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File: Capture.png (322 KB, 1065x1057)
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i bet none of u slimy greasy losers can make this shape B)
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Show the mesh. I bet you pleb used nurbs
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>>570243
And the faggot OP vanished.
My assumption was right then.
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>
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File: orb.png (657 KB, 800x800)
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>>570242
Here, I even rendered it for you.
For anyone wondering, it's a 4-segment box -> spherify -> delete inner polys, regularize edge loops -> shell -> support loops on inside bevel -> turbosmooth.
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File: Zphere.jpg (62 KB, 734x711)
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>>570242
Step up son
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Isnt that literally a few bools?
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>>570283
If you boolean shapes you often end up with garbage topology and fuck everything up if you tried to add edge loops or smooth it.
Doing it the "right" way is just as fast and you'll have a clean mesh for further editing.
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>>570287
u know, you can use booleans AND clean up leftover topo so it's neat and symmetrical. it's not some mystery. idk why you faggots always make such a big deal out of boolean cleanup.
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>>570357
oh look, OP returned
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File: Capture.png (568 KB, 1565x1056)
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>>570359
nah nigga u wrong that aint me im right here with that fucking mesh u ordered damn
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>>570272
wrong

also fix ur phong tag
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>>570385
The fuck is a phong 'tag'?
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File: cube thing.png (707 KB, 800x800)
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>>570412
Fuck if I know, probably just trolling, phong shading hasn't been used in decades.

Also, I decided to revisit the sphere thing and made some edits to it, turned out pretty funky.
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>>570419
looks like something that would change the hue, shape, brightness, change between all kinds of neon colors, rotate wildly in the middle of the screen and was shown in uncountable techno music videos in the early 90's.

I love it
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File: casual_filter.png (545 KB, 1000x700)
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>>570421
Thanks. Since the original mesh was based on a cube, I just symmed one corner and messed around with it.

Also, It's OP's turn to now try and recreate a shape, have a really simple one here.
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>>570412
>>570419
Learn your CG basics you fucking imbeciles.
Phong shading is not the same as phong illumination/reflections.
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>>570438
do you really think I care about the specifics of a model I shat out in a minute to appease OP's autism?
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I see none of u slimy greasy losers even bothered to make a proper render. :^)
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>>570483
>calling that proper
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>>570412
Basically the same as smoothing groups in Max, except you don't have any groups.
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>>570483
op uses c4d b/c he is a motion designer who makes more money than peepee poopoo game design grunts making assets for mobile games.
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>>570432
honestly I dont know how you did that. I could crack at it, but could u render it in something less glossy i cant make out the geometry that well.
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>>570432
can you give us a better picture un rendered, i want to try it but im struggling to make out the details
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File: angles.png (414 KB, 2355x1086)
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>>570487
Why would I use smoothing groups on a subdivision surface? either add support loops to get a harder edge or use the crease tool, groups just make the edges artificially hard.

>>570560
>>570563
Sure thing, I deleted some of the outside polys that were just there to fill the screen, but it's basically this mesh with symmetry and subdiv modifier.
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>>570243
>pleb used nurbs
nurbs is for pros. poly's are for children
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File: nice challenge.jpg (78 KB, 987x654)
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literally a sphere with a hole through it.
nice babby challenge op.
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>>570483
>>proper render
>jaggies
>shadow noise
>fuck all GI bounces
>fictional materials

:^^^^^)
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>>570761
literally wrong, literally.
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File: complex shape.png (1001 KB, 855x791)
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What do I win
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File: hmmmmm.jpg (384 KB, 1200x1080)
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¯\_( :^) )_/¯
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File: Goat Face.png (86 KB, 235x215)
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>>570847
>sratchmarks are not circular
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>>570848
Ok, how do I do that in [spoiler]DAZ studio
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>>570761
Saddest attempt in this thread by far, I mean holy shit dude, it would have been at least funny if you posted something like this >>570844

>>570847
best one so far, not gonna nitpick, because honestly OP doesn't deserve better anyway.
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File: untitled.png (747 KB, 960x540)
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>>571036
Why is the blue one so fuzzy?
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File: Zphere.jpg (84 KB, 706x686)
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>>570242
get on my level
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>>571058
ew why thats disgusting and doesnt look scifi at all u should go back to school
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>>570847
op here u win gg wp fix ya scratches & post that hdr
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>>571059
You should harvest your butthurt and use it to power your computer
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File: download.jpg (6 KB, 259x195)
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>>571063
way ahead of u retard. 14ms render speeds with this 2gigaflop core right here
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File: 1379398280167.jpg (17 KB, 220x294)
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>>571060
>>570853
>best one so far
>u win gg
U wanna see how I maek it?
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>>571068
I'm not op but I'd certainly want to see how you made it.
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File: intredasting.png (312 KB, 742x714)
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>>572292
IT ONLY TOOK YOU A FUCKING WEEK, JEEZ
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>>572297
also it has 9500 tris
suck my dick
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itt: op btfo
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>>572297
What are the red cubes for?
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>>572297
>>572303
I don't get it either.
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File: ball holes2076080543.jpg (134 KB, 1872x746)
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>>570254

Thank you! This is a solid base for many sci-fi torsos (and probably hips too) like space marine torsos. I used to try modeling on Sketchup years ago and couldn't figure it out. I'd make four circles and try to joint them with lines or I'd intersect two cylinders. I was fucking lost.

I only recently started messing around with Blender and I don't know which tool does what yet, so I did the following after the anon handed the solution to me.

>Add cube
>Apply subdivide surface x1
>Make a hole on a side, copy and rotate, remove double vertices
>Flatten the lips
>Smooth vertices
>Apply subdivide surface x5
>Extrude and scale because doing that prior to the subdivion made the lips smooth instead of cylindrical
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File: 1479439498593.jpg (36 KB, 640x444)
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>>572323
to make the bevel of course
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I'm not even going to bother, will just drop this here:

https://en.wikipedia.org/wiki/Constructive_solid_geometry
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File: ez.jpg (186 KB, 1586x869)
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>>570242
I didn't bother with accuracy so it isn't symmetrical but there it is.
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File: CubeRender.jpg (247 KB, 2048x1080)
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Too easy.
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File: Thingy.png (1.09 MB, 1000x1250)
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>>572467
How many years of research and how much money did it take to have virtual things that look like cheap soft iron hand painted by child labor in chinese sweat shops?
>>572504
That's the PBR material that makes everything realistically gay. A wise choice.
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>>572510

More Gay than Gay is our motto.
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>>572297
what the fuck is this
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>>572589
A fucking boolean: i.e. you get the immediate result you wanted, but good luck manually tweaking the mesh afterwards.
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>>572591
oh wow, how fucking boring.
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>>572591
>good luck manually tweaking the mesh afterwards.

why is everyone so bad at booleans here
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>>572634
Don't get me wrong, booleans have their place, but using a sphere to inset another sphere is a disaster waiting to happen because their topologies flow in different directions and you'll end up with cross-crossed diagonals all over your inset. Good luck putting subdivisions on that.
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File: Thingy 2.png (1.17 MB, 1000x1250)
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Useless greebles edition.
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File: untitled.png (357 KB, 1920x1080)
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>>570242
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>>572667
nice shadows... NOT
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>>572674

Default floor shadow which always sucks ass but I couldn't be arsed to actually put the thingy in a scene.
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>>572679
i'm talking about the fact that your shadows aren't red senpai
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>>572681

That's what I'm talking about too. If you do an Iray render in Daz studio but don't have a real floor for it to cast shadows on it just makes a pseudo shadow if you have floor turned on. It doesn't calculate an accurate shadow because it doesn't actually have anything to cast a shadow on.
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>>572682
wait so if i'm getting this correctly you're too lazy to create a plane?
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File: Thingy 3.png (1.85 MB, 1000x1250)
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>>572690
Yes. Rendering a real shadow takes longer than rendering a psuedo shadow.

Here's what it's like rendered at 1/4 the quality but with a real cyc. It took longer to make this render than the other one and since this is just a silly thread I didn't see the need to go all out.
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File: asd.png (127 KB, 1366x706)
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made it on gtkradiant and it didn't even take me a minute. get on my level, fag.
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>>572667
how do you fuckers make this shit aaaaa
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>>572682
You made this in what, again?
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The shape isn't so hard but how do you avoid these artifacts ?
I'm guessing they're coming from how the faces are arranged because it looks like garbage.
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>>572962
fucking image attaching, how does it work ?
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>>572962
>but how do you avoid these artifacts ?

by avoiding shit software. even in blender it works flawlessly
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>>572970
But I used Blender though.
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>>572971
then see >>570254 which is also blender and works
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>>572962
>>572963
booleans? it looks like you just passed three cylinders through a sphere.
The aim is to make a sphere out of quadrilaterals, which is easiest done by making a box with at least four divisions and then pushing the geometry into a sphere, some programs have one-click solutions for this.
Then you just delete the central polygons of what used to to be the cube faces, and add depth using a shell or extrude tool.
What >>570254 shows is the topology of one of the corners of the cube. It only takes a few polys to generate this shape, you can make it as smooth as you want with subdivisions after.
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File: holySphere.gif (3.41 MB, 300x300)
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>>573090

now you're just dickwaving you showoff
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>>573095
animating booleans
thats all m8
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>>573090
good job u slimy greasy loser
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File: Greasy loser thing.png (544 KB, 1263x876)
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https://www.shadertoy.com/view/MdBBzy
I'm learning raymarching.
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>>571060
I'm not that guy but I have a copy of this from somewhere, I can't upload it but the file is "DTHDR-RuinsC.hdr" and is in a folder called "DimensionTheory", if that helps.
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>>570549
motion literally india tier
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File: Untitled2.png (100 KB, 1483x794)
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>>570853
I tried
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File: attempt.png (29 KB, 480x480)
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>>574242




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