[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG


Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 62 posters in this thread.

10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
05/08/16Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam box!
[Hide] [Show All]



File: wip shortstack.png (2.16 MB, 1500x882)
2.16 MB
2.16 MB PNG
Old WIP thread
>>548925
>>
File: vk test 2.jpg (72 KB, 1000x1250)
72 KB
72 KB JPG
Working on Virgin Killer sweater.
>>
>>551535
I get what your going for but that head is disturbingly large, your clothes are good though.
>>
File: p99 slide setup.png (104 KB, 960x540)
104 KB
104 KB PNG
>>551534
just bought a p99 so figured i'd model it
>>
File: CharCont3.png (84 KB, 322x598)
84 KB
84 KB PNG
>>551534
have few older images in old wip thread
>>
File: MintyBot.gif (1.89 MB, 384x216)
1.89 MB
1.89 MB GIF
This is Minty. She's an officious robotic busybody, and probably the easiest walk-animation I'll ever need to make.
>>
>>551586
horrible silhouette
>>
>>551551

It's a chibi figure, it's supposed to be deformed.
>>
File: HELLBOY_3.jpg (535 KB, 2500x1540)
535 KB
535 KB JPG
working on my nigga hellishboy
>>
>>551591
>its supposed to be shit
>>
>>551625
fuck off
>>
>>551625

It's an already made figure that I'm making clothing for.
>>
>>551595
Working in basic material or basic material 2 is better because it uses actual lighting so you can see your forms better
>>
>>551639
thanks for the tip, anon <3
>>
>>551639
>actual lighting
what 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.
>>
>>551551
Agreed, you could've used a base model of a child from Make Human.
>>
File: wip_02.png (1.29 MB, 1920x1080)
1.29 MB
1.29 MB PNG
Currently working on some assets for an environment.
>>
>>551690
These 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.
>>
>>551691
They also look too big, work in a real world scale and getting the right height or doors windows and cars is very simple
>>
>>551727
yeah that house looks tiny.
>>
File: fixed-scale.png (826 KB, 1920x1080)
826 KB
826 KB PNG
>>551690
>>551691
>>551727
>>551737
Updated the fucked up scale and windows.
>>
>>551749
maybe you should sketch on paper first, newfag
>>
File: 132132.png (541 KB, 965x586)
541 KB
541 KB PNG
i know i probably made some construction related error somewhere but fuck it, i used common sense and 1 pic
>>
File: 15515151.png (821 KB, 1100x738)
821 KB
821 KB PNG
>>551763
wire
>>
>>551763
>>551764
Are you.. Tom Butters?
>>
>>551641
Not 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.
>>
File: burly_guy_wip3.jpg (654 KB, 2346x857)
654 KB
654 KB JPG
First serious attempt at anatomically correct (but stylized) humanoid. Eyes, triceps and ears need some work still. Scared of starting with the hands :(
>>
File: semiperfect.png (389 KB, 960x540)
389 KB
389 KB PNG
Made a lot of progress on Cell. Just set up his tail rig. It retracts back into his body when he transforms.
>>
File: perfectform.png (258 KB, 960x540)
258 KB
258 KB PNG
>>551794
>>
>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..
>>
>>551749
That looks a great deal better, mister. Keep up the good work.
>>
File: all4.jpg (204 KB, 960x540)
204 KB
204 KB JPG
trying to understand how to use bump maps and moving the movels between maya and zbrush..
>>
>>551750
what are you, a fucking homo? no one sketches on paper, this isn't 1990
>>
>>551817
maybe you should watch some "behind the scenes" or "making ofs" on some movies, newfag.
>>
>>551814
Thanks man
>>
>>551818
I don't think anon needs a storyboard to model his liquor store.
>>
>>551820
its called a thumbnail sketch. Even tor frick uses them
>>
>>551821
>muh tor freak

okay 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
>>
>>551822
mate, 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?
>>
>>551823
its 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
>>
>>551821
that'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 drawing

Sketching 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.
>>
>>551824
you'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.
>>
File: test2.jpg (348 KB, 1280x720)
348 KB
348 KB JPG
still not textured but I need some help with the clutter. what do you guys think should be in the living room?
>>
>>551827
some ikea furniture, books
>>
>>551827
you could
>do a google search for living room reference
or
>ask 4chan for help

since you decided to ask 4chan for help i'm gonna say there should be a collection of dragon dildos
>>
>>551827
>>551828
sorry, 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.

>>551829
References 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.
>>
File: Capture.jpg (177 KB, 1359x908)
177 KB
177 KB JPG
>>551831
This is one of the images i made when I started
>>
>>551826
he 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
>defiantly
You, my friend, are defiantly retarded.
>>
>>551835
he 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 3d
okay bud. anything else?
>>
>>551837
you'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
>>551799
I'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 smooth

Look 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.
>>
>>551763
scratches look unrealistic and generated.
add rust to equalize the oldness,
add colours like dirt and rust
>>
File: Desmond.png (274 KB, 567x570)
274 KB
274 KB PNG
Just made headphones. Suggestions?
>>
>>551763
I like these
>>
>>551845
The 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.
>>
>>551534
working on a school furniture set
>>
>>551861
Based on a real chair or free-handed? Looks kind of unstable. 3/10 would sit
>>
>>551861
>>551866
yeah it needs something to support the front of the seat
>>
File: 15136.jpg (16 KB, 288x436)
16 KB
16 KB JPG
>>551866
here's the reference
>>
>>551861
Looks 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.
>>
>>551871
Thank you for the advice
>>
File: 004.jpg (203 KB, 1280x720)
203 KB
203 KB JPG
issues
>>
>>551873
Did you check your scale for everything? The window blinds and heaters look weird, but it might be some european.
>>
>>551874

UK. 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.
>>
File: semiperfect.png (323 KB, 960x540)
323 KB
323 KB PNG
>>551844
I 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
>>
>>551896
i think some areas shouldn't be bumped at all.
the the black lines on the armor aren't needed. this isn't cel-shaded
>>
>>551786
good 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
>>
>>551897
you 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
>>
>>551900
just 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
>>
>>551788

I want to wear something frilly and cook for this man.
>>
File: Virgin Killer 04.jpg (76 KB, 1000x1250)
76 KB
76 KB JPG
A little more work today on my Virgin Killer sweater outfit.
>>
File: Virgin Killer 05.jpg (76 KB, 1000x1250)
76 KB
76 KB JPG
>>551941

And from the back.
>>
>>551941
looks pretty thin for a sweater.
Looks more like regular fabric like a shirt.
>>
>>551941
That 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.
>>
>>551948
not functional?
>>
File: poop killer sweater.jpg (55 KB, 680x791)
55 KB
55 KB JPG
>>551948

Makes it easier to poop.
>>
File: 1486348826997.png (231 KB, 304x366)
231 KB
231 KB PNG
>>551952
>>
File: 1520027.main_image.jpg (73 KB, 532x522)
73 KB
73 KB JPG
>>551946
>>
>>551847
Put them on a cool robot guy
>>
>>551965
That 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.
>>
File: Virgin Killer sweater.jpg (114 KB, 800x800)
114 KB
114 KB JPG
>>551946
>>551945
>Virgin Killer sweater
It´s real.
Holy shit, IT´S REAL.
>>
>>552013

The designer who invented it said it was designed to try and make Japan's Herbivore Men have sex to save the population from extinction.
>>
>>551898
Not 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.
>>
File: vksedit.jpg (208 KB, 1000x1250)
208 KB
208 KB JPG
>>551942
Pulling it up a bit and making the sweater tighter would solve >>551946

Pic related is a quick edit, I don't think it detracts from the sexiness too much.
>>
>>552029

Japanese 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.
>>
>>552064
>>552059
>>551942
>>551535
>>>/cm/3085563
>>
File: BODY_TRES_QUARTOS.png (669 KB, 2500x1540)
669 KB
669 KB PNG
>>551639
Hey anon, i just finished my work and your tip help me a lot. Thanks
>>
>>552115
looking good so far man
>>
File: dude_back_tl.webm (2.91 MB, 1220x302)
2.91 MB
2.91 MB WEBM
>>552036
Moving threads!

Ended up re-doing the entire back. I think it looks better now.

Then I made this for no reason in particular.
>>
>>552115
wow looks great
>>
>>552124
work finished. https://www.artstation.com/artwork/abXEL full pics here. Thanks for the Compliment
>>
>>551952
хeхe клaccный мeмac
>>
>>552129
Where's his tail?
>>
>>552129
i think it could use more work. it's good so far, but not finished imo.
>>
>>552133
Yeah 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
>>
>>552132
Good questionário. I tottaly forgot. fuckin shit
>>
Totally*
>>
>>552129
not to be a ball breaker but its not a especially good folio piece, and for art station its even weaker

you should keep going on it, with nr 1 focus being anatomy, you got the base forms in but you really heed to refine them
>>
>>552150
no 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
>>
File: error.jpg (59 KB, 536x218)
59 KB
59 KB JPG
>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
>>
File: test.jpg (174 KB, 1280x720)
174 KB
174 KB JPG
thoughts on these?
>>
>>552178
there 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.
>>
>>551873
Rendering software used here?
>>
>>552178
just remake this shit in marvelous designer..
>>
File: ZBrush Document3.jpg (287 KB, 1423x764)
287 KB
287 KB JPG
Didn't get anywhere with this so I gave up on it
>>
>>552191
Why would I do that when I already have the base to a perfectly functional model.
>>
>>552199

Is that Jonathan Lithgow?
>>
>>552178
I still think you should have different sizes.
>>
>>552178
Needs some ribbing on the top part, and the handles are way to small
>>
>>552257
They are
>>552266
Going 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
>>
File: dn3dchaingun.png (438 KB, 1631x887)
438 KB
438 KB PNG
im not great at these type of designs, maybe you guys have some suggestions
>>
File: 71md9jHDSgL._UL1500_.jpg (103 KB, 1500x1500)
103 KB
103 KB JPG
>>552267
to me it feels a bit small after looking at an umbrella.
>>
>>552273

Where does the ammo go? How does it reload?
>>
>>552275
you 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 suggestions

You 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
>>
>>552267

There 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
>>
>>552273
The 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.
>>
>>552281
i already made the gun more compact, thanks
>>552279
not sure if ill do make it realtime
>>
File: 281461713191371.png (347 KB, 1000x694)
347 KB
347 KB PNG
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.
>>
>>552286
does not seem fucked, whats wrong?
>>
>>552159
increment and save next time you dingus, and do it for every 30 minutes you work.
>>
>>552170
what are you saying basically?
>>
>>552286
bake again and set up your cage better?
>>
File: Modo.png (111 KB, 960x540)
111 KB
111 KB PNG
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.
>>
>>552298
stop
>>
>>552189

Vray
>>
File: ZBrush ScreenGrab.jpg (113 KB, 1011x453)
113 KB
113 KB JPG
>>
File: why.png (1.69 MB, 2156x1728)
1.69 MB
1.69 MB PNG
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.
>>
File: 8136153561823.png (736 KB, 1850x1068)
736 KB
736 KB PNG
>>552290
weird artifacts everywhere,meshes going inside of meshes. hard edges everywhere where it should be soft.

>>552296

lol what's a cage

>>552298

but in the end, it doesn't even matter.
>>
>>552310
Can you post your UVs?
>>
>>552298

whoa i brought up the levels in gimp and there is actually something there
>>
File: oh ok.png (84 KB, 1020x1073)
84 KB
84 KB PNG
>>552311
i see now selecting everything and clicking a button doesnt make a uv map for you.
>>
>>552313
wrap it up folks, case solved

also 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).
>>
>>552314
your next case sherlock >>552309 ,if you please
>>
>>552313
Can blender not auto pack UVs without overlap or did you combine multiple objects then bake them together?
>>
File: hamRadio.jpg (418 KB, 1014x796)
418 KB
418 KB JPG
Working on a old ham radio
>>
>>552309
>>552319
If 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?
>>
>>552309
if you're in blender look at this https://youtu.be/m9AT7H4GGrA

demo https://imgur.com/a/ymNi3

it won't solve your problem, probably, just saw a light on the fridge clip out
>>
>>552334
3dsmax 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?
>>
>>552324

That topology screams beginner. Why you using a F ton of control edges. You only need 8 sides for a circle Not a million.
>>
>>552345
other anon here. Can you show what yoz mean ?
>>
>>552310
all those hard edges you see on your normal map are those little lines in your UV map

simple as that. make cleaner unwrap
>>
File: 2.jpg (915 KB, 1920x1080)
915 KB
915 KB JPG
>>552345
>High poly
>>
>>552345
ill take what is subsurface modifier for a 1000
>>
File: sWlpp.png (550 KB, 1042x1600)
550 KB
550 KB PNG
>>552324
Replace the center of the circle with a relaxed grid, the pinched vertices may be a problem later on.
>>
>>552356
Thanks, that's actually really helpful.
>>
>>552356

I 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.
>>
File: Cylinder cap.jpg (263 KB, 1920x1080)
263 KB
263 KB JPG
>>552365

Like thus.
>>
>>552365
For 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.
>>
File: fantasticast.png (3.34 MB, 8080x2537)
3.34 MB
3.34 MB PNG
My Fantastic Four fangame cast. Well, the ones I modeled.
>>
>>552314
will do anon thanks
>>
File: render3.png (568 KB, 960x540)
568 KB
568 KB PNG
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
>>
File: Untitled.png .png (148 KB, 967x1047)
148 KB
148 KB PNG
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
>>
>>552392
it looks like poop had sex with pee and they gave birth to a poop-pee hybrid
>>
>>552392
Why are you teaching yourself bad modelling practices? What limitations are you under that mean you need to model arms that way?
>>
File: 8274561936162.png (1.14 MB, 1428x1105)
1.14 MB
1.14 MB PNG
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.
>>
>>552395
You 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.
>>
File: Capture.png (594 KB, 1739x1108)
594 KB
594 KB PNG
WIP
btw thats my own concept art
>>
>>552392
Looks 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.
>>
>>552370

You've got to be shitting me.

It's like Blender goes out of its way to be retarded.
>>
>>552398
Looks cute, although your model is missing some of the chunkiness in your concept.
>>
>>551764
>>551763
this guy is a frikken wizard
>>
>>552393
i like this
>>
File: fatman.gif (787 KB, 960x540)
787 KB
787 KB GIF
i made a fat guy mannikin today
>>
>>552416
mannequin
>>
File: idkTest02.png (1.69 MB, 1280x720)
1.69 MB
1.69 MB PNG
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
>>
>>551788
Why the actual muscle texture to the muscles?
That grain makes me feel like you aren't going to make it skin.
>>
>>552424
https://support.solidangle.com/display/AFMUG/Removing+Noise

What's unclear?
>>
File: render.jpg (370 KB, 1280x720)
370 KB
370 KB JPG
>>552424
the 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.
>>
>>552424
You need to add some ambient occlusion, also too much global illumination
>>
>>552424
No 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 be

Render 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 1.000

You'll have to look that up.
>>
>>551965
this 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
>>
>>552398
silhouette isnt remotely similar to concept.
>>
File: fuck.jpg (125 KB, 1342x728)
125 KB
125 KB JPG
How do i into shoulder Topology
>>
File: 1487628484861.jpg (134 KB, 1342x728)
134 KB
134 KB JPG
>>552484
more like this
>>
>>552494
The cut tool
>>
>>552507
>>552494
wouldn't that create tri's?
>>
File: puffpuff.png (2.45 MB, 800x800)
2.45 MB
2.45 MB PNG
worked on this all night what do u guys think
>>
File: 1324401555181.jpg (151 KB, 683x485)
151 KB
151 KB JPG
>>552508
You 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.
>>
>>552512

You should have put down the bong and you'd have been able to get the whole thing done in 15 minutes.
>>
File: puffpuff - done.png (2.45 MB, 800x800)
2.45 MB
2.45 MB PNG
>>552514
haha tru, but check it out :---)
>>
>>552508
Nigga everything creates tris
>>
File: bulk sash.gif (826 KB, 500x448)
826 KB
826 KB GIF
>>552521
Not if you're making games on the Sega Saturn!




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.