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File: WIP_MUGS.jpg (122 KB, 1297x752)
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Old WIP thread
>>553935
>>
I could not get any decent crit on this just people bashing me.

I'm making PS1 Art. Will finish this scene in May.
>>
>>555658
That is too advanced for the PS1. It is some shitty PS2 scene.
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>>555658
>>555664

my only input is i have no idea about the limitations of the PS1. like the tiling floor texture, is it necessary for it to be like that? can you not even clone stamp it to make the seams less obvious? not an attack, legit questions.
>>
File: alleywip4.png (1.72 MB, 1315x1075)
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Testing a new lighting setup for the alley.
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>>555658
Is that a tree with a bamboo pole for a trunk?
There's nothing wrong with lo-res graphics, but there's a difference between that and bad resolution. Your trees need a more believable shape, I'd reconsider the composition (have single focal point framed by lines, values and colors), and add something at your horizon (like a treeline)
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>>555672
Since the PS1 could only realistically push around 2000 triangles per scene at an acceptable performance (Tekken 3 for instance is around that number, and that game is basically two characters on a flat plane) many games on the PS1 resorted to pre-rendered backgrounds in order to save resources for use in other areas of the game, plus it would look okay at the time since this kinda stuff was new and they were experimenting with what was possible on the hardware. FF7 and RE1 are two examples of this.

Most of them looked pretty good and if there was any tiling, it would basically be an oversight and it was easy to hide regardless, because of the low internal resolution the console could output at. PS1 guy is just inexperienced and doesn't seem to have researched the source material too much.

>>555682
Looks really good, though whatever volumetric fog you have going on makes it look a bit surreal. If it's a dumpster hugging the wall there, it's also a bit misplaced, makes it look like there's a bottomless pit on this alley.
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>>555685
(I made the point about the pre-rendered backgrounds because I assume it's what that guy is going for. Just that bike and truck look like half of his allotted limit right there.)
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File: 4.jpg (63 KB, 1063x696)
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current block out.
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>>555682
What are you rendering in? Looks like you need some more AA samples.
>>555685
> If it's a dumpster hugging the wall there, it's also a bit misplaced, makes it look like there's a bottomless pit on this alley.

Doesn't look like a bottomless pit; It looks like a stairwell. You can see the corner of a doorway.
>>
>>555690
>What are you rendering in?
Unreal engine lol

And it is a stairwell, I'm adding a railing and more ground-level stuff as we speak.
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>>555658
keep it up, senpai,
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>>555658
those bastards!
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>>555682
Put some more detail in the bottom window on the right, this image looks really cool but when i see that window it's very obvious it's 3d
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>>555682
way to black in the shadows, all definitions is lost.
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>>555658
really takes me back
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File: 5.png (220 KB, 960x540)
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>>555687
fixed some thing, resized some props; going to change the way i made the electrical wires from the boxes and added some lighting
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File: groza mk1.png (739 KB, 1920x1080)
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I'm the worst kind of person... The kind of person who uses project to view because I cannot into texturing.
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>>555721

It's ok. Not everyone is cut out for this kind of thing.
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>>555721
Then learn it. Unwrapping and texturing is easy, you can learn it in a month or even less.
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>>555749
>>555732
unwrapping may be ok but drawing textures form scratch without any knowledge and tutorials at all for brushes or color understanding its really hard . Also all textures that you find on google images dont fit perfectly for your needs,
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>>555713
There's no window there yet, I still gotta add all the meshes to my shells.
>>555714
Agreed, I'll see about that.
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>>555749
Yeah my real problem is i literally dont have any programs that would help for texturing + I never properly learned how to texture things :/ i have 0 workflow in the subject.
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>>555750
>>555763
That's because you need to be an actual artist to create textures... Go to /ic/ or /gd/ depending on what it is you're trying to do
>>
>>555763
I was talking about the technical side of UV and texturing. The artistic side is another topic.
I would suggest you learn Substance Painter and watch all those tutorial videos on their YT channel.
Takes longer but even then in a couple of months you can get somewhere.
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File: rouge.png (66 KB, 437x613)
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>>555721
whatever looks good man
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>>555718
whats going to be on the roof?
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File: wip helm.jpg (36 KB, 943x724)
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Working on a fantasy helmet
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>>555847
wood planks
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File: kkak.jpg (39 KB, 928x705)
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>>555848

some suggestions
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>>555848
Looks like you went straight from primary forms to fine detailing. You should pull some more shapes out of that helmet before doing engravings, because right now there's not enough meat on your bones.
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>>555848
The shape doesn't feel like fantasy - its very scifi. I think this mostly has to do with medieval helmets being more round to deflect blows. A sword could get caught on that top piece and take a guy down really easy.
Also, you need more secondary shapes, something to breathe out of, and a better silhouette.

Also, don't work in matcap wax. Work in a basic material, its better to see your forms.
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>>555874
>>555875
>>555876

hey thanks for the suggestions. I textured the model before I read any of your comments unfortunately but I'm going to try again soon. This made me realize that I haven't been super passionate lately.
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File: test.png (821 KB, 1280x720)
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Scene I've started working on. The bulk of the time spent on it was to create a dynamic sky. Tonight I started blocking out a background city.
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night time
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File: SubwayTest.png (2.25 MB, 1920x1200)
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Making a little subway line for practice with modeling, lighting, composition, etc.

I'd like to get the cables a bit more varied but AFAIK you can't randomize arrays - and doing this by hand is a bit excessive since there's 50 total.

Any suggestions?
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>>555905

composition is ok, but man, you can really push the contrast in the lights here, are you following a reference? i'd recommend working with materials and colors too, that way the light will show
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>>555905
reference for you
>>
What is missing except a few textures here and there?
What chair fits this scene ? It will be major part of it.
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>>555993
this literally looks worse than a unity render
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>>555996
thats why Im asking here you illiterate
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>>555936
I'm following a handful of pictures, nothing specific. I just threw the materials on there at the moment so it wouldn't be monotonous is all; the lights really do need fixing, I just didn't have time last night.

>>555955
Thanks
>>
>>555993
-Table is too thick
-Monitors make no sense (I've literally never seen a monitor with that aspect ratio but that kind of frame)
-Plugs are way too thick
-Mouse doesn't read well
-Ceiling supports are too short (up/down) and too closely spaced

A three/four-legged stool would work well here, I think.
>>
double trips oWo>>555999
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>>555993
scene seems ok but the scale of some objects is way off

try these settings
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>>556006
>>556001
thanks for your tips, they helped.

How does one make easy AO globally for the scene in an easy way ?
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>>556008
that way. but it adds additional lightning so tune down your own
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>>556011
Never understood that logic behind that.
Why does the fucking AO add light to the scene?
It should multiply those contact-shadows over the image without touching the global light.
>>
>>556019
http://blender.stackexchange.com/questions/7816/what-is-ambient-occlusion
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>>556011
Pretty sure you can set it to make an AO pass and multiply it over the the image in the compositor.

Also from the BlenderArtists forums, "if you want to use the BSDF AO shader, and have the AO not emit light by plugging in the camera ray (light path) into the color"
>>
File: SubwayTest2.png (1.92 MB, 1920x1200)
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>>555905
Added panels to simulate concrete, shortened the ties since they seemed too tall, and hand-adjusted the cables to hopefully look less regular.
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>>556022
then why it emits light in the first place?
idiots can't make proper ssao
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>>556020
>>556022
Yes i know, but why do i have to do an composition to have it rendered properly into the image?
EVERY other 3d application lets you render the AO multiplied over the image, the question is why did they think that this way of implementation is good or correct?
Its fucking stupid if you ask me. They give us a special snowflake Blender version of an AO which nobody uses this way and the actual normal way of using it demands more clicks and extra work.
Why?
>>
>>556026
>composition

Because that's the nature of render passes, which incidentally is the correct way to generally render anything as it breaks it into tasks that take up less memory and also gives you a lot more control when it comes to re-renders and tweaks

As for "why doesn't this feature work like it does in other programs?" because you haven't written an add-on or a fork of Blender that does it the way you want it

>why should I have to? gimme gimme gimme!!!!
Because it's an open source community driven program, and while the community does pay to have features added, what you want is a low priority / no priority.

Experienced users already know how to use render passes or how to tweak the AO Shader in the node editor

By the way, you pretty much need to make or use custom Materials for every single default Material in Blender (I suspect this is true for every package, but Blender's defaults are extra minimal).

By the way once you set something up (materials, compositing nodes, lights, render settings, etc etc etc) you can save it to either your Startup file (so that it starts that way automatically) or to a "Library.blend" or "Lights.blend" or whatever and then use the Append function to add specific things from that file to your current Project.

Blender is pretty hard to use / get good results "out of the box", like most FOSS software it relies on the community to take what the programmers made and then wrap it in a nice add-on or include lots of templates/samples/examples on how to use the feature.
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>>555895
little progress
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File: render.png (296 KB, 1180x1180)
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rate me guys also, what can i do to make this better? i dont have much experience with materials or presentation

>>556047
this could use some clounds/mountains in the background, behind the city
>>
The hands and hair bother me a bit. I can barely make out the hands with that pure white, and the braided hair isn't tight enough. Otherwise I think it's pretty cute.
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>>556051
meant to reply to (you)>>556050
>>
File: rouge ref.jpg (274 KB, 1122x613)
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>>556052

thanks, the hands are an easy fix, hopefully i have the hair saved before i have the modifiers applied

this is my reference btw
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>>556043
well its not really about preferences. its about having something basic to work well.

the fact that we have an active blender community that rushes to solve most of these problems is great. i would like BF to integrate more user made stuff into their stable releases
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File: lightingcomparison.jpg (1.65 MB, 2361x1080)
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>>555682
I'm back.
Which setup do you like best, and why?
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>>556060
the right one because the horizon makes sense. but might want to save middle one for night version
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>>556060
I got to agree, right one looks the most realistic somehow - left one is too "clear", middle one looks kind of like it's dusk or a storm is about to roll in.

What program(s) are you using again?
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>>556072
And seconds later, I read it's UE4. What are you using to model/texture, though?
>>
>>556060
I like the latter two, specifically the third pic. The first doesn't feel like the scene. Like the air is void of dust or anything. Aka it seems too clean.
The other two feel like they have atmosphere, and the third is a bit warmer than the second.
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>>556060
3rd one because it has the most interesting colour variation and looks the most believable
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>>556024
There are lot of lights for midway down a subway tunnel
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>>556050
Looks like something from a Nintendo game, looks good
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>>556073
I did all my texturing in substance painter/designer, all the junk in the scene is basic poly-modeling in max, except for the trash bags which were sculpted in zbrush.
>>
File: Boston subway tunnel.jpg (115 KB, 800x600)
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>>556086
>>556000
Hey, blame the civil engineers. I do need to increase the contrast, though.
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>>555955

Don't reference 3D shit you fucking idiot.
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>>556060

Add some reflections in the street. Make it look a little wet like it rained an hour ago. It will make the image much more interesting.
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>>556095
>referencing other 3D models to show how other people did things is bad
???
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>>556088

>something out of a Nintendo game

dang dude, thanks!

thats the kind of thing i'm aiming for, maybe i'll do Morrigan next since MvC is coming out

i'm still struggling a lot with the render tho, ugh
>>
>>556103

Except it's not showing him anything to explain how it was made. It's not a break-down. There's no wireframe.

You should always reference from real life unless you're working directly from a concept. When reference other 3D work, you run into the possibility of unintentionally stylizing work when it's not supposed to be, or making things unrealistic if they're supposed to be realistic.

I know you're saying:

>Hey anon, make you're tunnel just as cool as this 3D render.

And that's fine - but he SHOULD NOT be using it as reference. Only use it as inspiration.
>>
>>556060
Take the left one, introduce the fog back into it, but leave it white, and make it less opaque. The purple and Green look like gas in the air.
>>
>>556011
>>556001
>>555993
continued.
What else needs to be adjusted.
I want to build in something that makes the Scene interesting.
Also, how do I make the shading from the outside light that smoth ? I marked it with red cicle.
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>>556178
use portal lights. just write it on youtube
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>>556179
The noise will be fine for me when there are more samples than in the preview, the light doesnt bounce much . But the shading is not realistic because its too sharp from the outside light that falls on the ground
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>>556180
you still need to use hdr and portal. the light that comes from outside looks like the default global one
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File: CharPaint01.png (158 KB, 1920x1018)
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I really need good tutorials for Painting characters in Blender, exspecially heandling brushes
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>>556189
https://www.youtube.com/watch?v=Hr_itixx0Yo
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>>556190
+1
>>
File: amp.jpg (887 KB, 2000x1500)
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Made a guitar a few months ago, now I'm making an amp. I have this vague goal of making an entire 80s Metal themed room at some point.

Given my current pace, I'll be done in about 25 years.
>>
File: WithPlatform.png (2.92 MB, 1920x1200)
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More tunnel. Changed angle, fixed lights, added power line, and added walkway. Considering shortening walkway so it's more of a service platform than along the entire tunnel, but I've seen it done both ways.
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File: newsegment5_0004.jpg (213 KB, 1024x819)
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I am doing modular pieces for my Alien (1979) inspired Sci-Fi corridor.
Its either Arnold or Corona, i am doing tests in both, forgot which i took for this.
Arnold looks better out of the box, but gets smoked by Corona in terms of speed.
I am modelling in Blender and rendering in C4d.
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>>556309
wew lad
are you working in elite3d?
>>
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>>556322
another one
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File: e&c.RGB_colory.jpg (3.31 MB, 4608x2592)
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Made this last night, i know the people look off, not sure what's wrong with them but it's one the first matte painting I've done. General thaughts?
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>>556043
You spent a whole paragraph not answering what i asked.
Why this implementation?
I don't care about compositing AO node, that is useful, but why is the AO infusing extra light into the image when i using it in a render? I don't see any reason for that.
And please don't tell me i can't criticize it unless i write better code. Fuck that fallacy.
I don't need to be a doctor to see that the patient is dead.
I use Cycles only for quick previews if at all so i don't really have a horse in the race, i am just curious.
>>
>>556323
I've never heard of elite3d. This was done using Max and FStorm, if that's what you're asking.
>>
>>556322
>>556331
make it some room which isn't a corridor and people will take you 500% more seriously
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>>556345
This would look a lot better with some lights inside that building.
>>
>>556348
Why?
Because Sci-Fi corridors are generic and full of repeating elements and often used by noobs as easy exercise?
Can i offset this by putting lots of unique parts into it so it doesn't look like a bunch of clones elements?
Please elaborate...
>>
>>556358
you can make a sci-fi corridor look good
but the problem is we already seen sci-fi corridors through and through (even with professionals). if you can make like a cross-section with some doors it would be more interesting.
>>
>>556362
i am planning to do a short animation, like 30-45 seconds or so.
I plan to build the ship, and the corridor and maybe the bridge.

I think with the other stuff and in context it will work.
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>>555905
Tracks are way too small for the size of the tunnel
>>
File: MEME.jpg (78 KB, 599x639)
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hows my topology, lads?

it's meant to be animeshit, so ignore the ayylmao proportions.
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>>556454
Tracks are 1.067m (3'6") gauge, don't know how I would fix the tunnel - if I made it any smaller, the train physically would not fit inside because of the power lines and its total height.
>>
>>556484
Eyes are passable, nose and mouth are trash. Your topology is also way to dense, start very low and just tesalate it later if you have to. A good rule of thumb for you is to keep every face about the same size, start with that. (Delete edges where nessasory)
>>
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Made some rusty metal!
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>>556540
Good result, I'm assuming you followed the Allegorithmic tutorial?

I'd be careful about presentation, oversaturating your lights (especially in "unnatural" colors like cyan, green, magenta, etc.) can make things pretty ugly when they don't need to be.
One thing I always do when taking screenshots of my substances is look at how other people light theirs. You'll notice colors are generally a lot more muted, and tend to follow the color temperature scale.
>>
>>556505
>A good rule of thumb for you is to keep every face about the same size, start with that.
Nigga have you ever looked at head topo? You have no idea what you're talking about.

>>556484
You could honestly just google "anime head topology 3d" and already see that you fucked up the mouth/cheek loops. Also look at models on sketchfab to get a good sense of proportions.
>>
File: Narrowed_bulked.png (2.39 MB, 1920x1200)
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Made the diameter smaller, added more tubes, and brightened the tunnel so I can actually see what I'm doing.
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>>556345
Frankly I thought this was a photo until I took a second look, so good job. The people look a little "blurry", don't know how to describe it - also, the lighting looks like it doesn't quite fall properly on them; it falls from almost the direct right on the two behind while at about a 15-30deg from vertical on the girl+dog.

Maybe add some definition / dirt to the white frame on the house to make it a bit less contrasting.
>>
>>556345
First glance looks good, your model blends well with the plate and you did a good job respecting the lighting. However, >>556350 is right, a house with no light is absolutely dreary. I've looked at a couple archviz renders and they basically all either have lights on inside the house, the sunlight hitting enough of the visible interior to light it, or heavy (bright) reflections in the windows.

Your house also doesn't hold that well to closer scrutiny, a thing you could definitely work to improve is your materials and modeling. Your windows seem overly simple, and you have doorknobs that are as yellow as a rubber duck (I'm assuming these are supposed to be reflective brass or something).

Lastly, albeit minor, you might wanna run a sharpen filter over some of the blurrier parts of your house cause your render doesn't seem as sharp as some of the other parts of your image.
>>
>>556628
>>556584
>>556350
Thanks guys, that huge praise, I'll re-render the building with a light on and lower the saturation of the door handles.
>>
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>>556640
better?
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>>556652
I also made this while I was rendering. much harder to do a cartoon style, but I gave it my best.
The other image is better in my opinion
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>>556652
Add some furniture. Now that the lights let you see what's inside the house, you've gotta put something in there. You could probably also make the lights quite a bit brighter and warmer. In most exterior visualizations the lighting tends to be quite strong, even exaggerated (pic related).

Also consider adding some lights to the outside of the building, Since the sunlight is coming from the other side, the middle section and the parts right below the edge of the roof are quite dark and you can't really make out any details.
>>
>>556654
This one's cooler.
>>
>>556655
Or alternatively, add curtains on all the windows like Viscorbel does in his tutorial.

I'm pretty sure you gotta light all or most of the windows, it's the dark rooms with no lights that look weird.
>>
how do I make good abductor muscle contours without making a shitton of subdivisions?
>>
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How am I doing guys?
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>>556748
>abductor
adductor*
I had it that way at first but spellcheck flagged it
>>
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Retopoed face and made new hair... but I'll change it again ...
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>>556545
Thanks dude, nothing special, following some more tutorials at the moment. I was a little nervous going into the program but the basic idea wasn't to crazy.

Real challenge will be solving problems with out hand holding.
>>
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messing with keyshot and moi3d
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>>556752
You better show me those wires. Also the cockpit is too low it should be flush with the fuselage. Use reference.
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>>556756
neck seems a bit thin
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>>556800
bevel the edges
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>>556824
Fix your proportions (especially the cranium), make sure the planes of the face are visible, define the creases where forms meet, smooth out the wobbles under the eyes.
>>
>>556830
Thanks a lot for the critique.
>>
>>556748
I'm not very proficient in the subject of skinning/rigging, but what I would do is have a shapekey/morph driven by bone movement to make corrections to deformations without needing to add more bones.
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>>556822
she's stylized
>>
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>>556830
Thanks again for the help, tried looking at Asaro head for planes and closely at a model.
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>>555873
hey why did you reply to MY picture?
>>
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>>556582
More work on the subway tunnel. Might add some signal lights, but I'm wanting to get started on the textures.

Comments/critique?
>>
>>556940
The large pipe if ground of that cage door is very odd, burry it and put a catwalk over it.
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>>556981
The large pipe in frount*
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>>556983
>in frount
almost there buddy
>>
>>556981
>>556983
Do you mean put that segment under a short length of catwalk, or? I want to have the cable exposed; if anything I'd prefer to have it draped over the top of the tunnel.
>>
>>556940
MAKE THE TRACKS WIDER REEEEE
>>
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Did the texturing, lighting, and rendering from scratch today. Just downloaded the model and went from there.
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>>557018
The track size here is literally what almost 1/10th of the world uses. If it was wider the tunnel would have to be bigger because the train wouldn't fit inside.
>>
>>557019
meh
>>
>>557019
The paint is a little too dull, almost like it's slightly plastic, and the wheels seem too shiny and not rubbery, but I think it looks pretty good other than that.
>>
>>557019
>Just downloaded the model and went from there.
and into the trash it goes
>>
>>556846
Anybody?
>>
>>557040
You still haven't done the things the first guy told you do to.
>>
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>>557046
Thanks, I tried adding more creases and fixing the proportions, but I'm still pretty blind when it comes to this, where am I messing up?
>>
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opinions?
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>>557067
reduce the bump a bit. it looks a bit like plastic. try to reduce the glossyness. the metallbar comming out of the handle looks very strange. it should kind of wrap around it. the random fingerprint could be exchanged with a spac map which creates kind of a rusty look.
>>
>>557067
Your curvature edge wear is making it look fucking retarded. That's not fault of your own though as you were taught this and not shown the correct way. Just fix that and it'll look better already.
>>
>>557067
horrible. apply yourself and come back in a year after you've started learning the fundamentals
>>
>>557067
it looks good but why the rubber parts are bumped at the same intensity? are you modeling from ref?
>>
not on purpose, i messed up the masking a bit which is why everything has the same bump. i am using refereces yes. still a beginner wjen it comes to textures
>>
>>557067
The model looks okay but it's way too shiny; follow what >>557072 said.
>>
File: drone.webm (1.1 MB, 960x540)
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Made a shitty drone. Started out low poly but I sort of went crazy with it and now it's just a mess. Still need to figure out the latch mechanism for the tank base.
>>
>>557137
I think it needs some kind of visible levitation mechanism while it's flying - the blue jets are providing propulsion but it's not clear what's holding it up. Maybe some blue glowing stuff underneath which folds in when it lands on the base might work. Otherwise, nice animations. You should add some proper textures with wear and stuff, keep it quite blizzard-style, don't go super realist, and it'd make a really nice project.
>>
>>557137
It has a sort of cute but dangerous vibe going on, nice animation man. Only thing i would say is make the 'face' more like a face, give it some character. Try eye brows
>>
File: Helmet.jpg (78 KB, 1596x935)
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Do you like my helmet?
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>>557196
disrespectful to women, but otherwise yes.
>>
>>557196
I really like it.
>>557137
Also cute.
>>
>>557082
what does this even mean, so vague.
>>
>>557201
He's calling him shit and he needs to learn texturing fundamentals - which he does.
>>
>>557202
its better than what /3/ is capable on average. so i would be careful saying that
>>
>>557198
Not seeing how it's disrespectful to women
>>
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File: drone2.webm (1.48 MB, 960x540)
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>>557150
>>557157
>>557199
Thanks for the feedback guys. Got around adding the hover engines to the drone. Also tweaked the animation a bit and added some better lightning.
>>
>>557276
>>557137
Looks neat, I like it. Feels like it could be a unit in some robot-based RTS or something.
>>
>>556839
Oh hey, someone replied

I didn't realize I could base morphs off of that, might use it for the actual clavicle bones, but for the inner thigh muscles I think I can get it to come out passively by using the right topo. I already sorta had it in the image, it just came from the wrong position.
>>
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trying to make wood planks but made plastic garbage instead
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>>557393
Needs more contrasting colours, the surface looks good.
>>
File: face render.jpg (68 KB, 582x644)
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Please critique, gonna be for a ww2 type soldier guy, just portfolio filler.
>>
>>557276
movement looks like it ends really quickly, I would add a really short kind of jiggle after each moment, so it looks like its correcting the body roll.
>>
>>557052

something that really helped me was to start trying to draw faces, and drawing out the geometry of the face so you start to understand all of the planes that come together to form a face. Try sculpting one of pic related to get a feel for these faces in an exaggerated setting.

im >>557400 btw
>>
>>557276
Instead of floating static in the air, it should bob around a little (left/right with some rotation between easing in and out in those directions). You might be applying that as a secondary animation layer though.
>>
File: retp.jpg (96 KB, 757x875)
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am I going right way?
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>>557417
looks pretty good to me
>>
File: Narrowed_Panel.png (2.37 MB, 1920x1200)
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Time to start adding textures, I suppose. Anything major I missed and should fix?
>>
>>557424
Is this usable in games, looks very nice to me.
>>
>>557427
Thanks. Don't know yet; for now I'm just making a "high"-poly render out of it, but I might use it as a Vive environment or something. Who knows.
>>
>>557424
>Anything major I missed?

A choo-choo train ya dingus
>>
File: Capture.png (124 KB, 1260x393)
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Serious question... How do i make this better?
specifically texturing... like i don't get texturing in blender at all...
>>
>>557434
It's really clean and shiny for a gun. I'd take down the smoothness on the barrel a couple of notches and add some edge wear along the edges where the gun would've been laid on its side and such.
>>
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>>557436
is there any easy way to create simple pbr texture in blender like this, i want that realism so i can work on modeling to match it :/
>>
>>557439
Yes, it's called textures and masks.
>>
>>557400
>>557402
Thanks a lot for the help, anon, I hope I'm as good as you some day.
>>
>>557434
Upload this gun, and I will make it better. OBJ preferably.
>>
>>557439
use substance painter instead
>>
>>557444

We are all gonna make it brah.
>>
https://www.youtube.com/watch?v=TNTWx5Qv14c&feature=youtu.be
I made a establishing shot for a fake movie, waht do you guys think?
>>
>>557537
horrible. Learn the fundamentals and come back in a year or two
>>
>>557537
Looks pretty good, would like to see more.

>>557082
>>557538
is this a meme now?
>>
>>557544
>is this a meme now?
no, its perfect advice
>>
>>557537
The first camera movement is good, but there's something awkward about how it slows down, stops and hangs for a couple seconds (with pretty uninteresting framing to boot), then crossfades into your next shot.
I honestly don't know much about film but I would advise looking at establishing shots in professional work and their transitions (short films and commercials might be easier to parse than feature-length films btw)
>>
>>557400

Buy Raphael Grasetti tutorials, spend 100 hours on them. Buy Frank Tzeng tutorials spend 900 hours on them.

There is too many mistakes to critique.

You might want to try stylization if you want an easy out. Got a long way to go kid, try environment art instead.
>>
>>557549
How about not being super vague and pretentious, give me some constructive criticism.

>>557538
Common man, this is't even amusing just a wasting my time replying to you.

Everyone else, thanks for the crit.
>>
>>557537
it looks good, i love the mood and settings. altho the final guy viewed in the end could use more work or look more busy.
you could use blur in more places. and maybe add more props around the store area.
ignore the assholes, they can't handle anything that isn't ironic diarrhea
>>
>>557434
>>557439
Just wanted to point out the main difference between these two pictures is lighting. One uses an IBL where you can see an interesting environment in the reflections, the other has a basic AF white light.

There's undeniably a texturing component but lighting is way overlooked and way important.
>>
>>557400
You should study bone and musculature and fat on paper, like drawing it.

Being able to visualize your anatomy to the point of drawing it correctly on paper will be a huge boon for you. Your face doesn't look terrible but it does look off in some ways that's more subtle, like you only studied the surface.

For one the orbicularis oris (mouth) muscle gradually swells towards the lips, so the lips actually jut out like a pyramid with a flat top. From here it looks like the mouth is way too flat though I can't really tell.

In fact the maxilla and the mandible both kinda jut out and so the teeth, again like a pyramid.

The jawline and chin also seem weird. He has a very strong and bony jawline but the chin seems ill-defined and fuses in with the mouth muscles like it's part of a big blob. Take a good look at rugged men and you'll see the chin juts out a little in a fairly distinct way and the meaty parts just wrap around that. It's hard to explain but the chin seems too rounded from all sides and indistinct as a result.
>>
>>557552
learn to take crits or dont post. LEARN THE FUNDAMENTALS.
>>
>>557560

Thanks for the thought out critique. I'm not even really sure of some of the facial muscles that you mentioned so I guess that just shows how much I have to learn.
>>
>>557565

I'm the person here >>557549

You have many more mistakes than that. Hope you check out the tutorials I suggested.

When a person posts a hi res piece face that looks garbage you can tell the person is nowhere near getting good. You need to get back to the basics. Note, if you look at Frank Tzeng he gets the face perfect even with it being low res.

https://gumroad.com/dancrosslandart Have a look at his skull and try to sculpt it like that. Then, go on to sculpting the skull.

I would personally just give up and do environments instead. You are years away from getting good and you seem a bit dumb.

Also, please do not put that into your portfolio. Nobody fucking cares about hi res stuff in your portfolio. You need to make it low res and texture it.

You need to make about 20 characters before you even begin to think of building a portfolio for characters.
>>
>>557574
Oh, i see what's happening, your talking about the characters not just being an ass. The chercter are generated: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-139D1FD6-3815-4A58-9698-BEE2E49A5DAB-htm.html

I'm not a character artist, or even trying to be, I studie archvis and post. Sorry for calling you pretentious, I now see you where being genuine but misinformed, that's my bad.
>>
>>557574
what exactly is this shit about people "not good enough for character art" doing environments instead? They're two almost completely unrelated skills
>>
>>557588

Environments take less fundamental art skills. He should do that instead.
>>
>>557592
If you want to shitpost on a friday night, take it to a faster board.
>>
>>557592
if you will jump between character art and environment art you will only eventually lose patience and time.

strike the iron while its hot and be decisive. don't just tell people to do something because you seen 1 bad result
>>
>>557593
the funny thing about this shitposter is that his shitposting and baits are fairly low quality and easy to get through. a real shitposter would take a break and improve his writing and learn some psychology before engaging in low quality baiting
>>
>>557593

Most character artist have solid 2D skills. This is not true for environmental artist.

Granted you do need skills for environmental art, but a lot of this is more technical. Can you do substance designer, can you work with Unreal engine, can you understand texture density and trim sheets.

>>557594

No I'm saying he should abandon characters all together and just do environments.

>>557595

He posts on polycount, I've clicked on his portfolio and looked at all his work.

Anyway, he probably going to give up in a few weeks and leave it for a year. He did that earlier. Also, his portfolio is sort of crappy.

He never going to be a good character artist.

Character art is not for everyone, you need to be insanely dedicated and have a sharp eye. If you need help on basic crap you might aswell give up.
>>
Practicing quixel and photoshop workflow
any feedback or criticism?
>>
>>557598
ok i agree about the talent part.
there are a few people here that i know that ill never reach their level no matter how i try
i don't delude myself.
BUT STILL you can reach a good level if you invest a ton of time and effort.
my eye for art has changed over time. back then i used to WOAH at so much shit, nowdays i get barely impressed because i know how much effort each process takes
>>
>>557598

aight, im the artist of >>557400

The only posts from me in this thread are >>557402
>>557473
and
>>557565

I took the long break because I have been working full time at my real job and then working with a studio on this indian language film thing as a 3d stylized character artist that I can't really show bc all under NDA. I am nearly done with that though so I want to get back to my passion of sculpting and doing proper character art.

in response to>>557549

I have looked at going through the Grasetti tutorials and will probably try to go through all of them.

Just to be clear >>557552
>>557581
and
>>557593
are some other guy
>>
>>557599
Is it supposed to look like hard tiles or rubber? The roughness/reflection maps look too soft.
>>
>>557599
I agree with >>557607, I think the problem is your roughness "dirt" is too uniform and that makes it hard to get a good read of the tiles' "real" material (also there might be some weird bump noise in your normal map, as visible in some of the black tiles that catch the white speculars).
I would recommend breaking your grunge into larger areas, leaving some parts of the tiles cleaner so we can see their glossiness.
>>
>>557599
It looks like you're still using Diffuse type setup, but I know you're PBRing. More gloss.
>>
File: TexStart.png (3.26 MB, 1920x1200)
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Finally starting on the textures, hopefully I can actually make them look good for once.
>>
>>557631
I don't think that pipe would be made out of salami. Maybe try a metal of plastic finish.
>>
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First Time using Zbrush.
Do I have potential guys?
>>
>>557607
>>557618
>>557612
I made some quick and dirty improvements.
Can anyone share some tips and techniques for PBR texturing?
>>
>>557667
>remove the ca
>make it so the tex doesnt visibly repeat
>>
>>557667
Use Substance Designer for that kind of stuff, way easier than doing it in photoshop. Sharpstance (on youtube) has some pretty good SD tutorials, though they teach you how to use the nodes more than they teach you what actually makes PBR good.

A couple tips I know/have found important:
-Make your maps in the following order: Normal/Height > Roughness >Albedo
-You don't need a high contrast albedo, just good roughness values
-Avoid going full black, full white (above 220) or full saturation in your albedo (you wanna give it a "buffer" range so things can get darker/lighter/more saturated depending on lighting conditions, can't do that when you're already at 255)
-You can get most dielectrics to look the way they're meant to through a combination of gloss, albedo, and microsurface/normals.
-Look at a shitton of references, especially how materials catch the light (will give you an indication of your gloss and normal maps)
-Presentation is half the battle, make sure your materials are shown under good lighting.

I would say your tiles look pretty good, actually. The "rubbery" effect on the black tiles seems to be mostly due to the microbump in some parts of your normal map, now. You could always fiddle with it (make the noise bigger, softer, etc.) but if you can't make it work there's no problem with removing it, or limiting it to the white tiles (high bump + gloss will always be more visible over surfaces with darker albedo, because those show reflections more)
>>
>>557672
literally all of what you just posted is irrelevant

>microbump
just kys
>>
>>557673
enlighten me about what kind of feedback would be relevant, o wise one
>>
>>557676
>>557669
>how to make a texture not repeat
>>
>>557677
just in the case you're not actually trolling, I think he's got that covered, bub
>>
>>557677
>>557673
>>557669
this fucking dude lol
>>
>>557678
uh....what?
>>
>>557680
>trolling for dummies vol.2 - beyond the strawman
>>
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Finished preparing my sculpt for 3D printing, im using shapeways.com, and it passed with flying colors, yaay! I am however sceptical as to how well it would print in reality, i closed all the gaps and thickened every part that looked thin enough, then decimated until i was down from 1.5mil to 200k polycount. Also, what would be your recommendation for a printing company to use? My roommate used Shapeways before and the level of detail was amazing.
>>
>>557665
get a reference next time, dont just invent muscles and bone structures, especially important for someone new to anatomy.
>>
>>557684
are you just wasting bandwidth or what?
>>
>>557689
This looks unfinished
>>
>>557695
What about the model looks unfinished to you specifically?
>>
>>557695
its 200k polys and made for 3D printing, all the rest of the detailwork will come as i paint it with acrylics.
>>
>>557696
a lot of the forms don't look separated. It looks like a concept sculpt. Also her face looks like a blockout with eyes closed and minimal form definition. Also everything feels evenly "puffy", there's a lack of definition and variety.
>>
>>557699
thanks, duly noted, that one is my second finished sculpt, this is my first.
>>
>>555848
Soffocation, no breathing
>>
>>556846
Lips and eye brows.
>>
>>557702
hehe!! I love this modeL ))
this is so awesome. always happy to see cool shit on 3
>>
>>557689
>>557702

These look pretty good, I've never used Shapeways so this may be entirely irrelevant, but I *suspect* that some of the detail is going to be lost due to the raised / inset surfaces not being sufficiently deep (or high)

Then again hat might be more the case if you were printing it yourself, and putting it through an acetone bath yourself, and if it does happen you can likely correct it by hand

Take a glance at this guy's models to see what I mean about all the details having a fair bit of depth (obviously the viewport lighting is also exaggerating this a bit)

https://www.youtube.com/watch?v=imflMVg82gA
>>
File: wghat.png (1.47 MB, 2571x1440)
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i have a question, do i make like 20 UV sets for this building so the texel density is the same as the wood planks?
>>
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I'm feeling burnt out but I'm 1/2 way there

It's ok for a first sculpt I guess.
I can't shake the feeling it will end up like crap but at least it's a step forward to learning more.
>>
>>557758
when usiung tileing textues, uvs dont have to be placed in teh 0-1 rang
>>
>>557639
But salami is delicious, Anon. It's supposed to be rust but it's not turning out well at all - Any suggestions? I'm considering ditching the "flakes" entirely and making it more of everyday rust where it's uniform speckles and browner.
>>
>>557797

before even getting to the texture quality you dont seem to be thinking through the material choices. why would it be rusty? is the tunnel very wet? will everything be shiny and damp with leaky walls? if not how is it so rusty. also rust will in most cases not be uniform. it would be say a steel pipe with rust on corners or at the bottom where moisture would gather. the scene is nice so really think it through so it stays nice.
>>
>>557797
Yeah man that texture is trash. Is it procedural or substance? For now use something like pic linked.
>>
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>>557797
like this
>>
https://www.youtube.com/watch?v=zS9ZKMC5n_Q
Hows this looking now guys? models / animation only please.
>>
>>557837
Alright, thanks for the suggestions.

>>557838
>>557839
I'm trying to keep all the textures in this scene procedural so I can learn to use them better. It's proven to be difficult so far to make them believable since real objects have so much variety from top to bottom, front to back, etc.
>>
>>557868
Just don't. If you want to do procedural textures use/learn substance designer, anything else will most likely look like shit.
You spend less time downloading stuff from textures.com.
>>
>>557843
AGH the zfighting. You need to increase your near camera clip plane.

The fan animation is pretty good. The camera movement is extremely boring. The kitchen is pretty decent except for the flowers which will need a lot more detail if you're going to fly so close to them. The bricks are horrible. I couldn't even tell what they were supposed to be until halfway through typing this comment.
>>
>>556848
no, it's MY picture!
>>
>>557890
This isn't a render, it's not going to zclip in the animation, this is just a viewport animation hence the terrible looking lighting and the rest.

But your right about the flower, I'll put more effort in that. I appreciate your crit about the bricks but are you fimilier with brezilien bricks? They closely resemble the ones i made.
>>
>>557904
You should have no zfighting in your viewport unless you're rendering a scene where you start focusing on a crack in the sidewalk and zoom out to a city. It takes literally 1 second to solve the problem. Posting something like that makes you look like a careless amateur who doesn't even give the slightest fuck about how your product looks.

Your model looks nothing like those bricks. Look how irregular the holes are. Look how the holes take up like 75% of the volume of the shape. Of course you said not to mention the texture but it's barely presentable without texturing. And why are your bricks flipped around like that? In the construction it is obvious that all the bricks are aligned horizontally to create a flat surface for the wall. If you want to show how neat your little holes are you can show a pile of bricks that are unused, don't make it look like the construction is done by an autistic person.
>>
>>557909
Fair enough, I'll fix these tomorow. Thanks man.
>>
>>557909
>>557904

If it's blender, you can get some z fighting and weird as fuck errors when you set the camera's clipping for close objects really low.
It doesn't know what to do and spazzes out.
Dunno if Favela dude is using blender, but I've had that problem before.
>>
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progress so far... I'm retopoing her now
>>
>>557971

Did you take a phone shot of ur screen?
>>
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>>557971
and here,s mesh topology
>>
>>557973
ipad shot. what ele does it look like?
it,s a wip and work is also wip, no need fancy renders here
>>
>>557975
You know there is a button on 90% of keyboards dedicated to capturing the screen? And if you don't have that windows comes with a super cool tool called snip, go ahead and type it in the search bar.
>>
>>557977
jesus crust man.... I was scrolling with an ipad and just did it. i know about snipping tool... agree it's one of the most handy tools' I have it pinned in start
>>
>>557987
PS: gotta love 3 standards... no one will give any fucking whatsoever about work, but everyone will chocke with their own shit about something like this, even slightest of CA even if its properly done,
at first I was thinking, yeah honnest cryticism..
>>
>>557989
Kek thanks for that, made my day. but for real, telling you whats wrong with your model is harder then telling you how to screen cap.
>>
>>557990
yeah, but it's not necessary to talk about good and bad sides.. I always try to give suggestions, if the artwork is in my interest/understanding, I'll never give input about archviz or realistic props, because I have never even thought about them
>>
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>>555614
is this too much polys when retopoing?
>>
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How am I doing guys?
>>
>>558023
I don't understand what some of your loops are doing - namely the tightly packed ones around the front/zipper, and some around the collar, sleeves' ends (where the fabric changes), and hem.

That aside, a hero character for a current-gen game is around 45-60k polys, so you seem fine if you remove the needless loops.
>>
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Some in progress stuffs of my solo short film project.
>>
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>>558042
>>
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>>558043
(still working on textures, it was just some tests to see how it looked with vray at the moment)
>>
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>>558044
>>
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>>558045
>>
>>558045
wtf
>>
>>558041
I'm doing this first time, and thought I was doing good thing D:
I won't do these in futire, thank you
>>
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>>558046

>>558047
what?
>>
>>558045
this looks cool
>>
>>558042
Tile night variation is too much, there is like a 10cm difference in some of those.
>>558043
Wtf are this hips and 'boob band' these cloths make zero sense
>>558049
Again, wtf is up with the proportions, it's like a shitty seen drawing from diviant art, surprised you didn't give her ridiculously impossible tits, oh wait...
>>
>>558049
Her face is kinda wide but I already fapped to it so you know, carry on friend
>>
>>558049
Legs look too short. Cape looks like shit.
>>
>>558049
cool
>>
>>558043
>Those hips

Is that who I think it is?
That one oc character from a while back?
>>
What is the purpose of sculpting? Do you just use it as a reference to model over?
>>
>>558085
Retopo/Zremesher.
>>
>>558043

Blood doesn't look right. Doesn't look like actual spray patterns and the colour is off.
>>
>>558087
I know, was just testing stuffs on susbtance for the shape and the color looked better on it.
>>
>>558085
normal map creation
>>
>>558035
pls learn anatomy
>>
>>558045
This is dope.
>>
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Trying to make it mid-poly for games. Never gonna use it in a project, but I think it might be a fun thing to do to exercise a bit.
>>
>>558172
Im retarded and forgot to post reference, pic related is the scene I'm trying to recreate.
>>
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>>558173
Just fucking kill me, its 2.30 am and I cant sleep so I model, forgive my retardness.
>>
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Made a Zweihander with Zmodeler, my first proper hard surface model. The tip is a polymess. Advice and critique welcome!
>>
>>558044
How did you make the wrapping, looks killer
>>
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Slowly adding textures to that tunnel of mine. I've never gone this in-depth with a scene, the grain is way more than I had expected for this sample amount.
>>
>>557758

polycount environment challenge?
>>
>>558287
Yeah, you need to fix your render settings. The texture would be clearer in the viewport, I can't see anything. Also i guess your not using bitmaps then? You look like your just using solid colours, not really a "texture" is it?
>>
>>558268
the tip looks fine. Did you model off an image? The grip/pommel/hilt looks a little too large relative to the blade. Are the holes for the binding solid black because they're so polydense that you cant see the individual wireframe edges? You'd be better off just baking those to normals unless you want to render insanely close up shots.

>>558287
Just use a real time renderer; Blender is dogshit for rendering.
>>
>>558304
i used a photo collage reference on secondary monitor, the handle could be too big, although ive seen even smaller blades on these compared to hilt/grip. now on second glance the grip looks a bit too thick. Rings are just too polydense, didnt think it thru. thanks!
>>
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>>558287
Rendered at 2.6x the amount of samples as here

>>558302
No, I'm trying to learn to use procedural textures; they mostly just have noise mixed in and the slabs/ties have Pointiness mixed in since I wanted more of a worn/grimy look. It doesn't seem to be working well, though.

>>558304
Any recommendations?
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Looking for criticism. I started 3D a few years ago and have background in traditional painting and sculpting. 3D sculpting tools really help a lot but I am still working on a workflow for making a 3D RPG but I'm going at it solo (1MA). It is really taking a long time and I'm trying to ballance it with personal life.

What are my chances of successfully making a good small scale RPG with some nice models and actually hitting a target audience so I could get out there and maybe make some money?
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>>558326
Retopology came out shit but I'll do it again when fixing the whole model.
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>>556309
Done with the amp for now, currently working on an old TV set.
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>>558326
> solo 3D RPG

Dude, it's not about skills, you'll never manage that on your own. Minecraft was already one thing, but with that detailed-realistic style it will be far too much.
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>>558338
I want the player to walk through the town, greet people, sit in a tavern and drink with friends (you first have to forge good friendships on quests and such) recounting old stories and seeking new adventures. Witcher and Fable series are some of the inspirations but you would actually be able to do everything in the game.
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>>558326
>smallscale
Define "small". You have a LOT of work cut out for you if you're doing this by yourself and would do a lot better if you had a small team; there's a reason most indie games look like they do or are 2d - it's hell doing everything unless you know exactly what you're doing or have ungodly dedication or skills.

Good luck, though.
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>>558341
Thank you. I'll come here from time to time to post some new progress. Thanks.
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>>558333
too reflective, make it less so.
where is your reference? all I cold find is this and i could not find a model with a headphone jack.
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>>557689
here, working on my next waifu, this time with hard surface equipment, paying more attention to shapes and detail depth like >>557740
suggested. Working on breastplate atm, hair is a placeholder
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>>558345
It isn't based on any single model, since you can't really get decent reference. It's more or less cobbled together from pictures of various other models, as well as real life objects (a CRT monitor for the glass, some wood veneer and some black plastic) I had lying around. The image I started with did have a headphone jack in the front, though.

It's hard to compare reflectivity if you know nothing about the lighting conditions a picture was taken in. If you check the TV's left side in your picture, you'll see that the reflections there are almost mirror-like due to the viewing angle. The reason mine looks more reflective is that the HDRI I'm using to light the scene has fairly large, bright and diffuse lights coming from three different directions.

That being said, none of this is final, of course.
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>>558348
For comparison, here's a picture from a different angle. It looks significantly less reflective, simply because the large specular highlights of the light sources are gone at this angle.
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how do I get rid of the lines around the sclera (white part of the eyes)

also the eyelashes, sclera, and iris are all in their own meshes/separated. which ones do I need to combine?

also ignore the half-ass mouth, eyelashes, and iris texture.
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>>558355
Exclude the eye from the toon lines effect?
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>>558357
it's not toonshaded
https://www.youtube.com/watch?v=u2GAHnDaUpU

I followed this tutorial mostly
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>>558359
never mind
I'm stupid, I closed the Border mark and it worked

forgive this foolish beginner
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How do you like my podest?
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>>558361
podesta?
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si
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>>558361
Wireframe? How'd you make the material?
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Substance painter
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>>558361
If you're gonna cover most of the stand with something then it's not as important, but if it's meant to stand alone, you seriously failed at applying a texture that doesn't tile obviously. You got a good 15-20 "medium-sized" cracks, all evenly spaced and all obviously repeating on there.

Go look at old stone monuments, and try to pick out what makes them look interesting. It's much better to keep your texturing as subtle with a few eye-catching accents, rather than run even dirt and wear all over it.
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most of it will be covered by an altar, additional objects and so on, besides that you are right of course, thanks
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>>558361
>>558365
the top part looks like the texture repeats, try making it look more random.
like the bevel, everything should have bevel
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Adjusted the texture so it looks more random
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im gonna get there, someday
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>>558404
Free the nips
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>>558325
Removed some emissive materials; looks a lot better now, I think. Any suggestions on how to improve?
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>>558420
When it's done, august the exposure and curves. Go find a colour palette and apply it to your render. Also the levels, you have highlights and darks but mascaly no midtones, fix that.
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>>558404
where are the cheek bones? weird clavicles, crooked neck, mons pubis too wide, deltoids have no shape, where the pelvis?

for now fix the neck and cheekbones as those are the worst offenders
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>>558404
stylization without proper knowledge of anatomy fundamentals is like deliberately breaking a rule you didnt know existed. dont make no sense. Thats why best manga and animu artists know how to draw a realistic human.
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>>558439
>deliberately breaking a rule you didnt know existed.
>deliberately
>didnt know existed.
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>>558451
thats why it makes no sense, how can you break a rule if you dont know the rule.
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>>558436

there's no cheek bones, done some working on the other points you mentioned and also the materials, what do you think?

>>558413
here is nips 4 you

>>558439 (you)
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>>558460
material sucks, the specular is too sharp and too strong and entire mid contrast value is blown out, its an awkward mix between almost cell shaded and normal look, previous one worked much better to show off your model and to work on it, unless you aim a beauty render other artists will value a clean readable piece for a folio or to give crits
the clavicle is almost a straight line, it can be ether horizontal or at an angle, but its always straight from the front view
cheekbones are one of the most important features of a cute face, you want that round curve shape that starts just under the eyes, otherwise you end up with a flat face
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>>558346
more work on it, mostly just placing pieces of armor on her, further detail coming later. Saving hands and feet for then im doing the posing.
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hows this for a first stab at a sculpt? its far from done though
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>>559082
very bubbly
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yo guys I got a quick question, in zbrush - how do I create multiple uv maps for one mesh/subtool? (e.g. one whole map for head, one map for body etc) I've been trying all day but I can't get anything to work. this is what im working on at the moment. thanks in advance.
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>>560257
you're posting in the old wip thread

>>558448




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