Old WIP thread>>548925
Working on Virgin Killer sweater.
>>551535I get what your going for but that head is disturbingly large, your clothes are good though.
>>551534just bought a p99 so figured i'd model it
>>551534have few older images in old wip thread
This is Minty. She's an officious robotic busybody, and probably the easiest walk-animation I'll ever need to make.
>>551551It's a chibi figure, it's supposed to be deformed.
working on my nigga hellishboy
>>551591>its supposed to be shit
>>551625It's an already made figure that I'm making clothing for.
>>551595Working in basic material or basic material 2 is better because it uses actual lighting so you can see your forms better
>>551639thanks for the tip, anon <3
>>551639>actual lightingwhat does that mean, exactly?
>>551551>Implying the head has anything to do with the torso as far as clothing is concerned.Barring fitting a head in the neck hole.
>>551551Agreed, you could've used a base model of a child from Make Human.
Currently working on some assets for an environment.
>>551690These window frames look weird as an outset, would probably look better if they were all inset in the wall as that's how actual windows are constructed.
>>551691They also look too big, work in a real world scale and getting the right height or doors windows and cars is very simple
>>551727yeah that house looks tiny.
>>551690>>551691>>551727>>551737Updated the fucked up scale and windows.
>>551749maybe you should sketch on paper first, newfag
i know i probably made some construction related error somewhere but fuck it, i used common sense and 1 pic
>>551763>>551764Are you.. Tom Butters?
>>551641Not that anon, but Matcap materials have baked-in lighting. There are seperate lights in zbrush which you can adjust the position of, but matcaps ignore these lights because the light is baked in.. Basic materials however will respond to your lighting setup.You can try this easily by switching to the fast renderer under the render pallet and messing around with the light position under teh light pallet.
First serious attempt at anatomically correct (but stylized) humanoid. Eyes, triceps and ears need some work still. Scared of starting with the hands :(
Made a lot of progress on Cell. Just set up his tail rig. It retracts back into his body when he transforms.
>tfw you finally understand how to make decent biped skinning for your model, copy paste weight, save poses, etc...If only I had had patience for learn this 8 years ago..
>>551749That looks a great deal better, mister. Keep up the good work.
trying to understand how to use bump maps and moving the movels between maya and zbrush..
>>551750what are you, a fucking homo? no one sketches on paper, this isn't 1990
>>551817maybe you should watch some "behind the scenes" or "making ofs" on some movies, newfag.
>>551818I don't think anon needs a storyboard to model his liquor store.
>>551820its called a thumbnail sketch. Even tor frick uses them
>>551821>muh tor freakokay bud, you do know that a guy like tor frick actually get lots of aid in terms of concept and the construction of the stuff he is making. thats including a concept artist and a lead artist. if its mechanical you might even have guys making the blueprints for him.i know it seem like its all magical when he shits it out
>>551822mate, you pretend like you know what you're talking about i actually go to profesional forums like polycount and cgp almost everyone who has a job takes the time to do sketches on paper. You're not serious, are you?
>>551823its something that artist do. im just telling you at big company that pushes high quality shit won't let a generalist sketch and do everything from scratch. also in places where you have obvious deadlines you are not gonna wait for the modeler to do some sketching
>>551821that's actually hilarious because tor frick admitted in one of his videos that he doesn't sketch a lot (if he does at all, idr) because he sucks at drawingSketching can help you conceptualize some things but it's by no means a necessity. I don't particularly see how it'd help liquor store anon, he'd be much better off looking at reference instead.
>>551824you're obviously trolling and not helping the guy with the liquor store. Sketches are quickly done and can be done by anybody at any stage, even on napkins. I take it you only work in AA.
still not textured but I need some help with the clutter. what do you guys think should be in the living room?
>>551827some ikea furniture, books
>>551827you could>do a google search for living room referenceor>ask 4chan for helpsince you decided to ask 4chan for help i'm gonna say there should be a collection of dragon dildos
>>551827>>551828sorry, I always forget to mention, its meant to be a shitty little house in Rio so they probably dont have assess to IKEA, just hand me downs and scrap.>>551829References for this particular part of the word are hard to come by so I like to ask people what they think might be in room like this. as for bad dragon, I'm afraid i'll have to pass.
>>551831This is one of the images i made when I started
>>551826he doesn't need to sketch any fucking thing. he just needs to keep real life scale, if he wanted to stylize anything then i would defiantly recommend sketching
>>551835>defiantlyYou, my friend, are defiantly retarded.
>>551835he definetely needs to sketch. Sorry you're so butthurt about this. Making a sketch is 10x faster than doing 3d and realising you fucked up. And he did fuck up. Oh boy did he fuck up. You're living in denial.
>>551836>hurr durr euuerrr uhghhh>>551837>Making a sketch is 10x faster than doing 3dokay bud. anything else?
>>551837you'll either have to explain exactly what it is he fucked up that could have been prevented/fixed with a sketch, or admit that you're a retard
>>551794>>551799I'd tone down the bump/normal by a lot.The shit does not look good. He looks like he's made of paper mache. I'd also add a tiny bit to the smooth parts (like the black on his chest). It's too smoothLook at some bugs man. He's a bug man.The faces don't look to great either desu. Check out how they do it in some of the games to get it looking right.
>>551763scratches look unrealistic and generated. add rust to equalize the oldness,add colours like dirt and rust
Just made headphones. Suggestions?
>>551763I like these
>>551845The edge wear could be broken up a little, though I've certainly seen worse as far as curvature use.As for rust I disagree completely, there's all sorts of metal wear and worn metal doesn't necessarily equate rusty. These handcuffs might've seen a lot of use, doesn't mean they've been left in a forest for 20 years.
>>551534working on a school furniture set
>>551861Based on a real chair or free-handed? Looks kind of unstable. 3/10 would sit
>>551861>>551866yeah it needs something to support the front of the seat
>>551866here's the reference
>>551861Looks fine, though I feel like your chamfers aren't coming through enough, especially on the wood.You should also definitely blur the SP hdri or toggle it off when taking these screenshots, makes for a better presentation.
>>551871Thank you for the advice
>>551873Did you check your scale for everything? The window blinds and heaters look weird, but it might be some european.
>>551874UK. Aiming for a renovated Victorian Room.The radiators are shitty and i'm gonna remake them entirely but they are the correct scale for the type i was trying to create.The blinds are a WIP and no reference, just angled planes.
>>551844I cut the bump value in half, but I'm not sure how I feel about it. I also tweaked the eyes a bit, though it's hard to tell from this angle
>>551896i think some areas shouldn't be bumped at all.the the black lines on the armor aren't needed. this isn't cel-shaded
>>551786good to know, thanks. i usually use the fast renderer anyway because my computer is shit, but i didn't know i could adjust the lights, that is nice. is there a way to make the lighting work the way it does in maya's viewport when you have lighting turned off where it basically just shines a light at your model from the camera's perspective? makes it much easier to see what you're doing, dunno why it isn't the default in zbrush
>>551897you mean on the stomach area? those are shadows caused by the displacement map. I could tone down the displacement in that area if it looks like too much
>>551900just saying you should decide if this character is "real" or "cartoon" seem like its torn in the middle. the black lines are the problem with that
>>551788I want to wear something frilly and cook for this man.
A little more work today on my Virgin Killer sweater outfit.
>>551941And from the back.
>>551941looks pretty thin for a sweater.Looks more like regular fabric like a shirt.
>>551941That dress would not stay like that if she walked. From the folds on the sides, it looks like it's loose in the Y direction, so if she walked the butt covering would side down to beneath the cheeks.Also That dressback looks ridiculous as it is
>>551946>so if she walked the butt covering would side down to beneath the cheeks.I'm not seeing the problem.
>>551948Makes it easier to poop.
>>551847Put them on a cool robot guy
>>551965That sits on the top slope of the ass cheeks. On your model it would get caught in the fold of skin between the bottom of the ass cheeks and thighs and be pulled down.
>>551946>>551945>Virgin Killer sweaterIt´s real.Holy shit, IT´S REAL.
>>552013The designer who invented it said it was designed to try and make Japan's Herbivore Men have sex to save the population from extinction.
>>551898Not that I know of. I've read that they're adding gizmo movers in 4r8, so hopefully that will apply to lights too. Right now the controls are absolutely retarded.Quick tip, btw: if you click on the little dot for the light position rather than drag it, you toggle its position to front/back.
>>551942Pulling it up a bit and making the sweater tighter would solve >>551946Pic related is a quick edit, I don't think it detracts from the sexiness too much.
>>552029Japanese Designer: Imma make a sweater dress so sexy you otaku nerds will finally start having sex with real women to save our country from extinction.Otakus: Nah, it's okay, we'll just draw that sweater dress on our waifus instead.
>>551639Hey anon, i just finished my work and your tip help me a lot. Thanks
>>552115looking good so far man
>>552036Moving threads!Ended up re-doing the entire back. I think it looks better now.Then I made this for no reason in particular.
>>552115wow looks great
>>552124work finished. https://www.artstation.com/artwork/abXEL full pics here. Thanks for the Compliment
>>551952хeхe клaccный мeмac
>>552129Where's his tail?
>>552129i think it could use more work. it's good so far, but not finished imo.
>>552133Yeah ik but that's just a little study, nothing really big. I'm gonna improve my texture skills to finish all my Jobs. I have a loooot of work to do yet
>>552132Good questionário. I tottaly forgot. fuckin shit
>>552129not to be a ball breaker but its not a especially good folio piece, and for art station its even weakeryou should keep going on it, with nr 1 focus being anatomy, you got the base forms in but you really heed to refine them
>>552150no problem, my balls are fine. Its just a place where i store my art stuff. Nothing too professional, i think you get it. But thanks for the advice
>6 hours of work>save file>reset>open it to see it's not corrupted>works just fine>close max>go play video games for few hours>come back>launch max again>open scene
>>552159>1 save for 6 hours of work>blaming anything other than your own stupidity
thoughts on these?
>>552178there should be a dip at the middle of each umbrella segment, and a pinch/push wherever they're resting on the supports. You basically made them as perfectly spherical domes which looks weird. Look up pictures of opened umbrellas to see what I mean.
>>551873Rendering software used here?
>>552178just remake this shit in marvelous designer..
Didn't get anywhere with this so I gave up on it
>>552191Why would I do that when I already have the base to a perfectly functional model.
>>552199Is that Jonathan Lithgow?
>>552178I still think you should have different sizes.
>>552178Needs some ribbing on the top part, and the handles are way to small
>>552257They are>>552266Going to work on that next, are you sure about the handels? It's no bother to change them but I feel they are a good size
im not great at these type of designs, maybe you guys have some suggestions
>>552267to me it feels a bit small after looking at an umbrella.
>>552273Where does the ammo go? How does it reload?
>>552275you see there is a bullet at the top. you can inject rounds manually or open the ammo box and put a new ammo case inside.the rounds eject from a little hole on the side.there is also a battery below the gun to make the ammo count screen and gun engine work
>>552273>maybe you guys have some suggestionsYou did a good job recreating the original, I guess you could add a lot more detail (that wasn't present in the original sprite) and a bunch of substance painter shit, and you could do up a proper scene with lighting and good composition, but at the end of the day I think you mostly picked an unappealing gun to model.I mean the original mini-gun (like from Predator), or even the chaingun from Wolfenstein, is more iconic than that goofy Duke Nuke'em gun
>>552267There are so many shapes and sizes of umbrellas, including the most derpy and impractical, so I wouldn't trust the "it doesn't quite look right" feedback so long as you have real life references
>>552273The back handle looks absolutely massive compared to the front handle, but I can't tell if it's just the lack of perspective.I think the ridges on the sides were supposed to be vents that angle outward a bit more, and the hole next to the vents on the side without the handle looks too close to the slits.
>>552281i already made the gun more compact, thanks>>552279not sure if ill do make it realtime
everything went wrong when i baked my sofa.think i'm just going to start again and this time be less of a retard. at least this is the plan.
>>552286does not seem fucked, whats wrong?
>>552159increment and save next time you dingus, and do it for every 30 minutes you work.
>>552170what are you saying basically?
>>552286bake again and set up your cage better?
Working on a pony survival horrer. Just finished the ai and bosses. it is an embarassing project but i have already tried so far and got so hard.
anyone know whats up with these harsh shadows, they are being cast by nothing though walls. I've checked the normals on the floor, all good.
>>552290weird artifacts everywhere,meshes going inside of meshes. hard edges everywhere where it should be soft.>>552296lol what's a cage>>552298but in the end, it doesn't even matter.
>>552310Can you post your UVs?
>>552298whoa i brought up the levels in gimp and there is actually something there
>>552311i see now selecting everything and clicking a button doesnt make a uv map for you.
>>552313wrap it up folks, case solvedalso if you want a real piece of advice, take the really long pieces shaped like irregular hexagons, break them up on 1-2 points, and unfurl them into rectangular strips. On thin strips like those, getting perfect pixel alignment is a lot more important than avoiding seams. Seams will barely be noticed, while aliasing in your normal map will be very noticeable, thus why you want to align them at 90 degree angles as much as possible (so the normal map edges can be straight).
>>552314your next case sherlock >>552309 ,if you please
>>552313Can blender not auto pack UVs without overlap or did you combine multiple objects then bake them together?
Working on a old ham radio
>>552309>>552319If you're raytracing then you're not casting shadows, you're casting light. That means it's not the shadows that are being fucky, it's the zones that are being lit more. Check your room geo (I don't even see any walls or ceiling but assuming they're there) and make sure there's nothing else that's letting light in, cause it seems like there's additional light coming from your kitchen or your basement stairs.If your scene just literally doesn't have walls put some in and come back. What are you rendering in?
>>552309if you're in blender look at this https://youtu.be/m9AT7H4GGrAdemo https://imgur.com/a/ymNi3it won't solve your problem, probably, just saw a light on the fridge clip out
>>5523343dsmax Vray, all Vray lights the only one in this scene are the ones I drew, I triple checked. there are wall but they just do not render on (still receive and cast shadows).what do you mean when you say room geo?
>>552324That topology screams beginner. Why you using a F ton of control edges. You only need 8 sides for a circle Not a million.
>>552345other anon here. Can you show what yoz mean ?
>>552310all those hard edges you see on your normal map are those little lines in your UV mapsimple as that. make cleaner unwrap
>>552345ill take what is subsurface modifier for a 1000
>>552324Replace the center of the circle with a relaxed grid, the pinched vertices may be a problem later on.
>>552356Thanks, that's actually really helpful.
>>552356I usually just take a geodesic cube sphere, cut it in half, flatten it and then extrude the cylinder from the edges. But I guess if you've already got the cylinder and just need to cap it that would work too.
>>552365For Blender users it's called a Round Cube. I think you have to enable the addon Add Mesh: Extra Objects to get it, which comes with Blender as far as I know.
My Fantastic Four fangame cast. Well, the ones I modeled.
>>552314will do anon thanks
eventually used procuderals to make the textures. anyways i didn't really liked how to the model turned out but i thought it would be cool to finish it, just for tribute
How does it look?i wanted to make a low poly character since i'm just starting character modeling and gave him disconnected arms like in psx games
>>552392it looks like poop had sex with pee and they gave birth to a poop-pee hybrid
>>552392Why are you teaching yourself bad modelling practices? What limitations are you under that mean you need to model arms that way?
i have a question about texel density.is it very important for it to be the same across the whole scene?for some reason if I try scaling it in the uv editor in max the sizes don't rescale correctly.i think it has something to do with the transform of the objects being scaled earlier when i started modeling this sofa.i can't just reset the transforms because then the sofa becomes completely fucked.i think i can just scale it myself though to a serviceable uniform texel density if that is important.
>>552395You should be able to bake your modifier stack without fucking anything. if you can't, try exporting the mesh and importing it back in. Yes texel density is very important especially if you're talking the difference between sub meshes on the same object, i.e sofa chair vs cushions.
WIPbtw thats my own concept art
>>552392Looks like an extruded silhouette, needs more shaping on the sides.On PS1 models, good ones at least, the disconnected arms had the shoulders. On this it just looks like some arms pushed into a humanoid shape with no shoulders to speak of.Fingers look really flat too.
>>552370You've got to be shitting me. It's like Blender goes out of its way to be retarded.
>>552398Looks cute, although your model is missing some of the chunkiness in your concept.
>>551764>>551763this guy is a frikken wizard
>>552393i like this
i made a fat guy mannikin today
Doing a interior scene. Has to be rendered in arnold.I would really appreciate comments/critiques on the lighting/etc.Also, any suggestions for getting rid of the fireflies? It was kinda unclear in the solidangle pages
>>551788Why the actual muscle texture to the muscles?That grain makes me feel like you aren't going to make it skin.
>>552424the lighting looks too uniform and the shadows are too black and sharp, I did a super fast mock up of a lighting for reference, up to you if you use it, you do need some more blue in there.The "fireflies" are because your samples. are too low; did't bother fixing mine. Try 50% more then 100% more.
>>552424You need to add some ambient occlusion, also too much global illumination
>>552424No global illumination, more sun strength so that light bounces around the room like a real room. We tend to set the sun strength too low when working in sRGB because it clips really quickly due to the 8 stops of dynamic range. If you're rendering in sRGB you'll have to get out of sRGB and render in linear or log, not sure how to do what needs to be done in Maya or Arnold but it seems to beRender View > Display > 32-bit floating-point (HDR), then Render View > Color Management and set Image Color Profile to Linear sRGB and Display Color Profile to sRGB. Then you render to Open EXR. Then in Arnold the Gamma Correction settings are Display Driver 1.000, Lights 2.200, Shaders 2.200, Textures 1.000You'll have to look that up.
>>551965this looks absolutely horrible
>make model that panders my fetishes>pose it while skinning>get this warm pre-raving boner feeling like when I first time watched porn
>>552398silhouette isnt remotely similar to concept.
How do i into shoulder Topology
>>552484more like this
>>552494The cut tool
>>552507>>552494wouldn't that create tri's?
worked on this all night what do u guys think
>>552508You can reroute your edge flow after this, delete certain edges and make poles.This image is from the sticky but the optimal topology really depends on what you plan to do with the model, like how far you think the arm may extend and what clothing may go over the arm, etc.
>>552512You should have put down the bong and you'd have been able to get the whole thing done in 15 minutes.
>>552514haha tru, but check it out :---)
>>552508Nigga everything creates tris
>>552521Not if you're making games on the Sega Saturn!