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Post the oldest render you have, compare it to your latest project.

>Pic related: a sword I tried to make in January
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>Then what I made in March
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>2014
modelling, rigging, scripting and animation skills have eroded greatly since then

should i kms?
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>first render
Sheeeit nigga
Iron man 1 came out in 2008 didn't it?
Anyways I lost that thing but it was a crappy attempt at an ironman model back when I first watched that movie and downloaded blender, I also made an intro for my brother's runescape dedicated youtube channel, Ill see if I can find that
Then downloaded zbrush and fucked aroubd with it, then I abandonned 3d modelling for 5 years until I was 18 and started architecture college

Ill post some recent stuff when I get on my computer
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>>557999
good shit, and checked
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First thing i ever made.
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>>558003
Last thing i finshed
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>>558000
checked
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>>557999
checked xD
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Two years ago
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>>558009
And most recent thing I (relatively) finished.
I was also shit last year, though you fuckers are probably gonna say I'm shit now too.
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>>557994
This is honestly good progress, especially if you're a complete noob. I would recommend looking up tutorials on modern rendering or videogame asset production (pirate them if you must), they will teach you some good shit, so you can start making better textures and more complex models.
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>>558012
Yeah I just googled textures to use. But thanks, I realize I still have a lot to learn but I'm starting to see where detail can be improved each time.

>>558011
The verticality in the framing makes my dick rock hard
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>>558021
Nothing wrong with using google images as a base for textures, I honestly used to do it all the time (though now that I'm working on game assets I prefer to use Substance Painter + Designer). You can honestly do a lot with photo textures and custom tuning in Photoshop to generate your different maps (most of the big boys work that way).

And no stress, I'm just suggesting avenues to explore. I mean, you just started so it's obvious your work isn't gonna be perfect, so you don't need to be humble about it. Any improvement is good improvement, but since you seem to have a good grasp of basic modeling I'm suggesting textures and shit cause they'll give you the right tools to start making design decisions later on.
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>>558029
i appreciate the guidance in a very "counter-4chan" rhetorical style. Ive noticed slower boards are way more laid back.
Normally Id have been called a candy-ass roody-poo by now
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>>558031
Eh, the value of the feedback can be good regardless of tone. It honestly cracks me up when people give perfectly good critique while simultaneously calling the artist a retard. The only thing you gotta look for is the "why", if someone calls you a fucker but explains exactly why then it's pretty much useful critique. Conversely people can be both polite or extremely rude yet post extremely meaningless comments.
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october 2015 - rendered in mudbox viewport (didn't even know about the maya render button)
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>>558051
Earlier this month in UE4
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>>558031
Are you too scared of anons calling you names? What a fagget
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>>558052
I've been seeing your work pop up in a few places (here, reddit) and I gotta say I really love your progress, going from basically nothing to doing quality archviz in a little over a year is really good work man.
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>>558011
This is really good

What are you using to render it? UE4?
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>>558052
how long did the lightbaking take?
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>>558643
Yep.
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>>558933
What was the first one?
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I don't have my first ever renders (from like 2007-2008). I used to do 3d for fun when I was like 14 or something.
I quit for a while and started back up.

Pic related is roughly where I started from. Didn't remember much apart from hotkeys.
They're in some sort of chronological order.
Moon thing being the earliest I've got, sunset the latest.

I don't really care about making shit technical or anything, I just go for them A E S T H E T I C S. It's just a hobby for fun.
But yeah here it is.
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>>558963
The red thing.
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>>558993
derp
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>>558994
...and my most recent
it's actually a still from a short sci-fi film i'm making, 100% cgi.
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>>558995
goddamn it i should just stop posting
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>>558987
i have your middle-left image saved in an inspor folder somewhere. nice work anon.
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>>558996
Turn down all the fucking fog, holy fuck
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>>558999
it's supposed to be foggy. all post-apocalyptic and stuff. if you didn't notice he's wearing a spacesuit.
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>>558999
that's just one image, chill, the guy is allowed to have some fog in his film
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Oh Dear, you're bringing back bad memories, OP.
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>>557993
> "Post a render"
> OP posts a screenshot
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>>558052
Most carpenters wouldn't use boards with that many knots you roody poo candy ass
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>>558987
Nice progress, but this retro-90s stuff is getting pretty tiresome. You clearly have talent, so you should branch out and try to be more original.
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>>558998
Small world. Thanks man.

>>559194
I make it because I want to, not because of any fads or anything. It's an aesthetic that I like to explore in different ways. It's more entertaining for me to make something like this than something generic like archvis or characters.
I am trying to evolve it into something more my own though. It's less about the 80s for me and more about the feeling of travel and driving in the middle of the night.

I'll probably lose steam with it when I finally do that large animation I've been planning to make for a while. Nothing too long, just like 2-3 mins. After that, I'll probably be fed up with it.
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>>558061
thanks mate, good to hear, it's just about having the ability to see the finished product and be happy with progress. too many people are content with sub-par scenes, you gotta push each as far as you can go.

>>558644
Took I think 18 hours with i7 6700k.. it was set to really high quality though.

>>559126
pssh I've seen wooden floors like that irl, blame poliigon anyway.
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This was my first project
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>>559281

You lie shitskin. No ones that good
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>>559281
i'm afraid that's far below average for a first project. you should probably give up.
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>>559281
pretty shite you don't have a future in this field just give up
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>>559281
did you just add the lens flare ?
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first, like a year ago, this last one is not my best, but is my last one ahah
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Last Year
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>>559486
Album Cover from recentlty
>my name
I dun goofed
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>>559116
the body of the bottle could've use more subdivisions.
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Some damn good stuff in this thread. I don't really post here, but I do like to come here for inspiration. It's nice to see the progress some of you have made on this board.

I have mostly been doing product mockups as of late for my clients. I mostly just mock up packaging, labels and the like for stuff I design for clients, nothing really exciting as far as modeling and rendering go. Other than that, I have been creatively out of it for a couple months.
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>>559518
that gun is super nice friendo, but should't the camera's screen have some self illumination on it :?
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>>559518
Thank you, and as far as I can remember, I did a mix shadder of emission and gloss. Depending on the angle, the gloss would make it look dim / dark. I know better now though.
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Is there a program similar to 123d design but with more features? It's a pain to work with this program do to its limits
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>>559281
What a this meme , I swear I see it every time this thread is made
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>>559488

Consequences will never be the same.
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>>559116
Are those leaves or potato crisps?
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>>558004
this is super cute, you should do the inside as well
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>>561371
Thanks friend, I may end up doing the inside. I wasn't planning on texturing it but I'll probably do that too. Here's another angle.
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>>557993
The right gun was done 2 months ago. This is just a screenshot of it.
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>>557993
extent of my modelling 2013 vs current WIP
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>>562064
Somehow managed to forget adding picture
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>>557996
What in the fuck is that potato man
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>>558011
This is gorgeous. All assets modeled by you?
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>>558987
I wanna learn how to do this cyber-punk retrowave style, it's so cool. I eat this shit up.
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>>559000
No, I did not notice through all this fucking fog
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>>559518
I really like that bottom left render. Great looking lo-poly
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>>562079
the lighting and water reflections are great!
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>>562077
You don't learn it anon, you feel it.
So feel it.
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>>558995
>100% cgi
You're a little too full of yourself I think

I don't think it's necessarily bad, but it's nowhere near impressive. Or photorealistic enough for anyone to think it wasn't cgi
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>>561091

what sword is this
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>>562076
Thanks, yeah, it was all done over the course of two weeks (in my free time).

All of it is relatively simple, it's lighting and textures that are important for making something look good (and neither are prefect here but eh, you're always learning).
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>>559486
so you decided to quit the paper sales industry?
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>>562314
I meant that the short film is CGI, not the render. It's not supposed to be photorealistic really.
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>>557996
>>562075
Looks like Wazowski from Monster's Inc. barely survived the nuclear holocaust.
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>>559488
>hey
>im kraft punk
>I have a new hidden camera show
>kraft punk'd
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>>562066
damn son i just got tumescent
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I've been going through some posts on /r/blender. Guys...

https://www.reddit.com/r/blender/

After seeing some of the first renders people have made, now I feel like I should just quit. Check out that low poly thingy. That guy spent first two hours in his first 3D program and made that shit. I made a similar looking thing, but after a month, and hours of tutorials to be able to achieve the nice diffuse lighting.

Then check this first render:

https://www.reddit.com/r/blender/comments/6bn9sp/i_made_this_album_cover_in_blender_and_photoshop/

I mean, I know this is toxic behavior and I'm comparing myself too much with other people, but I can't help it. I mean, compared to stuff I've seen there, both my and most of the stuff on this board are a piece of shit. How do you deal with this?
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>>564882
the lowpoly thingy is just primitives stacked ontop of eachother

the other render is nice, but im almost certain that he is lying if he is saying its his first render.
don't believe to everything people say on the internet
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>>564882
if you know who ryan kingslien is then youll know his quote about being 'in the valley of the SUCK' everyone starts there. everyones been there. hell most still slip back into it on a regular basis. just dont give up and keep wrking at it.
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>>564882
If you're going to quit because other people are better then you, then go ahead and quit, because there will ALWAYS be people better than you.

Or, realize that with effort, time, and work you can be that good, and eventually even better. Don't view it as "o shit they're better than me", view it as "o shit I have something to work towards. I wanna be as good as that guy."
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>>564882
buddy I think you should knowing something about reddit

they love attention, upboats, and circlejerking

consider that lens of perception when you see things on reddit and the description to them
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>>561617

what software?
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>>558012
Could you point me to some resources in regards to that? I don't really know what to search for or what is credible
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>>558012
>>565445
Pic related is my first render I did completely alone ( just did some youtube tutorials prior )

I'm 1 week in now and want to get more indepth, especially in game asset creating as I know my current poly count would be way too high because of the subdivide.

So again, if you could point me to some resources i'd be grateful. I've no problem with torrenting either so it doesn't matter if it costs or not
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>>565446
This reminds me I have to actually start modeling things. I began learning a couple of months ago but fell into rendering/lighting/texturing hole while ignoring modeling stage. Don't even know what I am capable.
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>>565446
well is suppose you need need to know how to model/UV unwrap.

i would say try to model things like screwdrivers,sunglasses, coil telephone.
and generally stuff that has complex shapes.
if you don't test your limits you gonna be stuck making shit like the rest of /3/
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>>565454
oh and about the tutorials.

there are plenty of tutorials online. if you want a full game asset workflow you need something like this
https://cgcookie.com/course/modeling-video-game-assets-in-blender/

https://www.lynda.com/Blender-tutorials/Creating-Game-Environment-Blender/380259-2.html

both are paid tutorials
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>>565454
>>565456

Thanks for the information, really greatful
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My first exterior, the end of 2016.
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>>565509
And this one I made last month.
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>>565510
>>565509
My problem that I cannot spend more then 2 days for one project. ADHD maybe, I don't know.
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>>565512
yeah, that's why there shit, try to just focus on one with for a month or two
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Left is oldest, right newest

Still have a long way to go ;_;
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>>566214
not bad
nice forms
work on your anatomy and facial structure
your simplifications of a lot of facial lines creates a generic masculine feel
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>>564882
>It was my first attempt at 3D art xD
If they say this, then it means it's absolutely not the first. It's like those chicks who make like 300 pictures in the bathroom and then post the best one as "lol just a quick daily pic" on snapchat. I mean the first model will be a fucking barrel or a mutated humanoid with a overused smoothing modifier or something. First 3D object and they're able to instantly have correct topology, correct UV map, know how to texture and apply materials correctly? That knowledge from just one session? Yeah, no. Maybe it's the first completely finished 3D art they've made after weeks or even months of learning through unfinished work.

Stop comparing yourself to others all the time you insecure fag, but instead learn from others and get gud as good as you can.
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>>566214
you've gotten worse, left is objectively better.
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>>566214
your character is fuckable already. just imagine how fuckable it will be when you finish it
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>>565434
Dartshift 3D. Nice shit.
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>>557993
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>>561117
looks like petals
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A current WIP.
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Two years ago
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Current model I'm working on.
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Literally just starting to 3d model.
Want to only do low poly game assets.

The wizard is more interesting, but the ship is more technically correct in topology.
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>>557993
This is something I made for my class earlier this year I'm still a beginner but I feel that I'm getting better.
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>>565509
nice looking building, too bad it's about to explode
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Started with a school project
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>>567022
Challenged myself to make my room in less than two weeks
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>>567023
Lighting and texturing need work but the clutter is really well done.
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>>567023
Cool. Now challenge yourself to get a job and get out of that shithole.
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>>558052
you and i both know you didnt make this
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>>559488
I'm sure you're the only Michael Scott in the world.
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my first 3d on left done in february, my latest on right done yesterday
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>>567543
this is amazing
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>>567546
thanks!
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>>567543
cool

thought it was windrunner from dota from the thumbnail at first
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>>566399
The one on the right is pretty hot too
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>>567543
smexy. hair could use some work though
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>>567557
yeah ik, you're not the first one to say it

>>567617
yeah, hair is difficult for me.
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>>567016
I also made this ship with it for an animation late last year.
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>>567650
Then this is something I made following a tutorial just earlier this week in Maya.
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>>567649

I think the hair looks beautiful
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Started with a course a few days ago.
Right is first thing I made from imagination.

Wish I started learning this earlier.
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>>567023
Better luck next time anon, dope closet though
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>old blender files corrupted, dont know where or if i backed them up
working on this atm, anyone have any tips? havent used blender in a year
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>>567992

what do you need tips with? You seem to have knowledge of bevels, remember to add them also on the trigger/etc. You should add bevels on all detailed edges, even if they're to be 1 mmm, or at least use crease
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>>559281
Maybe it's a meme, but now that I'm looking at it, it's possible that it is actually legit.

That face clearly fails in some areas and it doesn't really look professional, although a helmet looks decent.

Maybe he just watched a shitton of tutorials and spent a lot of time learning the fundamentals before commiting to a bigger project.

That's what I'm also doing instead of figuring things on my own, so there is a lot of handholding at first, but I, as a novice, can actually produce way better results than those people who just cry how bad they are, even though it's clear they didn't even bother using references or learning from someone knowledgeable.

Seriously, go through some good 20 hour long project based course from Gnomon, Gumroad or wherever, and you'll be amazed what you can achieve. After that, "first" legit project by you won't be that bad at all. Who you are learning from makes a huge difference.
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*note* the SMG is published in Sketchfab too.
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not mine
but I remember seeing this autistic atrocity a few years back
https://www.youtube.com/watch?v=5iVJEijl8lQ

but now he does things like this
https://www.youtube.com/watch?v=BKwy6ZZqExI

There's obviously things he needs to work on but I think his modeling has gone much better.
I don't know, it makes me a bit happy inside to see a beginner become decent overtime.
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>>567023
I thought this was real for a second desu
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>>567023
What are those random artifacts near the glass?
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>>568115

Autistic it may be, but that second video was actually really well made. I like the low framerate style animation. Reminds me of the new Guilty Gear.
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>>562066
They both look badass imo, nice.
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>>567615
>>566396
These guys right here.

>>565512
They look okay to me, but yeah, obviously being able to focus on something for more than two days will help and would probably just be good for you as a person in general. Although if you keep on only focusing on one thing for two days before declaring it finished, you'll probably get quite good at working fast.
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>>567704
I suppose it does or doesn't need any more work depending on how stylized they're wanting it to be.
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>>559484
This is fucking cool.
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The scene is still in progress and I'm tweaking stuff but here it is alongside one of my earlier renders (I don't have my first few renders for some reason, my first was a crate I believe). I've been using Blender on and off in my free time for about 7, 8 months.
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>>566986
flying space dildo?
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>>571419
Looks really good! You can probably fool most people with that
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>>559484
Awesome fan art
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first attempt at anything 3D
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