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File: WIP_FILTERS.jpg (150 KB, 1297x752)
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Old WIP thread
>>560657
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>>563024
wheres the original WIP picture?
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>>563029
long lost in the variations of /3/ WIP threads
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>>563024

This is the worst incarnation yet.
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>>563029
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making a 3d trap
finished the main shape of the face, going to add details later.
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>>563072
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>>562695

anyone know what this avatar / body is? I just DL'd MD6 and the default avatars are trash.
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>>563084
thats caciveras own waifu
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>>563086
who is caciveras? who/what is his waifu? and can i download it somewhere?
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since the old thread got archived. here is my current project. of course a lot of work srill needs to be done here
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Time to add the muscles

>posing without a rig, never again
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>>563102
It's a sculpt I made, now it's a MD clothes hanger
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Rigging done. Now to make the textures.
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>>563084

Just use a Daz figure.
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>>563106
i like it already
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>>563223
I like the style unironically, besides the meme clothing. How many verts?
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>>563227

Too many. 53K quads. The figure itself is only 7K but the clothing is higher poly. The hair and the top are the two highest with about 15K and 17K respectively.

I'm pretty spoiled by the fact it doesn't take a lot to render a big heap of polygons these days so I tend to over model rather than fake it with textures.
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>>563229
>7k for a figure with no eyes/nose/mouth
Why?
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>>563224
I'm not going to install DAZ just so i can use daz models in programs that aren't shit.
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>>563229
post wires
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>>563072
finished the body
checking how the materials are working.
I might fix the mouth depending on how it goes, but for now I'm gonna start modeling the hair
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It ended up being SHIT. Im going to kill myself.
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>>563300
how are you supposed to see anything with that bloom anon
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>>563245

On what the figure or the clothes?
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>>563308
He's disguising the lack of detail.
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>>563314
>>563308
It was supposed to follow the star citizen workflow: everything you see is placed in a decal; but because unreal doesn't support certain features in the decal material (metallic maps, parallax...) I tried a different approach: instead of floating geometry, every decal was put as a quad inside the main mesh itself.

Not only it was a pain in the ass to work with, it also made everything look plain, flat, boring...

Im pretty furious in fact, my first attempt looked way better than this shit (pic related).
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>>563315
don't follow star citizen workflow

i done my fair share of environments in the past and i can give you my perspective.
the key to all good environments is simply good textures.
the better the artist is at texturing, the better his scene is. you can clearly see that artists with expert knowledge in substance designer create better scenes than the ones who don't.
and for ONE SCENE and ONE SHOT please give more polygons to things. trust me you can have nice looking environments without high density models.

another subject is the tonemap, but its so easy to learn that you will probably won't need a tutorial for it
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>>563313
figure i gotta see 7k
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>>563300
It looks salvageable anon, despite currently looking like absolute shit. The geo is good, just give the textures another attempt. Turn down the contrast and bloom please, that orange hurts my eyes. Actually the floor with grunge decals in the center section looks good.
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>>563320
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>>563300
Are you using only dynamic lights cause your shit looks awful. This is not to say you can't make a dynamic light workflow look nice, it's just that most newer/intermediate users don't know how too. Second, your textures/materials are literal shit, however your geometry is fine. Just make sure to actually recreate the tiling texture setup properly, instead of having these ghastly materials. I'd also highly suggest using detail normals, dirt masking, and normal+ao decals to help your scene. What you want to make is not impossible, but it will take some work. Don't know if you've seen this already but check out an original og of /3/ on the topic.

https://www.youtube.com/watch?v=66IGMnPgEW0
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Did a high poly of a Shockwave gun yesterday, currently working on the low.
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>>563242

Then weep like a bitch.
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>>563330
looks like a typical COD smg
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>>563223

Finally finished all 4 of the Four Horseman outfits.
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>>563336
hooooly fuck... that bad annon
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>>563336
All that knowledge in MD for this. Really makes you think.
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Trying to get some asymmetry in the content of this room, if the red borders weren't there you would't see it. any other props/stuff I can do to bring this out more?
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>>563336
I can't tell if this is self-aware ironically bad or if you just have zero sense of design.

>>563343
Maybe add a washed out / worn away paint to the child wall. Does there need to be so much shit in the way? Why is the colourful armchair totally by bricks? Why is the cupboard on the left so deep?
Add a coloured rug to the left side floor. Add some colourful building blocks. Add a lamp to or something to illuminate it more.
Just remove the random bricks completely and make the child's side colourful, warmer, and disorganised, and make the adult side tidy, more office like, and colder.

Also why are the rafters made of stone / rendered bricks like the walls? The roof looks like it's supposed to be wooden planks judging by the gaps, but the colour/ texture looks nothing like wood. Also there is no reason for the gaps to be there.
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>>563345
wow thanks man, solid advice. the entire building is very run down, or rather it was bad from the start, see pic liked. its a slum house in Rio. the old paint is a fantastic idea, i'll also tone down the things in the way
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>>563350
I wanted to ask how to get the cameras properties right ,so that I can actually start modeling and not change it later because the view settings are wrong.
As you can see the left "shore" - thing is physically probably alligned right, but the settings for the camera make it appear wrong
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>>563351
>>563350
in other words, what is the tool that you can draw lines and the focal length is set ?
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>>563346
updated, what do you think?
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>>563358
it looks like a ps2 game
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Making some progress by adding ornaments and shit, hope you like
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>>563364
looks dope. A more complex shader with some IBL might look cool. Are the embossed parts normal map or is it high poly / sculpted?
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The ornamental parts are normal map.
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>>563358
How much time do you work on this? Feels like I've seen you with that scene for almost 3 months now.

The textures do look like a render from the 90s, looks like you're only using diffuse textures with a really old shader..
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>>563106
What's the polycount?
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best way to texture all this shit ?
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>>563381
MARI 3
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>>563381
Any program which lets you paint on the mesh.
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>>563342

3D-Coat actually. I beta tested MD3 and was going to buy it but they got rid of the hobby license and jacked the price too high so I bought 3D-coat instead.
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>>563345
How could I have made it with anything but irony. It is at its core utterly ridiculous.
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>>563358
what program are you using?
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Managed to make it look somewhat better...

...who am I try to fool; it still looks like shit. I think it looks a little bit better, even though decals are still completely fucked up.

>>563318
Yup, i should ditch it; but what is the key to good environment texturing? Because in the end I'm still going to need some detail like bolts and panel lines, specially in sci fi environments. Highpoly to lowpoly bake typical workflow seems inefficient when making modular environments, so how would I do that, trim/tiling textures?

>>563322
Materials reworked and fixed somewhat, I find that when moving a texture from substance to unreal it's look changes quite a bit, specially roughness.

>>563329
Will keep that in mind for future projects, not going to salvage this one even if geo is somewhat acceptable. Thing is, one thing that pisses me off about unreal is that subsurface doenst work on static lightning, and I place lights behind the glass (that has subsurf). Vertex layered materials are a thing I will also try on my next project for dirt and stuff.

Already seen vid related, but what pushed me to follow this other technique was that unreals decal material support few things; I can't even set metallic map and they dont work with POM.
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>>563381
what the fuck is it
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>>563402
>Highpoly to lowpoly bake typical workflow seems inefficient when making modular environments, so how would I do that, trim/tiling textures?

good question.
you can make "cards" of bolts,screws,insets,dents etc. you can just bake 512x512 small maps of normals from highpoly object and use those cards as stencils when you import them to sustance painter

the program already comes with those like you see here, but you can make more
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>>563402
I'm not an environment artist but it actually looks pretty decent to me. If I were trying to make something more pleasant, the #1 things I'd change is, well, the fact that it is a hallway of orange + black + glaring lights. That design is intrinsically violent on the eyes and you're never going to make it look "pretty." You seemed to take the concept to its logical conclusion.


I like most of the decals except these:
- Those circular indentations on the hatches are too distracting. Maybe replace them with many smaller repeated circles.
- The rectangular indentations inside of the doorframe are super glitched.
- The light grey squares on the ground need more separation from the dark black surface. Try an indentation surrounding them.
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>>563402
>rapes his generic shitty looking corridor with 500% contrast
this is awful even for an amateur
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>>563329
What is the purpose of this 'new technique'?
Why can't i just paint these normal details using alpha maps inside substance painter? wtf
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>>563402
I think it's mostly the lighting making it look shitty. You should watch all of these: https://www.youtube.com/watch?v=grN5Yd55UIM&list=PLz5LAMF4HJtaj1BjgnKoH-78Oo14Pi88A&index=2

The base color needs to be less saturated, the black less black. Also make the base color brighter. You can always make it darker through tonemapping, if it's too dark in the first place the colors will be gone.
I seriously recommend anyone watching those videos, they are golden. (Even if you don't want to do environments)
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Here is the final version.
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>>563369
hmm, its been a long time, a little under a year from the original concept I bereave, I only started posting here a few months ago. there's a bump and spec map on that wall, i did't want it to glossy. bump but maybe i'll turn it up.
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>>563398
max and vray
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>>563435
modeled really well. texture is absolute shit.
learn about metal ( it has certain values you need to apply otherwise it will look shit.) and apply a specular map. not that hard but will polish this piece since its well done.
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>>563457
>2017
>specular map
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>>563462
>First Hitler and now this
My new Mantra
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Hey fuckface! Ever wondered why your fucking normal maps that you output from fucking Substance Painter to fucking Vray don't actually look correct and you have to fuck around with them for hours till they kinda look half right?

It's because fucking Substance Painter has never fucking output your fucking vray normal maps correctly!

No biggie!

Signed, Allegorithmic

PS Fuck you
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Thanks for the advice, I think you are right with the material.

Better now?
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>>563466
Just normalise it in photoshop.
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>>563466
choose a preset that have directx
problem solved
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>>563462
whats wrong with speculator maps anon?
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>>563474
Or maybe when I hit a button saying 'export for Vray' it should just be set up for vray without me doing anything?

>>563478
Here's a crazy idea - how's about allegorithmic actually gets the fucking presets set correctly in its software?
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>>563428
Its mainly for realtime optimization and to get highly detailed objects into engine.
Higher resolution for decals with minimal memory footprint.
1 decal = 1 poly.
Is used in combination with tileable textures, meaning higher (texture) pixel resolution on objects.
Also the usual high to low poly workflow is not used for all assets, instead the general polycount is higher with more details modeled instead of baked down.
Face weighted Normals for better shading.
Also some shader magic, like procedural wear and tear, vertex color driven dirt/stuff to give more variation.

All these together make up this technique which was used by the Alien:Isolation devs and now for Star Citizen.

There is no real reason to use this technique unless you need it for your reel (trying to get into GameDev), or if you want to show off.

PS: I am also doing an SciFI Corridor, using UE4 without this technique, since i knew its way above my abilities and i can do fine without.

>>563402
You give up to fast and to easy.
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>>563505
Is pic related yours? Looks awesome
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>>563506
Yeah, these are the first 3 wall segments i got into UE4.
I am working on more. Like this Star Citizen inspired thing from this thread.
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>>563466

It doesn't output anything correctly if you ask me. Shit looks different in every engine.
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>>563510
Especially metals, I don't really know why my metals look much darker and more relfective in UE compared to Substance painter.
Its not just the different lighting conditions.
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>>563513
This, Metals look TOTALLY different when importing them into UE4. Not only from painter, but from Designer too.
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>>563514
Also Roughness in Unreal is supersensitive to slight variations while in Substance i need to use much more contrast to get the same result.
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>>563515
have you tried uncheking "srgb space" when importing the roughness map?
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>>563024
What filter is that?
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>>563513
I find Quixel having a better viewport than Substance for metalness. Whenever I use Substance I always just use constants and multiplys to play with the values on my maps - It's retarded.
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Almost done with this, still need to finish doing the low poly, UV and texturing.
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>>563533
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>>563534
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>>563068
why did this become the face of wip?
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>>563536
that is one spooky waifu
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>>563517
I'll take back whatever i said about UE4 and Substance cause I've got a bad case of USER ERROR .
fuck, yeah, half of my shaders are messed up because of that. Thanks for the tip Senpai.
Now i have to re-finetune all that shit that i messed up.
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>>563533
is it a body pillow?
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>>563575
No, it's a bas relief, made another one some times ago.
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>>563576
>bas-felief is a sculptural technique where the sculpted elements remain attached to a solid background of the same material.

looks sweet man, i remember that the first time you posted it.

you going to make a ring of these things or something? whats the end result?
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>>563330
Finished the low-poly, thought I'd share.
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>>563591
the AO is done right. but i wonder if you used the default gun material or made one yourself?
i like how the edges are. altho the red charging handle not so much. just personal taste. overall great work
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>>563593
>default gun material
wut?
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>>563594
He is probably talking about Substance Painter.
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>>563591

Nice. Best thing posted in a while.
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>>563606
Huh. I haven't used any defaults, but I'll admit I've been guilty of not sticking enough to one ref for a lot of my materials.

Both the bottom and upper receiver are polymers, except the bottom one is porous with a lot of grain while the upper is smooth (same material as the mag really). The only metal parts are the rails, sights/scope and silencer, although these aren't default. I started with a relatively dark metal, mixed in some slight color variation, then added some soft lighter edges as well as occasional chipping (barely visible here) which reveals the raw, untreated metal underneath. Most of it is referencing pretty typical gunmetal (not sure if it's parkerized or what) you see on your average modern firearm, though I think I might've done it a bit too glossy.

I'd like to figure out how to make even better textures, though. I just can't seem to get the same mileage out of my textures as some of the pros seem to.

A lot of people seem to dislike the red charging handle but I like to keep it for visual interest (there aren't enough red highlights otherwise).
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been working on an apartment for a while
pic related it's the bathroom

any thoughts ?
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>>563612
ok its acceptable
altho at this point i want to see a white version of this gun. white bullpups always look good to me and with the red detail it might work.
but then again, your material already have alot of dark shades in it so it could also be a disaster.

>>563622
you lack a point of interest. i actually had the same problem in my most recent interior render, eventually i had to take it off artstation because of it.
your biggest issue at the moment is the point of interest and the towels might be too bulky or blurry for some reason.
you do have really good lightning which is hard to pull off so ill give you that.
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>>563622
Lighting too harsh/dim, floor texture on back wall, not skirting board, no focus and very bland colour palette. Good job so far, shampoo/soap on sink is a nice touch, add a basic shaver maybe?
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>>563624
good point, im just not sure how to add a POI since I feel limited on what I can do in a realistic bathroom
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>>563626
A painting, light or something on the white wall or above the toilet would be a good start
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>>563627
Also put something on the wall behind the camera for the mirror to reflect, at the minute it looked untextured. A extremely soft light with as hint of orange would work well as a fill light for some of the more black shadows
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>>563629
awesome, thanks for the pointers
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>>563622
What exactly is your wooden wall texture? Not sure if it's the lighting, the lack of bump, specular response or something else, but it looks more like a plane with a photo than an actual material.

As has already been said your palette is incredibly bland and a tad bit artificial, if you don't want to change the lighting this is something that can be remediated through post though.

Nice work otherwise. Good composition, good modeling. Should the shadows being cast by the toilet and the shelf be so harsh? (I'm not sure, seriously asking.)
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>>563574
Be sure to disable srgb in everything but base color and emissive maps. That includes disabling it for normal maps.
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>>563580
There will "only" be two, they're a big part of a throne room.
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>>563647
oh man they really add a sense of scale. Looking good. Is there a reason the columns on the right are much thicker than the left?
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>>563543
when /3/ first started the guy who started these threads was working on this scene, and he consistently made the threads.
after that it just becomes a meme because everyone who browses /3/ is so used to seeing it
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>>563622
What's the deal with the weird shadows at the wall/ceiling seams and around the door? Looks like cheap retro AO or something.

The towels under the sink also look strangely plastic-y (edges are reflective?) and the rim of the toilet looks like it needs more subdivision.

Floor texture also looks cheap or fucked up in some way. There's ugly contrast in the grout between a really white center and a bunch of darker spots along the edges.
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>>563670
the weird shadows are the way UE4 Lightmaps look sometimes, I have a real hard time getting rid of that. The towels look like that because I switched to forward shading (for VR) and haven't made a new displacement shader yet

pic related is an updated shot
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Front
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>>563678
Back
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>>563659
It's the same columns but 3 times bigger, was testing out which size to choose.
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>>563683
I'd say the larger one looks better
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>>563688
Second that.
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>>563688
Yeah, that's the one I intended to keep.
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>>563680
How easy is it to learn MD?
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>>563703

It's pretty easy from what I remember. I don't use it though, I use 3D-Coat.
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>>563703
Extremely easy.
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>>563745
Do you have any suggestions for tutorials? I know some of the basics but I have no idea how to make fabric not look shitty and thin.
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>>563336
A+ from me
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>>563671
A simple, colorful painting could help make it feel a little less bland.
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>>563775
I actually don't believe colorful paintings are very common in minimalist, grayscale designs.

Houseplants are, however, and achieve the same job of bringing in a color accent.
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>>563772
The hardest part about learning MD is learning to think like a seamstress instead of like a modeller. The software interface is pretty easy to learn and there are tutorials on Youtube that while for MD2 will give you enough to find your way around the interface.

The best thing to do when learning MD is to stop thinking about things like a 3D modeller and start thinking like a tailor. It's a different approach than you'd normally take using modelling/sculpting techniques. Examine you clothes and study how they're assembled. Study some sewing tutorials on pattern making because it's going to be a knowledge of clothes making, not 3D modelling that helps you with this software.

I tried to buy MD2 years ago but they wouldn't sell it to me but they did put me in the MD3 beta group (and I found a shit load of bugs for them too) so it's been a long time since I used the software but it definitely wasn't the interface that was the hardest part.

Sadly they jacked the price of MD3 up way too high and got rid of the hobbyist license so I didn't buy it. I got 3D Coat instead and truthfully I'm actually happier with 3D Coat because some things are just easier to do with a sculpting program than they are if you're actually trying to make them like a tailor. Plus 3D Coat is a lot more versatile. But if they ever reintroduced an affordable hobbyist license I'd buy MD in a second as it would be a great tool to have.
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>>563782
I find most of the time that seams are placed in the same location as UV borders.
You then just cut pieces out of the borders to better conform to the body shape.
From what i've seen the cloth sim in 3D coat is shit. It doesn't let you pull on tangled pieces of mesh to smooth them and unless i'm mistaken, doesn't let you create elasticity.
I'd guarantee you'll get much faster and better looking results by exporting from MD into another program to sculpt and touch up.
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>>563703
Very easy. Especially if you have any experience sewing or pattern making. It crosses over really well, both directions.
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>>563786

Yeah I usually just sculpt cloth in 3D coat. I only use its cloth sim rarely. It would be nice if they improved the cloth sim but they're concentrating on making the retopo tools better.
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>>563782

I just wish the company wasn't such a shit. They promised those of us who bought Marvelous Designer 2 that what we were buying was a perpetual license to use the software and that we'd be entitled to all future updates. Then when they introduced MD3 they told us "no upgrade for you until you pay us". When people posted copies of their e-mails where they told them that they were assured to get all future updates no matter what version they purchased (just like those who bought MD1 got a free upgrade to MD2) the company's response was "Oh so sorry, we Korean company, no speakie engrish. It was transration error. You give money now."

Then when they sold their permanent licenses for MD3 they said you'd get all updates up until MD4 and MD4 would be a complete overhaul of the software, not just a minor update or bug fixes. But of course MD4 was barely anything different from MD3, mostly just bug fixes. And when people bitched about that they gave us the "No speakie engrish" excuse again saying they never meant to say new versions wouldn't just be bug fixes.

They are an infuriating frustrating company to deal with. I'm just glad I was able to buy Marvelous Designer 2 before MD3 came out. I paid like $150 for MD2 and MD3 had almost no improvements over MD2 other than some minor bug fixes (in fact they took away some features from the Personal License version of MD3). Even now other than being to export a quad mesh (which is still made of shit topology) there's really not all that much MD6 does that MD2 doesn't.

I just export my MD2 mesh at a very high resolution then import it into Zbrush and retopo it there into something useful.

Great software. Miserable fucking shit company.
>>
>>563336
what is this about?
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>>563801
>Great software. Miserable fucking shit company.

Autodesk and Foundry in a nutshell
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>>563801
Well now i feel less bad for pirating MD6 and clo3D.
>>
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Slooty Wendy
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>>563815

It was just a joke render because I finished making all of the Four Horsemen outfits.
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>>563801

I keep meaning to download a trial version of MD and see how well it works using it to make a high rez mesh and then retopoing itin 3D Coat. When I was beta tester for MD3 it was during a time when I was stuck somewhere for a month with pretty much nothing to occupy me so I must have made over 1000 outfits for the Genesis 1 figure with it (most of the outfits were just variations of each other because I was experimenting with refining my technique). If I ever get a period of time where I'm stuck doing the same thing I'll download the trial and see have I can do with it making outfits that are retopoed. I'd imagine there hasn't been that big a difference in the interface since MD3 and MD6.

I have a version of MD2 that came with a magazine but the export OBJ has been disabled on it.
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>>563872

Whar pigtails, whar?
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>>563872
jesus thats fucking horrid
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>>563897
I wish people would just stop trying to make anime 3D stuff, it's always total trash.
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>>563958
>>563897
its because people think they can make 3d without understanding how to draw, even cartoons

it just makes everything super creepy
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>>563958
How about this?
>>563536
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>>563966
you can make 3d without knowing how to draw. It's called not being retarded
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>>564026
You can, but for human characters it's nearly impossible to make something from scratch that's not just a carbon copy of something else without at least knowing some fundamentals.
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>>563782
I already know this, I have experience making clothes. I was asking for learning materials that cover the tools, not how to make patterns. I can draft a decent pattern that won't fit the avatar as it should because it is clearly not the right fabric stiffness for example. Or how to pad clothes.
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>>564026
> It's called not being retarded

No, it's called knowing what you're doing.
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>>563977
This is really good work, I even told the guy so. But i can't help feel it would look nicer using a more realistic character.
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hopefully I won't abandon this one
used another anime head as reference but the polygons are original.
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>>564039
Well that's where I partially disagree with you. You can lean fundamentals by sculpting and doing anatomy studies
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I semi-handpainted textures .. IDK kinda meh(?)
but not bad for the first try...

I,ll give her some swords or handguns IDK and pose or make some minir animation loop ...
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>>564097
she looks sunburned in the face
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>>564099

God damn weebs. Everyone who doesn't have a yellow skintone is "sunburned".
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>>564099
F>>>k/// I rendered these on second monitor, which sucks. and it was looking ok...
now it looks like shit
these are test renders so.... not a big deal
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>>564095
for realistic characters, yeah I agree
but that was clearly going for a cartoony style and I still maintain that cartooning is a skill of itself and not just an excuse as "I can't draw and don't know anatomy so I can make cartoons!"
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>>564097
nice tumblrbait character design

I agree that her face looks burnt though, I think you have the AO turned up too high around the eyes and nose
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>>564106
I'd blast her inside out with a shotgun. Nice.
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>>564106
looks good
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>>564112
thsnkd ))
WTF does tumblrbait means? :D
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>>563343
is this fucking "Tamar Mefe" in there?
kek
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>>563533
>>563534
>>563536
looks cool )
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Part of an experiment I'm doing, sadly it's not the same without sound.

I'm not really happy with the results anyway, and I think I simplified too much the "giger-ness" I had in m ind to have faster renders. Well.

You're supposed to see the face of a demon at 0:40 btw
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>>564233
I love the concept.

Something that bugs me a little is that you're using black reflective materials, but some of your modeling (pipes, big gears with few details) hint at a more low-tech environment. like something dirty with a lot of rusty metal.

I think I would rather change the mod than the materials.
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>>564233
is there dubstep playing on this visual?
I don't see any "giger-ness"
giger with neons? and black plasticish materials? come on.... this looks like CPU fans stacked to each other
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>>564252

Actually 80-ish synth sound a la John Carpenter because it's the only shit I'm able to do. I was going for the 80s airbrush neon futuristic aesthetic, hence the black plasticish materials.
That's what I meant when I said I was not happy, I streamlined it too much and fucked up. I was going for a original-alien-set kind of gigerness.

About the CPU fans it's supposed to be some kind of giant computer so I thought it was funny to model that shit after my own fans.

>>564234

I have to go back to the drawing board and remodel the big gears, I half-assed them thinking they would be hidden enough among the shadows for people to really notice the lack of detail.
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>>564233
I like the look of this.
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>>564233
is this an ad for the next Asus gaming laptop
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Learned a good amount about the Blender Compositor on this one. First piece I really like since I switched over to Blender from C4D.
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Hi.

Doing a replica of pic related.

pls no bully

https://sketchfab.com/models/6708129a53844bbb9f86a31950509d3f
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I posted an earlier version of this a while back. I put a pin in it and have decided not to take it further. Any comments on changes or what you would do in a similar scene apreciated
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>>564203
https://www.google.co.uk/search?client=ms-android-motorola&biw=360&bih=263&tbm=isch&sa=1&ei=FfMXWf2aDuifgAaF3o-ACg&q=turkish+saint+elizabeth&oq=turkish+saint+elizabeth&gs_l=mobile-gws-img.3...3518.10947.0.11340.11.11.0.0.0.0.149.858.6j3.9.0....0...1.1j4.64.mobile-gws-img..2.3.397...30i10k1.K98nCJdoQt8#tbm=isch&q=saint+elizabeth
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>>564315
Too dark man, just add more blue and increase that exposure.
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>>564295

Ah... Ludwig.
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>>563402
Everything looks too oversized. Having a minimalistic/futuristic spaceship with such huge blocks is contradictory. I would advise making everything much flatter and unimposing. I mean look at the massive windowsill, and whatt the fuck are those huge blocks in the wall.

If you want oversized spaceships then go 70-90s style scifi and bunch of screens, pipes, cables and all that shit to balance everything. Otherwise take a look at pic related or the movie Oblivion to get a sense of "minimalistic" sci-fi.
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Strawberry Slutcake.
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>>564325
How does one make clothes in 3DCoat. What sort of magic is this.
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>>564329

Actually that outfit I made in Marvelous Designer. I'm using the trial version to see what's changed in MD6 vs MD3.

Not much has changed other than being able to export a semi-quad mesh which still has horrible topology.
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>>564325
I am indifferent to the render, but the name is comedy gold.
I'll keep that in mind and i am eager to use it on a female.
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>>564323
The design is alright, but he botched the proportions and failed with the textures/shaders.
Or to be precise he gave up to soon.
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>>564307
textures could use some work, maybe some light baking.

could use sketchfabs ssao and maybe some bloom
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>>564341

You be the best slutcake you can be.
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>>564331

I stand corrected. Autopleats are a godsend!
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>>564325
I don't particularly care what the reference is; but that hat is ridicules, tone it down.

the wrist things are somewhat okay, the solder ones make no sense with the 'vest top'.

socks are stupid they should match each other, panties are too 'frilly', no seems on anything.

lastly that character is the worst thing you could be designing on, the proportions are that of a child and an adult at the same time, your just hurting yourself using it.
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>>564348

I don't think Marvelous Designer exports with the seams. You have to add them afterwards with normal maps.

The stockings do match each other. One of them just has a garter on it.

I'm not sold on the shoulder puffs but when I'm making clothing and I have a spare limb I'll usually make more accessories than I'll likely use since they can then be kitbashed with other outfits that they might work better on.
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>>564349
Okay, that's fair. But what about the base model?
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>>564351
https://www.sharecg.com/v/84173/view/21/DAZ-Studio/Chibi-Figure-Lolo-Hai
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Apart from it being a WIP I feel like something is off, maybe I looked at it too much.
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>>564411
no key hole
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>>564474
I don't think the keyhole goes on that side of a dodge aries.
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How do I break out of the 1997 3D era? why can't we go back in time so I can get hired as pro modeler in the 90's.
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>>564492
You haven the ability to model this now because the software you're using has advanced massively. If you went back to the 90s and tried to make this same model within the limitations of that time it would be the equivalent of you being a professional in the current year.
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>>564493
Movies maybe, but modeling for videogames was much easier, even with limited tools.
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>>564487
riiiiiight
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>>564511
I'll probably add that through textures
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>>564352
i wan't asking where you got it. i'm saying change it for something with more realistic proportions
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>>564516
riiiight
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>>564518
https://www.youtube.com/watch?v=VKpQgEyjNdM
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>>564519

https://www.youtube.com/watch?v=jxsD6ecxDUg&index=5&list=PL83DDC2327BEB616D

allriiighhtt
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>>564517

If I wanted to make clothing for something with realistic proportions I'd make clothing for the Genesis figure. I want to make clothing for that chibi toon figure.
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>>564519
>>564521
kys
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working on a baroque inspired couch. I thought it would be a good exercise in modeling.
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>>564572
sweet
i hate making couches
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>>564571
hey punk kys™ is my thing

youre going to have to pay me to use that shit.
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>>564572
not bad some places seem a bit wonky but it looks good as a whole
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>>564573
Same. It ends up feeling gay.
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>>564614
Download a naked rigged female model and put it on the couch.
Voila!
Its not gay anymore.
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>>563342
you think this needs much knowledge of md?
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>>564573

Move to Canada. We make chesterfields instead.
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Early stage scifi room.
I am currently building he modular elements + some texture/lighting tests
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Show me your UE4 renders if you have them.
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some game art
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>>564517
You must be new here.
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making some foliage with from the megascans library and testing it all out in UE4
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>>564818
I don't think this is the kind of plant you're supposed to copy 50348x times like grass.

Give it some random scale at least, looks like they all grew at the exact same height.
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posed.. and rendered In keyshot this time..
hair normal map does not behave well...

I'm really lazy about making some weapon or something... have not includedi concept when making her... can someone reccomend?
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>>564944
Either model clumps of hair or use an alpha mask. Normal mapped hair clumps look like shit.
Give her a baseball bat and cap, and a pistol.
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>>564818
Are the trees from megascans?
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>>564952
hair is sculpted.
I don't want to make harley )) so bat is out of question :v I don't wanna do katana either
I was going to make retractable sword from her prosthetic leg, but then I had to redesigne the leg and I like it's futuristic look
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>>564955
>hair is sculpted
So this render is a high poly model and you didn't bake the sculpt to normals? I think just a semi high-tech looking pistol would suit the character. A retractable sword in the leg sounds pointless / stupid.
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>>564955
obvs she needs a wrist gun
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>>564944
Hair looks really subpar.
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>>564956
no this is not high poly sculpt. just hair is decimated and then baked. everything else is retopoed.

I mant retractable sword to be held in hands, not somehow attached to leg. i like the blade runner styly pistol idea, but I kinda want melee weapon(?) IDK maybe 2 futuristic dagger/swords.
maybe give her swords and gun also ))

>>564958
it's too assassins creedy and I hate Ubisoft and their pussy games...

>>564965
yeah.. sculpt looks good though..
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>>564971

>assasins creed niggah

fo real

im talking about the super battle droid niigah
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making a chinese cartoon cat
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>>564976
oh you are tellin' me that I should give her Megaman arm? hehe
that'd be cool
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Some more progress and testing renders.
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>>564998
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>>564999
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>>565001
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>>564998
He looks like a leather couch and your stuff is disturbing in general and not in a good way.
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>>564998
Looks derpy Go for this style instead

https://www.youtube.com/watch?v=YFAPw_F3jyg
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>>564944
I changed hairstyle// I think this'll look better
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>>564987
hell yea, or atleast some thing big and kick ass
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>>565037
The big statue of Caesar?
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>>563024
Got sucked into the low poly maymay.
How am I doing?
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>>563508
I'm pretty new to 3D modeling but you didn't make these models in UE4 did you?
My lecturer is telling us we can only use UE4 but the most complex thing I can do is simple extrusions. Can't even figure out how to one click bevel.

I've been making meshes in maya then exporting.
>>
>>563513
>>563514
You guys are unchecking sRGB when importing textures such as metalness/roughness, right?

If not the gamma correction will make your metals look like shit. So will not having any reflection captures set up.
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>>563514
Designer also has a separate issue where if you export as PNG, it'll make a 16-bit PNG (unsupported by Unreal) instead of the supported 8-bit. This will apply double the gamma correction on sRGB textures (go figure), which will make your substance shit look washed out.

Two possible fixes, either convert your 16-bit PNGs to 8-bit in Photoshop, or simply export as .TGA (which Unreal is supposed to work better with anyway).
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>>565163
You can't model in UE4. UE4 has BSP brushes, which are simple things like boxes, cylinders, etc (you can perform booleans with them), but it doesn't support poly modeling.

Are you sure your instructor isn't talking about BSPs?
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>>565158
Im off to bed its 4AM.
Tomorrow adding more loops and micro bevels.
Not that anyone gives a shit.
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>>565173
your normals are inverted
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>>565170
One of our assignments is to build a game in UE4 and he specifically said its the only tool were allowed to use.
We also have to modify some of the brushes as part of it.

I think I might be putting to much time into this assignment as its only 15% but I'm having fun.
>>
This is a mechanical dog featured in my new android VR game: VR Laser Ninja
>>563647
Is this just for an art profile or like what?
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>>565177
You are right anon.
They are taken care of now.
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>>565194
Alright made some topography changes in the back of the drone so it flows way nicer than it was last night.
Going back to sleep now since I had only 4 hours of it.
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>>563223
No belly button? At least make your model anatomically correct. While you're at it, might as well add internal organs, and make sure each hair is individually modelled.
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>>563315
> everything you see is placed in a decal
This kills the engine.
t.amateur crydev
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>>565200
I will call it done as far as modeling goes.
No triangles,2968 quads.
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>>565226
reference image
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>>565226
>No triangles
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finished designing the shaders for the couch now I need to texture it.
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>>565339
As in none used while modeling.
But thanks,at least you tried.

The rest of the comments I got range from "needs to be shorter to fit in a square diagonally" while being modeled to real scale since the specs for the plane are public and "why are you not taking criticism" even though I just posted the thing.
People these days.
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>>565343
Looks good,would sit on it.

Reminds me like something out of big trouble in little china.
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>>565343
How did you do the gold? Is it zbrush?
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>>565348
it's a cycles material. Not really %100 sure what some the nodes do exactly but I watched a video explaining PBR materials and then dicked around with nodes.
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>>565348
when I made the gold I just straight vertex modeled the gold stuff.
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>>565343
>>565349
And then people say Blender is inferior.
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this is the only thing iv done in weeks
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I think I should model and bake the foliage. These plant pictures didnt turn out that great in 3d.
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>>565390
Play with the colours?
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>>565190
kek, is that one of the metal textures off textures.com? looks terrible. metal is reflective so just applying a texture like that won't actually make something look metal. and why is the normal map on the ground so wobbly? are your UVs fucked up? please put more effort into your VR meme cashgrab
>>
How long did it take you guys to achieve your first photorealistic renders? Just want to know where I'm at, I'm somewhat close but not quite, started 2 months ago.
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>>565428
As long as it took to install FStorm and apply a HDRI
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>>565461
So are you saying it is easy, you just need a good renderer? Why can't I achieve photorealistic renders with Vray at all? (Not talking about single objects, but whole scenes).
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>>565464
you just need to read alot, watch alot, and model alot to have good renders

i seen great renders with nigger tier renders like yafaray and cycles.
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>>565466
This is probably the most photorealistic thing I've made. What is more important, lighting or texturing/materials? I heard that lighting is the key and I'm always struggling with it.
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>>565467
>inb4 the reflection doesn't match, I know, but I don't have a similar HDRI and I didn't bother with post for this.
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>>565467
good shaders/textures is the most important thing
correct scale and modeling is the second
lightning is the third
fourth is patience, you need alot of patience
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>>565464
Nah what I'm saying is if you can make decent materials an unbiased or simple renderer is gonna remove a lot of your ability to fuck up and you can jump right in a lot easier. If you're a Max user I think there's still a free alpha version of FStorm you can use.

http://tutorials.cgrecord.net/2016/08/how-to-start-to-work-with-fstorm-render.html

https://www.behance.net/gallery/45985237/Reading-Corner-Fstorm-Tutorial
>>
>>565490
>>565464
Oh and the difficulty with photorealism in Vray could be multiple things, but it's nist likely render settings and poor materials
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>>565469
I'm curious, what's your logic for putting lighting below textures, or scale above lighting?
I think all three are important, but making sure not to neglect any is what counts. I've never seen them ranked by order of importance.
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>>565498
well its because of many reasons.
for example if you have like a bowl of fruit you want to make sure they have an accurate texture and the right kind of shader. if you fuck up something like fruit or a couch fabric on a render a good 3D artist can tell you fucked it up.
also things like laminated wooden floors need to have the right type of roughness and color variation.you can look up on these type of floors in texture sites like poligon.
lightning i would say is hard too, but in lightning there isn't much to know other than tinkering with the lights over and over again until you get it right. also for blender you have something called "hdri manager" where you can control lightning much better.
obviously with good rendering you also need good composition skills, but again.. its not that important
>>
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>>565390
a little progress. its tessalated for your pleasure
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>>565674
Not sure if it's the nicer camera angle but looks much better.
>>
I've been trying to fix the weight painting/rig for my game character. Took a frankly stupid amount of attempts to figure out how to topo and weight the mesh so that it properly folded/creased when she raised her leg up. Seems I might be on the right track now.
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>>565674
grass color is fake, try searching for actual grass in desert on google images
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>>565708
don't worry too much about the leg going in the belly, raise your knee it only goes about 60 degrees relative to your torso.
>>
>>565708
I've spent hours over various rigs doing this out of some self imposed sense of doing things 'the right way'. Save yourself the the pain and just use blend shapes.
>>
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It's simple stuff, but any tips how to improve it and make it photorealistic even more?

How would you bevel all the edges of a chair on a model like this? On Blender I could use Bevel modifier, but on 3ds Max I added swift loops close to corner and added turbosmooth, but got these slight weird curves on the sides of a rest.

I also tried with chamfer, but I'll get triangles if I chamfer both the sides and front and bottom.
>>
>>565727
You know what support loops are?
If so use them so you can control the turbo smooth or whatever its called in 3DS
>>
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>>565728
Yeah, I'm doing that, I think I made a mistake somewhere, tried it again and it looks better.

Anyway, learing how to unwrap on this thing, I only managed to do it for a pillow (hope it looks decent). Sorry for boring fucking models, I don't even know why I'm modeling these.
>>
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>>565708
I need to learn Rigging T__T and Kust don't wanna
I was not startingf 3d for years because it has so much "unartistic" shit going on with it, now zbrush made it 300 % more artist friendly than it was (for me at least) but there are so much daunting grey areas :|
but there's no going back now )))

PS: made guns for this model, made them 100 % in zbrush.
>>564944 pic related. these are just test materials in redshift though. I'm gonna subdivide them and add details/alphas in zbrush and then texture in quixel. befire giving it to model. to give them more :sci-fi"-ish look.
>>
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I know you guys love CA so here's one with it
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What do you guys do when cutting control edges for turbosmooth, and you want one part to be sharp but another to be rounded?
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>>565745
Forgot pic
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>>565747
I don't know 3ds max, but usually you crease edge which you wan to be smooth, or add supporting loops
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>>565748
I meant sharp....
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>>565748
Doesn't crease just return it to the original shape? I don't really want that because it ends up causing distortions and smooth edges elsewhere.
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>>565756
I don't know how Max works. usually crease creases the edge

add supporting loops to edges which you want to be sharp. and when you'll "turbosmooth" it'll maintain it'sharpness. thisis true to every poly modeling though..
or bevel the edge with more than one divisoon
>>
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Just fucking around with alshaders in maya.
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>>565747
Add support loop in the middle and manually make it sharp on one side, or add support loop on the side and manually make it smooth on the other side.
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>>565764
I think it does the same thing but it creases by pushing the edge back into the original shape before turbosmooth.


>add supporting loops to edges which you want to be sharp. and when you'll "turbosmooth" it'll maintain it'sharpness.
>>565767
>Add support loop in the middle and manually make it sharp on one side, or add support loop on the side and manually make it smooth on the other side.

That's what I'm doing but when I move the support loop away from the edges and towards the center to smooth them the transition looks weird.
>>
>>565766
did you add CA?
Im gonna throw up now brb
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>>565766
good work
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>>565772
CA?
>>565776
Thanks, sometimes its nice to stop big projects and just do something simple
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>>565777
broken lens shader
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>>565780
I have no idea what you mean, this is literally my second shader so im still quite new to the process/terminology/whatever :/
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>>565772
you should be careful with that edge
it's making you imagine things already
>>565766
looks awesome man
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>>565769
can you at leasp post what you are trying to do...
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>>565786
> be careful with that edge
no just really sensitive to it.
I meant no offense to the guy.
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>>565766
How would one texture this? Can somebody explain the basic process? Is there, and how much post is involved here? Are those marks modeled or just a part of the texture? Where do I even start, there are no YT tutorials for this.
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>>565798
All the details are sculpted in. No post at all, this is straight out of Anrold renderer in maya.

Made a low poly banana, subdivided a few times, sculpted in my detail, used zapplink to project bits of photos i took and polypainted in the gaps (not everyone likes this process but I've been using photoshop for years so i like it). Kept the diffuse pretty subdued in tone as I wanted the color to be brought out in the material. I used dam standard with rgb on for most of the marks as banana skin discolors when marked. didnt do it to all of them because ogranic objects are rarely consistent in tone when damaged. Spent a lot of time scratching a real banana :I
I then exported the low poly banana with a 4096 displacement, diffuse and cavity map. Then i literally spent 6hours fucking around in hypershade. I made a shader similar to a human skin shader with sub surface scattering. I used a torch on my real banana to try emulate the depth and added the rich reds, greens and yellows in the skin itself along with a bit of specular to give it that rubbery look.
Unfortunately i didnt mask off the stalk well enough and theres a bit of light seeping into it when there shouldnt be. Took about 2hours to render cos my cpu sucks.

If i wanted to take it a step further the inside of banana peel is like tubes, i could have added this to the sss for the secondary color with a hint of green but then i came to my senses : P
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>>565798
>>565799

I guess TLDR: there is no basic process. If you like shaders though it is fun!
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>>565799
>>565800
Thanks for the explanation, yeah, I don't know many of those things yet, I'll have to find some tutorials for those things. Maybe some recommendation?
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>>565801
>>565801
Honestly I cant think of any good zbrush tutorials. I learned through just fucking around and googling whenever i got stuck :/
This is probably the best tutorial ive found for anrold shaders
https://www.youtube.com/watch?v=1v6OWgaESkc&t=1851s
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Are there any programs that have an actually good polygon boolean function? 3DS Max always breaks after a few.
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>>565807
By break I mean normals flipping, polys detaching, strange business that always messes with a proceeding boolean operation.
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>>565807
look up blender's hard ops plugin. The workflow is built around booleans.
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>>565799
bruh if that took you 2 hours to render you need a new computer, cause that should take 5 minutes tops unless you got a ridiculous amount of polygons.
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>>565812
Looks pretty nice but I find blender's lack of precise controls kind of annoying. Is there anything to make the transforms and modifiers more like max, where you have settings up front before or as the mesh is modified?
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>>565816
I'm not really sure since I've never used MAX but you can choose unit sizes and have snapping to grid coordinates
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>>565829
Basically, max has settings/parameters on the screen and when you enter a value THEN the transform/function happens.

Like it has a little bar on the bottom to input the coordinates of an object, vertex, poly, edge, etc. And when you input a value (global or local/delta) and hit enter it will move to the new value. Likewise, if you want to connect edges an option comes up for the number of new edges, spacing between them and offset from one end

You can also move it in the viewport but I prefer typing in those numbers. I know blender you can hit the transform key and then type in a number but I prefer the max way. It's the one thing keeping me from really just moving to blender permanently. Since I'm modeling all this stuff to be 3d printed max just makes it easier to conventionally model precise stuff imo.
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>>565812
Does hard ops have a better boolean solver than blender's default bmesh? I need to do boolean operations on complex geometry.
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Printing my miniature model. She will be 9cm tall and her tiny fingers are ~1mm thick
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>>565813
Yeah but money :/
It's the sub surface scattering that makes it chug.
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So I've got about a week where I can model anything i want, I was thinking of doing some hard surface stuff, not too sure. Any suggestions? (No texturing or stuff just the model)
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fooling with some more procedural textures and material blending in Redshift.

guns for this character :v
>>564944
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>>565888
If you are going for Hard surface, why not do either cyborg or a robot )
I'll texture it for you
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>>565837
Well hardops gives you a bunch of n-gons which then you can convert to whatever you want
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File: reference.png (109 KB, 782x1080)
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>>563024

almost finished with the reference mesh.

Her name is Thicctoria.
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>>565962

NEW BREAD :DDDDDDDDDDD
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What is the best way to cut-out this section without applying the modifier and then using boolean?
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>>564098
>>564097
>Gookshit
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>>566666
>>565656
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>>565427
I'll have you know the game is free and I drew everything in it, also idk, it felt steam punk at the time.




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