksmoker
>>548928other than the wrists being bloated as fuck all the muscle groups are fine and dandy. you should kys
>>548935>>548934i hope both of you get cancer
Nothing really challenging but fun to experiment with various materials and render options.
>>548926>>548935looks like doom 4
>>548926The pectoralis major to Deltoid division is too deep and too close toward the armpit. The anterior and lateral deltoids should be longer as they get closer to the humerus, it looks like his tendons snapped. The clavicals are too extreme on both sides, they do not protude like that, smooth them out on the outer side that is facing the camera.The humerous should be slightly longer than the ulna and radius, the bicep should also be a bit longer/slimmer following that.The rest of his arms are unrefined, do all that and come back with progress pics.
>>548944good shit senpai
>>548944quick, put the anatomy in the bag and nobody gets hurt.
>>548963It already is.
>>548927I'm sure your anatomy is a bit off too
>>548926Looks great to me, i like it
Started working on a scene featuring several homosexuals in space.
I could do anatomy fixes on your models for you guys if you put it as download. Then you can compare and contrast.
>>549002don't forget to stock em up with loads of the elysium grenade
>>549002Are they gayniggers by any chance?
>>549021what soft did you use
>>549022zoom in on the lenses and u can probably tell
>>549024nuh, blender cycles
>>549025looks like shit then.
>>549017The plan for the scene is to have 3 gayniggers and a white faggot trap boi.
I'm making my very own fluffy pony to love and torment in numerous pleasing ways.
>>549109looks like bojack horseman had too many poptarts
>>549109This is the kind of shit I come here for
>>549109Maybe sculpt some poopie for fluffie as well? Just an idea. Good job anon
Blockout is done for most part. Just need to add a few things, like the room on the left, the plant, lights, some pipes, books.Trying to think of an idea for what is going on with the window on the far side of the room.I'd rather not leave it blank.Perhaps it could be a screen that could display a variety of vistas. I can't imagine a window looking out into space would be to practical, or interesting. That's quite a challenge in it's self.Lots of interesting challenges to tackle. And a fair amount of content will need to be made. With this in mind I concluded that the homosexuals were adding to much ambition to the project.
>>549109Keep at it and you might catch up with Alioto in a few years.
>>549143craters of the moon seen out from window
>>549109I knew it was only a matter of time until this cancerous shit turned up on /3/
>>549109> he modeled the dick
>>549187why's that the weird thing when anon modeled the specular reflections on the eyes
>>549191Trying to copy Anime shining eyes. And god it looks cringe as fuck when badly done.
I learned how to do this todayI will get job in no time
>>549192>Trying to copy Anime shining eyes.Seems like the shit you would do in a texture though.Modelling it will look fucking awful once lighting and stuff gets thrown into the mix.
>>549193It's fun to play around. Next try to draw it using splines.
>>549194it can looks very good when you know what you're doing.
>>549197I can't read japanese.Are the spots textured white permanently?
>>549198Well, it's for a real life sculpt here, so yeah.
>>549200So what's even the point of raising them from the surface?
>>549201I guess it just looks better?
>>549201It gives the illusion of the highlight appearing from different viewing angles without it becoming flat.
>>549208I see.I don't understand that drawing though.Does he put a lens over it or is it simply implying that it gives the illusion of a lens?
>>549209Skipping the first chunk of text:(Eyeball drawing without cornea) Membrane ball of figure (?)(Eyeball drawing with cornea) Cornea ->Human eyeballAs shown in the figure, the pupil of figure is like drawing drawn on the pupil, it seems that the pupil has come out from an oblique view.Since eight(?) illite (lights?) can be formed on every membrane, it is made in a convex mold one step higher./endIt doesn't seem that they made an actual cornea, but they did raise the highlights out from the iris to the approximate depth of the cornea on a convex (sphere) bit of material for each. The eye drawings were just to illustrate that making a round eye and painting the iris and pupil on it were wrong because that's not how human anatomy is.
>>549187How else will it gib speciaw huggies??
Uh oh! Looks like this little guy's got some serious "huwties" coming his way!
>>549299There's got to be medication and behavioral therapy that can solve this.You could probably streamline the diagnosis process if you print these out.
>>549300He knows what he did and he knows the consequences.
>>549299>>>/b/seriously, fuck off retard.
>>549311seconded. my god, can you imagine being this unfunny and insufferable?
kitchen for a building I'm working on now, textures are placeholders, lighting now done yet.
>>549334Looks comfy, missing a sink and some outlets.
Can I have some feedback on my antz rip-off?
>>549384>>549381missing a set of limbs there buddy, but i think it looks cute
Criticize my DANK-10
>>549399retarded smoothing, hard edges everywhere, and you omitted essentially all of the important details. not really sure what you're doing.
>>549388I think it would look too much like antz if i give him 2 extra legs, but I may still try it for fun
>>549402if it's supposed to be an insect, it should have 6 legs
>>549381I know it's not a final reader my any means but work on the lighting. I should only take a few minuets to make nice studio lighting. You have an orange and blue light, that's good but the levels are off. Orange (sun) should be %100 blue (fill light) %50 and white (backlight) %20.Look up studio lighting rigs to get the positions.
>>549407his problems are deeper than lighting, anon
>>549407Thanks anon, I haven't got the time to get deep into lighting yet, but I will definitely follow your advice.
>>549408Fell free to trash talk my model, I'm here for this!
>tfw u make bad poopies on daddeh's floor and he cuts off your legs
>>549415very edgy, anon.
>>549415fuck off back to /mlp/, ok?
Trying to make a low-poly character, sort of comical with huge torso but small legs, I'll focus more on texturingHow is it looking by now?
>>549438hek pepe ftargnh
>>549438the lighting is hilarious
>>549438Hard to tell. Keep at it
>>549445Are you using a model sheet or you just go yolo?
>>549447This is more of a exercise, so I'm not following strictly the reference (which is just a quick sketch I did)
Kind of a gay question, but how do you remove this ugly noise? I use Arnold btw.
>>549381>>549384The antcock needs to be bigger.
>>549455Why are you using Arnold if you're too stupid not to read the documentation or look up ANY tutorial? It's the most basic thing. It's like asking how to change the resolution. Use more samples. Either by using more Camera AA samples, diffuse samples or samples in your light sources, or a combination of the three.
>>549455You are missing a light bulb.
>>549458Holy fucking shit! I was just changing the light samples and I couldn't find the Camera AA samples there. Yes I'm a paraplegic in lighting.
playing with modifiers
>30 hours rendering on my toaster>I forgot to disable the BG, so now I have no alpha channel info.>have to re-render again tonight.
>>549473just re-render the alpha ffs.. or without any materials and lighting
>>549474This.What the fuck are you doing?
>>549474Well crap, good point.I'm still very new to compositing, but I'll try something like that FOR SURE.
>>549473Was that one frame rendered for 30 hours? If so, you need to fix your render settings unless you're on a Pentium from 2002 or something. If you did a sequence that rendered for 30hrs, remember to take a look at the first frame after its been rendered to make sure everything's working.
>>549468To be fair, you should increase the diffuse samples before the Camera AA samples unless you're planning to render in DoF or motion blur.
>>549479>remember to take a look at the first frame after its been rendered to make sure everything's working.Yeah, my bad I really should have done that.Took 30 hours to render 360 frames(13 seconds of footage @ 30 frames per second)
>>549540I wish he would try to kill himself (and succeed)
>>549540AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAWHAT THE FUCK IS THIS SHITWHY WOULD SOMEONE DO THIS
small update on the kitchen, any more ideas?
>>549580Can you randomize the rotation of X Y and Z on the titles? My shower wall tiles aren't all uniformly level or flat, it's more organic.If the counter is marble or something else cut then the edges will be beveled but it won't be perfectly smooth, it'll be like a 4 or 5 face bevel and those edges are smoothed. Otherwise it might be some other material and then a thin strip glued to the edge, like a higher quality version of those particle board desks from school with the plastic or rubber sides.The gap between the faceplate and the section with the outlet holes should be larger and wiggle it a little. The tall thin holes seem too thin also.On the fridge / freezer you should be able to see a large rod between the two doors where the doors hinge.Add a circular faceplate of sorts at the base of the sink faucet to cover up where a large hole would be to route the faucet piping through. The sink edges don't go out far enough either, it's essentially resting on what appears to be almost one centimeter of material.Right now everything's too exactly cut in, give everything more room to intersect, loosen it up, and jiggle the contents.
>>549580>>5495821. bevel your shit2. why are the tiles like this? the gaps between them are just painted in the diffuse tex, dafuq? also they read very poorly (not at all) from far away, this could be solved by giving them bump and actual material properties but they could also stand to be bigger, and have bigger gaps between them3. please send me a photo of a faucet that looks remotely like this, it looks like someone modeled it with NURBS back in 1995 and then shrunk it to half size
>>549584sorry for the bad quality picture, but this is the type of counter top I'm going for: it’s that cheap fake wood MDMF stuff. the procedural texture I’m currently using does not allow tile rotation variance but it’s just a place holder anyway, I make a note to randomize the rotation of them for the final one.Thanks for the other advice, I've made all those changes. will upload a pic when it’s done rendering.
>>549588what render did you use for that???!
>>549587>>549584it's hard to see because of the noise filtering, it filters out all small detail. All of the textures are just place holders. I should of mentioned that, my bad.Profile of a tap coming in a few moments.
>>549591this is a photograph :)
>>549596The LOD is not important because it will be seen far away anyway :)
>>549596that's an outdoor spigot, not a kitchen faucet
>>549605It's Red Green's kitchen.
>>549596That's not a kitchen tap.
>>549604>calling others autistic when making a post like thatHilarious.
God damn it I get so FUCKING HARD FROM THIS SHIT3D CREATIONI CUM FOR YOU
>>549605This building is in the fevela, Brazil. The kitchen is made of second hand reclyed parts gender there ware on the cabinets and shutters. The point being that im sure any kind of tap would work regardless of design. Aside from that I've seen very similar designed taps inside British homes so it's multipurpose
>>549649the mindfuck didn't even start
>>549637Why are you making that? What is your project?
>>549649Those proportions are a bit off man.
Wew not doing so well on the high poly. Think I need to look at some more tutorials.
first post in 3dcg. im guessing this is the thread where you post random shit you made.so i made this. gotta texture it now, but all the materials for steel and iron just seem bad. im procrastinating cuz i dont know what to do.
>>548925Low poly for my minecraft mod
>>549707this is the fish wheelie edition sorry substance painter isn't allowed on the fish wheelie edition
I'm already immersed in your fully realized worlds!
>>549758Thats not "low" poly. But its nice.
>>549758Yeah, unless that's for normals that is very high poly.
>>549800nah its 2 million Tris highpoly going to be baked onto a 35k Tri Lowpoly mesh
>>549809>35k Tri Lowpolythat'll look right at home in the world of 12 tri blocks
Would it make sense to break this sofa into 3 parts like so to add more detail/support loops? I'm having trouble adding support loops for turbosmooth.
>>549820Have you tried creasing?
>>549820don't model all these detailsoaters forniga lot of this shitgger, you can use floate
>>549820>model each individual sofa part>model the path that seal the fabric ontop>sculpt detail with subdivisonthat's what i do. its not great. but archviz niggers are experts in making couches/beds so i would watch them do it
>>549822Gottcha, anon.This nignog right here explains floatehttps://www.youtube.com/watch?v=lupx4OwPfNs
>>549842>links to part 2Nigga...
>>548939cool lightsaber>>549473rendering goals, better than chappiealso r8 skeletal pls, for vr game on android
>>549866Needs moar lumbal/cervical lordosis.
>>549866needs more anatomy, looks like he's got no muscles
i made a mannikin to try an animation, and here's the animation. it's only with 1 sample on the render pass.hopefully the looping works this time
this is a 1,000 sample render of just the model. it's still grainy as shit though for some reason...
>>549916>wobbly camera movement.
>>549916People always make this mistake when new to CGI, keep the camera slow for fuck sake. Think about it like this: could a man with a tripod make the animation you made? Well unless your doing something very interesting with the camera (your not) if he can't you should't.
>>549917search up "blender fireflies" or whaever program you are using, fireflies are buggd renders mostly caused bypoor lightning. I think in your case the emitting light is too near to the model itself, rather delet them and test how it works with environment lightning first.
>>549866why is the lower part not moving
>>549604caring so much about fucking 4chan developing an religion about autism not realising being autisitc himself
>>549455light is too near to the wall
>>549955but lumion is already our queen
>>549951Arnold is not Cycles. Your knowledge about Cycles doesn't help in this case.>>549455You are using an physically implausible point light. Just don't. Use a meshlight or something. If there is still noise increase Camera AA or Diffuse samples (not both at the same time unless you know what you're doing).
>>549929i noticed that too, but how do i fix that? do i just manually try to create a smooth movement? because that seems very time consuming. or is there some way i can create a path for the camera to follow?>>549930ok, i can understand going fast all the time is bad, but wouldn't you at least want to vary the camera speed a little for interest? mainly the reason i spun it was because i wanted multiple angle shots, but i don't know how to do that without actually moving the 1 camera i have in the scene.>>549948yeah it's blender. i used a plane as an emitter for the light. that might be it. i didn't think about that. it is very close, so maybe next time i'll use a spot light or something or just move it away/lower its intensity.
>>549968You're a noob, you don't know shit.How about learning some basics first about cameras and how to use them.What is a long shot, what a wide angle, when to use them, what is the meaning of "crossing the line" and why you should not do it, etc...Also some editing basics.Telling you what to do is like telling a 3 year old how to walk. No matter what you do, without learning the basics it will always be shit.Also start with modelling, animation is like 3 years to early for you.
>>549968I'd look up some tutorials on camera movement. Personally I have no clue, but yes you can make paths for the camera to follow and control it's speed.
>>549968Dont ever move the camera like that.or on a path.Look at movies, shots are usually pans, dollies, zoom, natural and smooth movements.Never orbiting around an object like a madman.use more than 1 camera in static positions and switch between them.
>>549996i'm going to keep learning about camera and modelling and all that. i want to do it all at once though, because if i learn modelling without learning animation, then i won't know what pitfalls i might get into when i transition to animation.>>550003>>549998that's what i'm going to do next time i animate a camera, so i can get it to look better
>>5500051.ignore the nasty comments2.download a proper doll online3.learn how to use cycles
Is 4892 triangles good enough for a Unity game?
Still blocking out all the propsJust a fisher who hunt mutant ugly stupid dolphine
>>550034as long as they're all going to be about that detail level then sure
>>550034If unity has a hard poly limit, which i doubt it does, you're nowhere near it. Your games performance will have very little to do with polycount unless you're in the millions, and more to do with drawcalls, texture resolutions, complexity of code etc. Don't sacrifice the quality of your model's form and function to reduce polycount.
>>550041>very little to do with polycountgood meme there friend
>>550067well, 5k polycount is actually decent to low for a generic monster. Modern console game characters have 45-60k tris, but this is Unity we're talking about.
>>550074It kinda depends on what platform your aiming towards, not the game engine itself. So asking if said mesh is optimized enough for said engine is redundant unless you're dealing with a sculpt mesh.
>>550075yeah, good point, when reading Unity I just assumed PC (dumb of me I know, don't even have a phone so I tend to forget about mobile).but it's true that platform will be a lot more important than engine, performance across unity-unreal-cryengine will be relatively similar in comparison.
i animated some metaballs today :)
>>548925Hey guys, animatorfag hereI'm extremely desperate to figure this out, I've seen this "technique" used in every Halo animation reel. I don't know how they're doing it or if it has a name, but check this out:https://www.youtube.com/watch?v=7-5_FDzp7KcIf you watch closely, you'll notice every time the actor moves or does something with great force (being thrown to the ground, striking a forceful pose, being stabbed by a knife, etc), the body jiggles/shakes a bit after to convey the force. It looks like it's done with a simulation of somekind, but maybe it's keyframe animated. Either way, I want to learn how it's done and eventually be able to implement it into my work.Do you guys know what this is called or what it is?
>>550121I like that bouncy effect :)
>>550122you mean this?https://en.wikipedia.org/wiki/Secondary_animation
>>550121it's really nice effect! maybe add some bounce to the other part too?
>>550122>>550126Watch this: https://www.youtube.com/watch?v=Mw0h9WmBlsw
>>550129 i was thinking if i could make it pulse a little bit every time the metaballs collide with each other, and maybe ejaculating some fluid
>>550140i would very much like to see that
does anyoneknow what text to speech software he uses?https://www.youtube.com/watch?v=0iw1EnLvm88
>>550189Sounds like regular text to speech that has been autotuned.
Post your references friendos I did this for a helmet in going to do in ZBrushI think I made a small mistake on the lower part of the visor but its easily fixed
>>550210your helmet does not line up, may want to fix that.
Finished the highpoly today.Still need to make some adjustments then retopologize, bake and texture.
>>549717Pretty nice pal, as unweildy as old revolvers were they do look pretty tasty
>>550238not really highpoly with those kind of wheels but understood
>>550294lacks objects and dust/wallpaper stains(trust me, those wallpapers receive age stains)
>>550226Oh I know, I was struggling to make it look right
>>550334That wallpaper looks covered in age staining. Are you blind?Floor looks too highly polished for the wear that the diffuse is showing though. Turn that down a scooch.
>>550294floors way to glossy, almost no gloss left on them, may just want to invert the spec map.frankly boring to look at, have a focal point and composite the secean in a nice way
>>550346>implying the post you're replying to isn't constructive
>>550346Take a look at this OP, now, take a look at your render. Now tell the class why my image is objectively better in every way?Don't know why? I'll help:To start off the images is taken with the rule of thirds in mind, the fireplace takes up the 1/3 the right side more of less, this make the images visually appealing to look at.Next, look at the colours, washed out but plesent to look at. The levels allow this image to be view on most screen with relative ease. Now back your your render: it's basically black with a hideous yellow and a light reflection on the floor from seemingly nowhere.In my image this is depth and an array of items to gradually make your way around admiring the wear and tear on each all telling a story, your image gives me nothing, all I can see is some kind of dark box and another dark blob on the other side.So tell me, without being a dick. Was that constructive enough?
>>550419your pic looks like raytraced trash
>>550420I bet it was done in Lumion
>>550419>Rule of thirdsCompositional genius!
>>550420>>550421>>550422Are you guys seriously suggesting ops looks better then the one i posted? If not then why even play devil's advocate?
>>550420You realise this is a photo, right?
>>550423Because you present yourself as an immense douche.Take your own advice in the future and give people critique without being a dick.
>>550294It's way to dark I can't see anything. In the thumbnail it looks like a light smudge on flat black.
>>550423I like OP's pic better than yours. But again I have severe brain damage and a monkey types all of my 4chan posts for me, so what do I know.
>>550419>Just add wear to everything and it's good.
>>550429> "Take a small portion of text out of context and rephrase it"
>>550425The reason it seems like I was a dick was because I gave some advice to op who then regected it with no reason. so, I decided to give critique in detail on why ops render is bad. Does being blunt make me a dick? Maybe.
>>550430>"Take ma a s s lo l"
>>550039needs more anatomy
How's my Tricephalous?Still untextured.
>>550440I think on the original, the heads are smaller in comparison to the body and the body is thicker than on your model. Also, it's very low poly. Is this for a game or an animation? Be sure to post the finished thing here too
some progress on the "scifi" sofa. Think i'll work on everything else and come back to it later.
>>550567Aren't you the guy who was making that sci fi environment and wouldn't change the paneling on the walls? Hard to tell, haven't seen his pic as of late.
>>550576Nah, the project is to model this image though.
Trying to learn C4D
>>550576Funny how I immediately knew who you were talking about just by mentioning the panels
>>550122Man, Halo 5 has some good fuckin animation. A bit too jerky, and the Spartans seem to move a little too fast sometimes tho. (watch knife guy's right foot at :18)Still think I prefer Bungie's animation style in Reach, but it's still nice.>If you watch closely, you'll notice every time the actor moves or does something with great force, the body jiggles/shakes a bit after to convey the force.That technique is a few of the 12 principles of animation put into practice and exaggerated.If I HAD to pin it on a specific one, I guess it would be "Follow Through and Overlapping Action".It's very unlikely that it's simulated, but even if it were, you could achieve the same effect keyframing it by hand.I recommend you read up on the principles if you're serious about learning this stuff.https://en.wikipedia.org/wiki/12_basic_principles_of_animationAlso, obligatory "read the animator's survival kit by richard williams" meme.
>>550034Basic texturing done. I'll add normal maps later.
>>550472The perspective makes it looks strange, but the body really needs to be thicker. Also, the model is a bit stylized from the comics, as a I tried to do my own style.It's for a game.
>>550472Some more. This one looks amazing animated.
This one is old. Now I modeled the 4 logo independently of the body. This way I can keep the body topology and have a detailed logo.
>>550703i bet it does anon
>>550707The arms were too long, but I already fixed that.
>>549026>Somewhat likes render>Finds out it was made with blender>Hates Render, even though they thought it was made with "muh-better softwares" initially
>>550711Need more polys on your trigger guard but I like.
>>550671Looks good friend :>]
>>550711What's the unwrap look like? Super nice man.
>>550712Yeah thanks>>550717Thanks, nothing fancy really.If anyone want you can view the model on my artstation https://www.artstation.com/artwork/LB45l
I started modeling a Jew today... It is the first "human" model I made so far, so advise is always welcome. working on its face right now
>>550753>Jew>humanthe word you're looking for is humanoid
>>550753>>550763Ironic antisemitism isn't funny in this era, violence against Jews has increased with Nazis emboldened by Trump, Pence, and Bannon's rise to power.
>>550753Needs more anatomy.
>>550767stop spreading lies on the internet kōhai
>>550767>violence against muslims has increased with Nazis emboldened by Trump, Pence, Netantahu and Bannon's rise to power.fixed
>>550753>started modeling a jew>modeling a jewfucking kek
>>550790well he isn't wrong about the antisemitism. In NYC someone recently drew swastikas all over all over a subway car. That said, this isn't really the board for that discussion
Right now im working on this, i have no idea how to model an handle. Does someone have any advice?
>>550805Oh no. Poor jews having to be exposed to a religious symbol of peace.
>>550815Inventor... never used that.In Autodesk´s 3dsMAX you have 35 different options to make that, including exporting to zbrush.A loft spline would be the first option, followed by face extrusion, depending on the result you want.
>>550816Yes, because showing a symbol of peace was the intent of whoever did it. >>550753This looks very smudgy and it doesn't look like you have a very good understanding of anatomy.. Just look at your knees, man. What are you even trying to do?
>>550818Yeah, I know... If I'd think it would be perfect There would be no need to post it... Its hard finding good reference images of starving people... these were the only legs I had as a reference...Its probably looking weird because that image is a toddler, while I am trying to model a grown up person
>>550767correction: YOU don't consider antisemitism funny in this era
>>550817Yeah, i use inventor since i'm not enough skilled to box model things and i like a lot its workflow. Probably tonight i will study some freeform modelling to create an handle and i will let you know.
>>550822needs less anatomi
>>550753you suck as a "human" and 3d modeller
>>550711give it some polys its on life support
>>550857Yay made some kind of a handle, one more touch and it will be done.
ue4 apt, just got the bare essentials in and gonna be spending time creating objects to test new skills
>>550936looks sick man. does archviz pay better then video games?the job looks basically the same, but you make everything look clean instead.
>>550940cheers man, static lighting is still quite off (by far the most challenging thing when using ue4 imo), gonna look a lot better on a higher lighting bake. honestly no idea, I initially started 3d wanting to get into videogames, but I became addicted to archviz and haven't looked back. Not had any work in 3d/archviz or done thorough research, but I think the industry for interactive archviz is about to find it's feet, at least I hope so.. but yeah, basically the same, just not having to worry about polycount :D
Working on a keyhole sweater outfit.Any tips on how I'd go about sculpting the sweater ribbing with 3D-Coat.
>>550941awesome man, think ill make a nice loft apartment for my portfolio too at some point. planning to work on something with wood and rock after i'm done my current project, which will take awhile. seems like real time isnt a huge part of archviz at the moment, but i imagine that will change.
don't shell fabric by 0.2cm then bring it in to zbrush and start sculpting.
>>550948I think you made your task 20 times harder by adding ribs after the fabric folds.Before you could have maybe added a bunch of edgeloops if your topology allowed.
>>550992There are no edge loops at this point. It's all still voxels
>>550671Rigged and animated. Still iffy on the run cycle though.>run/attack/jump/idle basic animations, should be enough to test it in Unity.
>>550936Why do you have a working iMac on the top shelf?
>>551043nicehow long did this take u
>>551038You obviously climb that box thing to get to it.
>>551038ha nah, here's the other side:also, I know macs are shit, they just look posh.
>>550936that looks baller, anything special about your lightmap settings or lighting setup?
>>551070I started off with koolas lightroom map (which you can get off the marketplace for free) just for the lighting settings he has, then made some modifications and tweaks in-engine to compliment my own scene. Nothing really special, but the colour grading is by far the most important aspect.
>>551067I know nothing about architecture, but I wonder if the shelf/staircase design would be a bad idea.
>>5507101) he's kidding2) only an absolute beginner asks "what software?" unless it's so they can better help you do something in that software3) I assume those are Tau drones? Have you done any other tau stuff, like some Crisis Suits? 5) How did you get such nice edges? When ever I use the Bevel modifier it looks like shit
>>551067quite a nice render, and a cool concept toobut all I can think of is that having to dust all those shelves would be a fucking nightmare
>>550936>>551067pretty good. a few questions/crits though;Your whites/highlights go way out of range in places, rendering in a HDRI format if you have not already will make it simple to scale it back in post.I think the AO is messy and should be scaled back but a large part of that is the empty space in the shelving.I feel like everything is far to clean even for an architectural render, and some kind of dirt map should be implemented.The floorboards have some reflection artifacting which is really noticeable next to the doors, into that having a pure white exterior seems strange.how are you lighting the scene?
>>550936Looks very good, but the reflections in the floor look odd. It looks like it's reflecting something dark instead of the white part in the middle. The bright windows of the door to the right should also be reflected. The shelves have too much AO in them, making them look very unnatural. I don't know what UE's limitations are though so take it with a grain of salt. It kinda looks like a Vray render with shitty irradiance map settings causing artifacts everywhere.Still one of the better things I've seen on /3/.
Just modeled the Base for now, Idk how my char should look like from here, please go >>551121
Recently started making something every day, mostly 3D gameready props. Posting those I'm pretty happy with so far.1694 points / 1620 polys, 1024x1024 texture
1109 points / 989 polys, 1024x1024 texture
1014 points / 1850 polys, 1024x1024 texture
744 points / 824 polys, 1024 x 1024 textureThat's it for now.
>>551136Moss on this one looks a bit too saturated but otherwise they look pretty good.
flashlight for unity5
>>551133Mind sharing a source on that wood texture?
>>551143Oh, it's just the basic wood material you get with Substance Painter 2, with the color changed to a darker shade of brown.I will end up re-texturing these if they end up in the game I'm planning on making.
>>551076>>551105it's actually based off (well, copied almost entirely) from a real life apartment. agreed on both points thoughhttp://www.archdaily.com/381361/loft-space-in-camden-craft-design/51ab6008b3fc4b3b0e000077-loft-space-in-camden-craft-design-photo>>551112rendering in HDRI format? not sure if that's possible with Unreal Engine..? you're right about AO, and I'm gonna be filling those shelves, but still it evidently is too much.I'll probably be doing a dirt-map pass once I'm 90% done with it.. glad to see someone point that out though, I was worried it was too clean.Reflection artifacting is something I struggle with on the daily with UE4, I'm yet to find a solution.. I will resolve it though, if possible.Lighting is directional sunlight set to stationary and a static skylight...>>551114yeah the floor is kinda lame to be honest, I'm thinking of changing it to something slightly brighter cause I can't figure out how to get non-noisy reflections.. I'm gonna turn the AO right down too I think. Cheers for the comments.
>>551161I missed that you were using unreal, by HDR i mean like an EXR, but again i didn't realize unreal and i have no idea what it renders like.you seem on top of everything i said though, i look forward to seeing it finished.
>>551161i don't think the AO is too much. when u fill up the room the AO won't be noticeable. - to the contrary it will be more appealing
>>551166Ha I did think you missed I said that.. it's an in-engine real time, pretty much 'print screen' job. >>551171yeah luckily it takes 5 seconds to change the AO, so I'll sort it when everything is in it's place.
Turns out it's way easier to use Awesome Bump to create a normal map than it is to actually attempt to sculpt the ribbing on the sweater.
>>551184that's nice but i think awsome bump is 2 much work (if you don't work with a viewport)in substancepainter at least u can direct the flow of the weave depending on where u placed the seams
I made this little robot fellow in about 45 minutes
>>551197looks like a tor frick
>>551201I had to look that up to see what it was. Yeah, I see the resemblance haha
>>550753the nose is too small
>>550703Textured. Looking good.
>>551243His name is Ugu (the Neolithic), but he doesn't look very kawaii.[spoiler]~uguu[/spoiler]Man, how I love Kirby!
>>550753Looks like he's been starving a bit :S
>>550818How is that violence, again?
haven´t been able to work on this for 3 months now thanks to job
>>551260how are the people supposed to enter/exit that vehicle with that rack thing on top?
>>551269i-i dont even
>>551260post a wire frame, i think the topology is fucked. some of the boxs and stuff have very bad pinching
>>551279na its just normals acting up again
>>551314who is he? some kind of nanohuman?
>>551321first time making a char, should be an early modern steampunk female or young male engineer
>>551269They unscrew this like a bottle silly.
I'm still a noob - I'm not sure if the stylization is worked with this model so im just going to scrap it, but didn't want to put a few hours to waste
>>551376Give him pointy ears and you have a pretty good elf.
>>549916Can you stop moving the camera like a fucking silly willy
Working on a throne for an environment
>>551135What the fuck are points?
Making this for Tabletop Simulator. Not intended for animation. Should I up the polys or just move on to textures and props?
>>551449Vertices. I believe that's the number that matters as far as performance goes.
>>549021Legit thought they were nicely painted models until I saw the bases and focused on the reflections. GJ.
>>551462make a high poly to bakefrom
>>549109Haven't laughed this hard in a while.