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File: 149881911111313545.jpg (469 KB, 1297x752)
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Old Thread
>>573845
>>
>>576375
a little game to up my coding skills.
expect it to be completed within the coming century.
>>
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>>576389
i'm a dumbass and forgot the pic.
>hence why it'll never be completed
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>>576389
are you coding in python?
i love the bge
aand some old asset re-rendered
>>
>>576475
trying to.
i've made it 100 python lessons deep in codecademy.
so much info that i constantly need to re-reference.
>>
>>576540
Why are you using a Blender game engine, though? I'd really recommend you to start learning UE4 or Unity, Blender's game engine is pretty much dead. Correct me if I'm wrong.
>>
>>576563
it is a decent game engine if you use python
>>
>>576563
i have unity and i don't know c#.
i only know small amounts of python and lua.
>>
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fucking piece of shit garbage run cycle gotta get better gotta get better
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>>576587
the head, neck and chest feel a bit stiff but other then that its good (depends on what kind of run you actually wanted). Also, try twisting the wrists more during the slower fase of the animation so that they dont feel stiff too.
>>
>>576592
noted, thanks. Might come back later with an improved version
>>
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>>576375

Environment Art I'm working on for the "Beyond Human" Challenge at Artstation at the moment.
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>>576595
I like it. Interested in seeing the fully textured+lit version later on.
>>
>>576596

thanks, already started on the unwrapping
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>>576598
>started on the unwrapping
I thought that was the block out stage
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>>576598
Ah.... You haven't finished modelling yet. Trust me.
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In an intermission in Doom 2 it is stated that the peculiar Doom architecture isn't due to technical limitations, rather it's "the monsters who bring their reality with them". In other words, the monsters like it that way.
>>
>>576649
Can you explain that to a noob? (Not the person you replied to btw). What is there to improve in modelling?
>>
>>576658
Geo is very cheap nowadays. A lot of details (mechanical details, large screws and bolts) can be done with geo rather than only textures, and even smaller details (smaller screws for example) is better modeled, then baked into a normal map than handled as a texture only (unless you use NDO I guess).

Some of the props (electrical boxes, AC units) are close to completion for a low-poly model, but don't have enough detail as high poly (you could add a lot of little things to them). Some other props (trashcan, dumpsters, skybridge) don't have nearly enough detail compared to their real-life counterparts, no matter what.
>>
>>576656
Sounds like a flimsy excuse for being shitty at level design
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>>576660
disregard this, its a shitpost
>>
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>>576658
>>576658
Pretty much 100% of the props in that scene are just plain bad and out of proportion.

For instance, Find me a guard-rail in the real world with corners rounded off this much.
>>
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>>576675
Is this supposed to be an AC unit? This has to be the thinnest AC in existence.
Are those supposed to be angle irons holding this thing up? 10mm wide angle irons?
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>>576676
And this dumpster is just.... bad. Nothing else to say.

Sorry, dude that posted this but... you know when people say you should always look at reference? This is why. I would bet a significant sum of money from your total lack of understanding of proportion that you cannot draw, at all.
>>
>>576675
>>576676
>>576677
are you one of those people who wont watch movies or tv shows that aren't documentaries?
>>
>>576682
You can't get away with making something retarded by pretending it's fictional.
Otherwise, there would be no such thing as bad art, because "everything can be fiction".
>>
>>576704
tons of "retarded" things happen in media that billions of people have consumed. I will ask again, in case you're not shitposting :

>are you one of those people who wont watch movies or tv shows that aren't documentaries?
>>
>>576677
Not him, but how could someone get better with proportions?
>>
>>576705
I love works of fiction, I think I actually haven't watched a documentary in a few years (not for lack of interest but I just like to watch other things better.) I also play videogames, none of which are "real" and most of which happen in fictional settings. I'm not sure what kind of answer you expected other than this, however.

I'm not the guy that posted the crit with the red circles, by the way.
>>
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I'm making the Rogue outfit from Diablo. No references because low-quality 90's sprites are the best thing available.
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I made a shipping container. I don't know why.
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>>576742
If it's any consolation it's accurate and if you uploaded it somewhere I'd use it
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>>576675
>>576676
>>576677
This is my kind of autism.
>>576682
> BAAAAWWWW
live with it, you got served
>>
>>576735
Use your imagination or look at similar designs (maybe some more recent Diablo concept art). Old sprites had very few actual details due to resolution limitations, when you do remakes like this you're probably gonna have to invent a lot of extra detail for it to look believable.

>>576742
Really clean modeling, simple but execution is flawless. If you textured it it could make a solid portfolio piece (don't forget to soften up the bevels some if you're gonna bake it).
>>
>>576710
There's a couple general rules you can use as a base.
The rule of 60-30 (or 60-20-10): 60% of a primary color or element, 30% of a secondary one. Mostly used for colors and materials.
The rule of low, medium and high frequency detail (big shapes, some areas with medium shapes and shape variations, few areas with very dense detail).
Don't forget to include rest areas (contrast of areas with lots of geo, vs flat and clean areas).

Most importantly, try to match the proportions and functions of real world items whenever possible (because those are relateable and help us identify your art). The AC units look ridiculous because they're thin, if you simply looked at real ones you could avoid this problem while creating a much more pleasant shape. Same for the dumpster, it's way too chunky despite having a normal tiny-ass lid, and I dunno what that thing on the front of it even is. It's halfway between a cartoon and something realistic which doesn't work well.

And people will say cartoons mess with proportions all the time, but that shit is hard. It only succeeds when you understand the real proportions of objects, and make a conscious choice to emphasize their most visible traits while reducing minor ones (and not doing absolutely whatever).
>>
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trying to do most of my mask work by hand rather than let Quixel do it all this time. not sure I'm 100% on the results but it's getting there.
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>>576752
>mask work
what did you mean by this?
also these textures look like the 3d equivalent of a mspaint drawing
>>
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>>576755
I've barely started the texturing, so things are kind of a mess.
Also, Quixel uses masks to handle texture layering. I'd be surprised you'd be texturing without masks if you'd ask that question.
>>
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>spend more time day dreaming and admiring my model than actually modelling

yesterday I managed to make clothes for her, that's an achievement. Earlier this week I baked shitty skin texture but it's good enough for now.
>>
>>576595
that bridge support doesn't look very sturdy.
>>
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this shit…
all textures done in substance designer (if anyone’s wondering)
>>
>>576774
Your veg is ugly as fuck. I like your bark though, perhaps make it a bit darker in the chips? Either way keep it up.
>>
>>576778
Any tips or improvements for the vegetation?
Is it the color choice or the density?
I’ve been staring at it too long to tell
>>
>>576682
I am the guy who posted the crit with the red circles.
Please do not kid yourself that your beginner attempt at environment modelling is 'stylized' and therefore why everything in it looks terrible.

Of course I watch/read/play fiction. This has nothing to do with the fact that you model without looking at reference and you have absolutely zero understanding of traditional art skills like composition, form and proportion.
>>
>>576710

By drawing. Drawing is the most intense form of looking. Learning how to look enables your understanding of composition and proportion.

Photography (using a traditional eye-piece viewfinder camera) is a close runner-up to drawing.
>>
>>576742
That's a fine looking shipping container.

>>I made a shipping container. I don't know why.

I'm playing Deus Ex: Mankind Divided right now, and I'm running around an environment called 'Gollum City' and almost every structure in the city is made out of... yup... shipping containers.

The dockyard in GTAV? Full of shipping containers.

The dockyard in Deus Ex: Human Revolution? Full of shipping containers.

Half Life 2? Full of shipping containers.

They're everywhere. That's why you made one.
>>
>>576779
>>576779
>>576779
I would argue your subsurface is lacking objectively and your colors on the leaves are too contrasting, in a subjective take. I recommend playing with the subsurface though, leave the colors if you want.
>>
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Been working on this thing for an assignment.
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>>576785
As someone who has done both 2d and 3d, saying you have to know 2d to do 3d is a meme. You're gonna waste a lot of time learning rules specific to 2d, which you have no use for in 3d art (like how to translate perspective properly on a 2d plane, how to hold your pen and draw lines, etc.)
Yes, some skills (like design theory) overlap between 2d and 3d. And while most of the books have been written with 2d in mind, there's nothing that says you can't read them and apply the relevant parts to 3d without having to draw.
>>
>>576797
>As someone who has done both 2d and 3d, saying you have to know 2d to do 3d is a meme.

Stopped reading right there
>>
>>576805
He's right you know.
>>
>>576587
Depending on what kind of animation you want to achieve you actually are doing great

If you look after animation transitions, smooth or not, 2d theory works fine for this case. Since he is a bulky character the stiff does just fine
>>
Is it just me or is sculpting rocks, like, really hard? Do you have some good learning source to share? I'm really struggling with it. The worst thing is that I always see some round and smooth rocks in a video game and think to myself how simple they look like, like they literally generated a shape with some plugin like rock generator for 3ds max and made a few tweaks in zbrush, but when I do it, it still looks like a dinosaur turd. Maybe my texturing is the bigger problem, but I have even used premade smart materials in substance painter and it still looks bad. Help?
>>
>>576791
>pour 300*+ water on the boi
>scalding third degree burns
If I was him the first person I'd kill out of my water capsule is the button bitch.
>>
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I know the topo is garbage, I'm gonna be throwing it on maya to fix it once I'm done with the design
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That threading on the muzzle is for launching grenades like the M1 Garand could (hence the sights). When not doing that it's a revolver shotgun
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>>576677
if you're still on the thread could you please take a look at >>576832 and tell me what you think?
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>>576834
I cherry on top is the Premium label on it
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>>576834
is there a way to know if some sucker actually bought it?

I've got a ton of shitty low poly assets from several game jams laying around, I could be making a fortune
>>
>>576834
It's funny people laugh at the stupidity of this, but I got a lowpoly asset pack on UE4 marketplace and I make about 200$ a month from retards who can't take 30 minutes out of their day to watch a modelling tutorial. I have less than three ratings as well. As soon as people see 5* though it's instapurchases.
>>
>>576838
Damn, maybe I should make one with Houdini, it's pretty quick for that shit.
>>
>>576838
sounds like a pretty shitty lie
>>
>>576845
look at the Steam Greenlight issue and tell me you can't see why this is a thing. It's a very real market full of phenomenal idiots looking to make a quick buck by buying utter garbage.
>>
>>576845
https://kenney.nl/assets

this is selling like hotcakes
>>
>>576851
There are tons of assets in there tho and it's selling as a pack. You can model a generic M4A1 in one day and sell it for 10 times that money.
>>
>>576852
i think chamferzone is dominating the guns market right now.
but maybe we can focus on stuff like tools or household items
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hpoly model for a mod
made in blender
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>>576853
>dominating
I would tell you how to rape these fags in units sold on both the unity and unreal marketplaces but the less people know is less competition for me. I'm sure some fupa will reply to me saying what it is, but I hope that anon will think about the repercussions that will happen upon my bourgeoisie mentality. Sorry if it sounds like a gloat, but you could outsell chamfer and ironbelly very easily with a few crucial features in your packs. You figure out the rest.
>>
>>576854
Are those bevels not inset on purpose on the front or is this a style choice? Hard to tell from you microscopic picture.
>>
>>576859
yeah i just kinda did it with half reference + half of what i wanted
>>
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>>576375
New to modeling, I want to "hand paint" this well I made. Should I learn to paint directly onto the model or onto the UV maps. Im thinking of using blender to paint it, then export to UE4.
Will it look fine?

Also anyone know a good guide on cleaning up my janky circles?
>>
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Started on this yesterday. I just wanted to make something ridiculous. So here it is! For when you absolutely need to wreck someone's shit from over 3 miles away and shatter your own shoulder in the process!

Don't pay much mind to the materials. I know my materials suck. Anyone got recommendations on starting with Substance painter or just texturing in general?
>>
>>576742
/diy/ would love you
>>
>>576891
You can paint it in blender and then edit the texture file in another program of your choice.
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>>576958
Looks cool but needs secondary and tertiary forms. Also bevel those 90 degree edges, just makes it look like bad cg
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>>576791
heat rises senpai
>>
>>576958
This could look infinitely better if you used some smooth bevels/fillets instead of leaving everything as boxes with 45 and 90 degree angles.
>>
>>576958
For texturing with SP, Chamferzone. Some people will call him a meme but he gives a good overview of SP for getting started.
>>
>>576675
>>576675
>>576676
a compuer needs to handle the data, this the kinda shit people who envy the tallented shit out there mouth. it looks good and im not a retard like this guy.
>>
>>576891
>paint directly onto the model
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>>576834
>0 times sold
>>
>>576742

/diy/nosaur detected
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>>577071
What is that supposed to mean?
>>
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Trying to get better at zbrush
im struggling at the lips and general details
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>>577020
>a compuer needs to handle the data,
wut?
>>
>>576676
you fucked up bro
Mitsubishi and LG both have a line of narrow condesnor units complete with variable fan speed and full self diagnostics. Not only did you hand wave the idea of a slim profile condensing unit as a fantasy, it also happens to be among the most advanced and energy efficient on the market.
>>
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Did some more asset sculpting and texturing, finished this today.
Not really WIP but the next thing I will post will be (starting a complex scene with a couple buddies soon).
>>
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>>577143
Another shot from an angle I liked. Lighting this has been a pain as it's very rough and thus I can't rely on reflections so much.

>>577135
These look to be at least 1.5x as thick as what's currently in the environment. Would be a good base to add more details onto the AC, though.
>>
>>577145
I save all your images for inspiration.
>>
>>577148
Thanks!
I have a portfolio at https://www.artstation.com/fhurtubise , you can find more, higher quality images of my work there. (Well, the higher quality part might be disputable).
>>
>>577143
Are you guys always creating your own textures in designer when doing stuff like this, or are you combining some premade ones? Looks nice for sure.
>>
>>577156
This is almost all unique stuff, mostly blended using a ton of alpha stamps/brushes. I use the default SP grunges (though not a lot, just to create bases). I also used some variations of the SP fine rust (to create some of the rust bases) and made two rust bases using google images (created simple roughness + height maps for them by editing levels - not super fancy but saves a lot of time).
In this asset, so many things ended up getting
To answer your question, there was no Designer work, but it wasn't really relying on premade stuff as much as a shitton of blending and painting.
>>
>>577135

That still doesn't look good though. The issue here isn't that its not possible for an air conditioner to look that thin, its that it looks weirdly proportioned.
>>
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>>576990
>>577001
And beveled! There was already some beveling, but not much. I don't know if that was noticed. Which if it wasn't noticed, I don't know the process to go about for undoing a bevel... Though I really haven't considered how to redo a bevel that has already been done.
I also changed up the scene a bit for some better lighting and added some "decal" textures and tried to fix the brushed metal material. I know my materials aren't very good, but I would like to know if there is improvement from the last metal look on the barrel to now.

>needs secondary and tertiary forms
Not entirely sure what you mean by this, can you please give me an example of what you mean?

>>577003
Awesome! Thank you, I will check this guy out!
>>
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>>576375
What should I put in this room?
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>>577160
this thing looks fucking cool, i like it. the handle looks like a pain in the ass though
>>
>>577187
what room is this?
is it a bathroom or some kind of workshop?
>>
>>577145
wires?
>>
>>577160
He means there's not enough detail. The primary forms are the large parts that make up the shape and silhouette, secondary and tertiary would be smaller details.
>>
>>577158
Not very related, but a general question for everyone:

What is wrong with using premade textures made by other people? I mean, I made some of my own textures (mostly grounds and trees), made them seamless and created additional maps for them, but the work for that was so trivial and ultimately they were nothing special compared to the rest of the ground textures you can find on textures.com, megascans or poliigon, so I don't get it why would it be a problem just using something already created in the first place to save some time. You can still tweak them and combine with other textures and get something unique.
>>
>>577203
There is nothing wrong with it unless you are a purist and want to do EVERYTHING yourself.
Since you can create them you don't need to prove it to yourself or others. Just spent the won time wisely.
>>
>>577190
Workshop. I want to fill it chock full of random shit like one of those I Spy books.
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>>577228
Well, why don't you just google workshop references then, instead of asking random anons here?
>>
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>>577191
Ignore all the edge loops on the copper wires, those were added really quickly near the end to change the silhouette a bit but wouldn't be left in production (or they'd be optimized by a lot).

Otherwise the whole thing stands at around 4500 tris, with opportunities to reduce the polycount in parts that wouldn't be seen a lot (like the handle).
>>
>>577188
Thank you! And it kinda was, I cut it out by hand. In hindsight, I probably could have just booled it out with a warped cylinder and gotten better results.

>>577195
Ohh ok I see! Totally agree! I had actually already started on doing just that. I too felt it was a bit barren of details, I just don't know what to add.
>>
>>577228
Random shit is fine, but why in god's name do you have bathroom tiles and a washcloth?
>>
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some progress :
>>
>>577260
>can model an entire outift in zbrush
>brows are painted over
>>
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Had some free time after doing a few weeks of 64h work weeks with 2h transit a daily.
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>>577233
Because I didn't want to deny my fellow Anons the privilege of deciding what goes into this pointless modeling exercise.

>>577257
Because I don't think before I do. I started modeling a hammer and... Well, here we are.
>>
>>577187
A silicon Bad Dragon dildo with at least two-tone pattern, preferably marbled.
>>
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>>577343
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Been learning some pyro stuff today, gotta make some more tweaks and render the animation. Suggestions welcome
>>
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I made a bee
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>>577380
cute :^3 howd u do the face anims
>>
How are people making textures from images like these? How can I properly make an opacity map for it when there is so much background noise? Is there some faster and smarter way to do it or do I have to slowly cut around it with a pen tool?

https://www.textures.com/download/flowerbeds0043/113584
>>
>>577389
Better off modelling them and rendering them with as a texture. That way you can get a greater variety for your texture, and a better camera angle.
>>
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>>576791
newdo? looking good!

my latest wip
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>>577361
Do a second and third simulation on top, one with smoke trails/debris and one with ground smoke kicked up.
Keep them as separate Sims so you have more control over them.

Get a nice HDRI background, render with background.

Shader looks ok, but you've got to tweak the shapes a little, you need more variations in size in the noise/turbulence.
>>
>>577399
Looks like a PSX cutscene model. Pretty good if that was what you were going for.
>>
>>577389
Use Quick Mask to paint the alpha channel. It is literally the method used by the artists on that site.

https://youtu.be/oPts45D2zWI
>>
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>>576791
That guy should be animated screaming once the pyramid melts.
>>577357
LOL wut??
>>577380
Cute
>>577399
Why cant I make low-poly look good

Worked crashed so I lost an hour. The mouths always gave me a little trouble. The eyes I plan on being textures or i may try floating discs with set driven keys. The ears are place holders. I put the tits and ass in scene I assume the internet would demand it. The face will have a veil from the nose down but want to give her a face anyway. Also I suck at modeling hair. Just trying to learn new stuff at this point.
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Doing some Quake modeling exercises
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Can't decide which lighting style is better. The previous one was radiosity only. This is radiosity initiated by direct lighting.
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And finally with just direct lighting.
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>>577424
This, but without foreground light, IMHO.
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>>577430
This kind of radiosity is hard to handle because there are no light definitions. Here I've added an occluder behind the camera.
>>
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I need a new set of textures because Quake only has brown and green. I've made some changes to shift the light forward. Radiosity for some reason looks best when the light is against the camera.
>>
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>>577406
>>577399

this is what i'm going for, i really like the visuals in the new db game, i'm trying to reproduce the 2d look they got

pic related was my first attempt
>>
>>577442
This one looks the best so far.
>>
>>577386
>>577417
Thanks :)

Its a boolean object with shape keys.
The eyes are just one object with its position offset with different eye states at different positions
>>
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>>577473
whoops
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:3
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>>577445
are you using maya? I found a way to do colour split on textures a while ago. You have versions of the same texture. Make it 3 colour shader.

A light one that you connect to the highlights or rim. The normal one for base colour. A darker one for the shadow. Cant find the original tutorial.
>>
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>>577477
blender actually, here's what i'm doing, multiplying the split colors into the material, but i'd like to see your tutorial anyways, seems more intuitive
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>>576821
Lmao

>>577000
Yeah I know I was being retarded, the physical properties are all over the place. IOR is wrong on the material too, got confused with what I wanted to do.

>>577399
Thanks, what's newdo mean? That looks bretty good, really reminds me of my childhood.

>>577417
I would but I don't have the time to rig and animate him sadly. The butt looks much better now, good stuff. I like the character design, what's she for?

>>577402
Cheers for the advice, I'll definitely work on implementing it on this one or the next one. When you say tweak shapes do you mean within the shader or the sim itself? There's no 3d texture/added noise at the moment, it's all simmed since I'm still just learning.

Rendered out an animation quickly yesterday, only took 45 minutes.
>>
>>577486
sorry, i thought we were friends on fb, i saw someone posting something similar to that male head
what software are you using btw, those particles are pretty neat
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>>577486
The sim itself.
Here are some tips:
Use more than one emitter with different values for temperature/density. Animate the values on the emitters.
Animate the emitter (scale/rotate/move) or use a particle emitter as source.
Ground dust: create a ground with static collision. Put a particle emitter above the ground and aim it downwards. Animate a short particle blast against the ground. Use the particle to drive your emitter. Turn off boyance, and use high density (to make it come down).

Use some animated B/W noise on that emitter-mesh and emit from this texture.
For a more hefty explosion spread fuel into the scene and ignite it.

Have fun and don't roast your Hardware.
Also Houdini, FumeFx or what do you use?
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>>577474
whats that software
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>>577498
not him, but its blender
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Sup not even one month into this shit beginner here, I wanted to ask if my model is "animatable" ( I don't want to animate the face except for the head rotating left-right up-down a bit) and how the fuck do i UV this thing and his head without wanting to kill myself
>>
>>577491
That head is the most famous 3d scanned head model, that's probably why you've seen it before. It's free too: https://sketchfab.com/models/4d07eb2030db4406bc7eee971d1d3a97

I use Houdini, a couple months into a course at the moment. Thanks for the kind words.

>>577496
Thanks for all the info, I appreciate it. I was following along with Applied Houdini so I did use a secondary, particle emitter at the base and keyframed some values on the sources, but it's not super noticeable. Will definitlely do that for the ground dust, and a similar thing for debris and smoke trails next time (I wanna do something similar to the second video here: https://vimeo.com/175857593).

Thanks for taking the time to give me advice, I really appreciate it. Are you working in the industry? I use Houdini.
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>>577465
Yes and I like it. But at the same time that bothers me because that's just Povray with default radiosity settings, which in turn it's just an approximation of the most vanilla path tracing. Any other renderer/setting combination I've tried looks worse, which means I'm not using any exoteric convoluted settings that were revealed to me in a secret tutorial, therefore I cannot call myself an expert.
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>>577500
You see the edge going from the 5-star at his shoulder down to his leg, that's where you could cut. Imagine you are an doctor trying to cut/peel his skin off. Only that you would cut where it isn't obvious, hiding the seams so to speak. (like under his arm, the inside of his legs etc.)
You want to cut off the limbs and cut them by length so they unwrap nicely. Same with fingers and that tentacles coming from his face.
Btw, I've seen creatures like this while tripping on Ayahuasca/DMT. Where is your inspiration coming from? Futurama's Dr. Zoidberg?
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>>577515
>Where is your inspiration coming from? Futurama's Dr. Zoidberg?

its a /fit/ Cthulhu (without all the edgy shit artists draw him with so spikes and things like this are a no) only i need to finish him by adding the wings, thanks for the advice bro.
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>>577503
I am not really working in the industry right now but i am a veteran generalist.
I did this recently and the smoke coming from the gun is also done with Houdini. The rest is Zbrush, Substance and Arnold, rendered in C4d.
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>>577521
>Cthulhu
ah shit, thank god i saw the friendlier Zoidberg.

Also to animate that creature you might need some more edge loops around the elbows and knee area, you might want to look that up since its the most important area where deformation happens.
I am not great with that myself so search a tutorial which explains exactly that edge flow.
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>>577477
https://www.youtube.com/watch?v=N5qi5oXpStc

>>577486
The fun of making a sexy rat ninja chick. Like having grown up action figures. May make a bunny and weasel/ferret for fun. Its better waste of my time then playing video game and drinking beer. Something to make life worth living for?

Wanted to make a paper model of Ink-eyes. Then I made my own design so it be my creation. Then I went too high poly because that was the way I was tough. Mostly cause I suck at texturing so it why I'm reluctant to do game low poly scene it heavily relies on textures.

Wanted to make a bunch of models fantasy models for Table TopSim to play with my friend (moved away). Scene I don't go out enough to invest a lot of time in Warhammer. Even though my younger self would love what it has become now.
>>
>>577523
Damn dude that looks awesome, you got an Artstation or anything?
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>>577557
Nope, i don't have actual works. This would be actually the first i would put into a folio.
>>
>>577558
Don't. It's creepy, looks bad and would just scare off any potential employer.
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>>577558
You should do it. You can always put WIPs in too, you don't have to only show finished work. What's your goal in terms of the future? Is it just a hobby or are you gonna go into the field?

>>577561
You're a bitter loser
>>
>>577564
>You can always put WIPs in too
Why do you hate people?
>>
>>577564
stuff like this is hobby, i am not really a character artist, i am just learning this for fun.
I am doing boring industrial visualization stuff.
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>>577361
looks dope
What tutorial have you been using to learn that anon? what program?
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>>577565
By WIP I don't mean literally early stage work, but if you have something that demonstrates a proficiency not found elsewhere in your portfolio, it might be worth showing even if it's not textured or polished or w/e.

>>577571
Yeah fair enough, keep up the good work in that case, it's impressive.

>>577575
Cheers! I'm a couple of months into a 1 year Houdini course, and I've also been following some Applied Houdini tutorials: https://vimeo.com/189533137
>>
>>577578
So by what you said, you didn't mean what you said. You just told somebody to put WIP in his portfolio and you called me a bitter loser. Why do you hate people?
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some stuff i made
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>>577599
and this
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>>577600
This looks too soft, looks like a stuffed toy
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>>577605
thanks for the critique
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>>577600
It's goofy. The proportions would be right if that radio was marketed to midgets. As >>577605 pointed out, it looks stuffed, but kinda military at the same time. There is no visual clue for the user on where to put his ear.
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>>577607
your'e joking right?
>>
>>577599
Super even and consistent edge wear.
Stretching and weird angles on the wood planks (UVs should be unwrapped as a straight, rectangular strip).
Inconsistent bevel width, some are super soft and cartoony, those on the elevated support platform (between the cannon and the "barrel" are so thin they're nearly nonexistent).
Design of these supports doesn't make sense, supports themselves have thickness yet their contact points are literally two-dimensional (it's resting on a couple fucking lines).
Blatant octagonal cannon swivel that won't swivel, make that 16-sided or more (you have lots of polys elsewhere already, don't waste time making blatantly visible 6 or 8-sided cylinders like this was World of Warcraft circa 2005).
Overall I feel like this can't decide whether it wants to be realistic or cartoony. Would be better as cartoony, but you have to make sure everything has proper bevels, and hold back on all the micro curvature damage and paint some bigger, chunkier areas of visible damage. (Less noisy as well).

>>577600
The two topmost insets are pushing away the bevels of your radio's sides, which makes no sense from a manufacturing standpoint and is a dead giveaway of a smoothed 3d model. Either find a way to have those deform with proper topo (while preserving those bevels), or shrink them so they don't affect the curvature.
Your center inset (the one with the eagle logo) needs more support loops, the rounded corners are continuing alllll the way towards the middle of the shape.
Bottom inset has some very noticeable pinching, most likely because your mesh as a whole is a soft mess. I would make something boxier and that subdivides with actual flat, planar areas, then cut geo into those. There's no reason why your radio needs to be all "wavy" as it is now.

Your stuff isn't bad, but the things I outlined are what prevents it from looking pro.
Hope this critique helps.
>>
>>577609
>don't waste time making blatantly visible 6 or 8-sided cylinders like this was World of Warcraft circa 2005)

well this counts as stylization, i could make the entire thing be more low poly but the PBR texturing wouldn't catch. so i tried something in between.

>your radio needs to be all "wavy" as it is now.
i started playing with the silhouette a little because my ref radio had protruding speaker on the bottom. real radio's aren't 90 degrees planar as well. same as phones. but i did make it uncanny with the pinched look, maybe ill go back and fix it
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>>577610
You didn't try something in-between, you did something that has both round cylinders and "octagonal" cylinders. Save those for handpainted "low-poly" textures, they don't look good anywhere else and giving your swivel a higher polycount would've honestly looked fine.

Most parts of walkies that have buttons/insets are fairly planar, enough that it's worth making these areas planar to save yourself the headache of pinching and badly deforming geo.
>>
>>577623
you obviously pointed out the worst of the worst but if you reviewed every wip in this thread in that sort of way it would be very inappropriate. from your wall of text i can't get the feel if my assets are good or bad, and that's what im interested at. because i didn't plan on winning any awards. your review is appreciated
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>>576774
I like it
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>>577607
>put his ear
you don't put your ear to a walkie-talkie.
ever.
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>>576587
workin on some sword swingin. First time recording a video of myself for reference. Helped a lot with posing.
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>>577523
overall the shot is really great! but character's face lacks something, I think the eyes are too big. were you going for anime style?
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>>577695
left foot looked shitty, fixed it up a bit
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>>577523
this looks great but those eyes are really unnerving
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>>577696
Yes kinda, mixed with western style. Trying to find my style. I am just starting with Z-brush, never was really good with Sculpting. So this is basically the first sculpted character i did.

>>577698
>unnerving
In a good or bad way?
Can you elaborate, I've stared too long at this dude and am basically routine blinded.
He is supposed to be a creepy, ugly, old mobster assassin dude.
I am thinking the reflection in his eyes is maybe a little too strong, which brings the eyes to much into focus.
>>
>>577627
>very inappropriate
I pointed out the issues with your work and how they could be improved. How is that inappropriate? If there's a part of my critique you disagree with or don't understand I'm even willing to discuss it with you more.
>i can't get the feel if my assets are good or bad
I just told you it's not bad and the issues I pointed out are what prevent it from passing at a professional level.
>i didn't plan on winning any awards
Why did you post in the WIP thread, to get critique or to get your ego stroked? Tell me if I'm getting it wrong, but this reads as "my work isn't supposed to be the best, so you shouldn't be so harsh on it". Which isn't how it works; I see things that could be improved, I point them out.

Keep in mind there's a lot of stuff in these threads that doesn't get critiqued because it's *too* bad and there'd be too many things to fix. Receiving critique means people believe your work is good enough to warrant their time, and that you're capable of improving from the feedback you are given.
>>
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First pass/block mesh for a medieval modular kit I’m working on.
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>>577702
mixing these 2 styles and being appealing is reaaaally hard,
and there are many "western" styles you can mix. Comic book, Disney/Pixar. Realistyc. etc...

I'mkinda trying to achieve the same BTW ))
Comic Book/Anime, but not "ANIME" (small girls with huge eyes),.. Capcom/Udon has achieved that style, but I don't want to copy it either.
I suck at making scenes like you do. I'll try to do it when I'llfinish character I work on now.

PS: your character looks like ventriloquist dummy, it's awesome ))
>>
Hi guys so i am trying to UV my character but i am complete fucking noob and i can't seem to find the answer to my questions

1. If i UV my character while he is low poly will the UV stay in place and don't fuck up when i smooth him
2.Can i UV the character in smooth preview in Maya (3 on keyboard), will those UV work when i smooth the character for real after?
>>
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>>577730
>I suck at making scenes like you do.
There is not really a scene. Its a little-bit of sidewalk a repeated tile of street with a puddle of water and an HDRI background. Pic related.
Also Raindrops.
Composited (blurred the shit out of it) together in Nuke using a Z-pass.
You could do it. Its not difficult. (i am talking about the background alone, of course you need an own character)


>ventriloquist dummy
I am totally OK with that,
my own description is much harsher.
The working title for the project was "fuckface".
>>
>>577523
this is god fucking awful
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>>577733
1+2: yes
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Choose your destiny.
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Sorry for the missing textures on the slipgate but it was such a cool picture.
>>
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>>577746

thats the entrance to shubnigguraths lair and the third episode right? looking good man, its great to see quake still gets the attention it deserves

i finally baked the normal maps on the suit here
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>>577343
>Whats a woman
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>>577743
Middle looks best, so that one
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>>577357
underrated
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Rendered in Povray as usual.
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>>577719
thank you
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>>577702
you're in the uncanny valley
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Just remade a car I made last year. I think I've learned a lot of things these months.
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>>577767
you could easily get better results in blender
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>>577803
If by better you mean worse.
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ladybuck
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>>577752
More trouble then it's worth?
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>>577796
I like the original design better, had a nice 80s vibe. New one looks like a mix of 90s and present design trends and makes no sense.
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>>577738
)) fuckface )
>old mobster assassin dude.
I've read this now. he looks more like a loner maniac though )) he looks very very asocial, I mean his outfit showthat he's orderly, loner. (scarf, shirt) but he can be hired assasin, but he's no gangster. that's how I see the character ))


and you are right, I can just photoshop background.
I havenot yet touched Nuke or any 3ddedicated compositing software.
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>>577523
i really dont know what you tried to accomplish but it looks alright
>>
>>577767
>>577816
I don't know anon, this one here looks about as good as blender internal with minimal settings tweaked.
>>
>>577796
Seems like the top half is too small on the newer one. Even for a low rider, that seems pretty low for the top.
>>
>>577523
Remember me Eddy, when I killed your brother?
>>
>>577838
i love these

>>577380
did you use motion capture/physics for this one? Something about the motion looks so fluid
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>>577899
You mean like too much body, too little window? I was afraid of that, took the measurements of a dodge viper and exaggerated them, and I think the viper is already extreme on that regard

>>577860
I wanted to go for a 90s-early 2000s feel (you can see how I ripped off the 360 modena, viper and f50 while on the first one I mostly ripped the testarossa, daytona and the countach wheels
Guess you're right, I might remade it again with a more 80s feel (maybe getting the testarossa rear back) and maybe another time I'll go for a full 2010s modern day look with hard angles
>>
>>577720
I like this. Also a question for everyone - what is the proper way of modelling this? Could I use separate meshes for every little detail, like for those wood planks, or should I somehow model everything from extracting polygons?

I mean,
>in real life it is also made from parts
>it would make sense if it e.g. explodes that those are separate anyway
>in the end it's easier.
>>
>>577974
depends.

>If making for realtime
you'll want as few non-continuous meshes as possible. Clipping meshes are tricky because it fucks with the AO sometimes and wastes some texture space. Floaters are fine but they also waste texture space

>if making for render
pretty much just model however it looks best, don't mind the amount of submeshes as long as your PC can handle it.
>>
>>577974
>>577979

Also if you are aiming for ultra low-poly stuff sometimes you just have to use separate meshes, specially for buildings. When I did some hangar models with different LOD for an air company, they specifically told me to not hesitate using separate meshes if that would bring the polycount down
>>
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here's a bit of my progress on the materials
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>>578014
Why are you working on something that's copyrighted by somebody else?
>>
>>578018

i really like the new game's look, so i'm trying to reproduce it
>>
>>577159
really? because initially it definitely sounded like the issue was it wasn't possible.
>>
>>577145
>>577143
this is a really cool looking improvised weapon
>>
>>577796
your modeling skill and ability to get the renderer to behave the way you want has undeniably improved

the car's design did look quite nice to begin with, though
>>
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Should i retopo and add the detail via multires at this point? Fingers are slightly off I'll fix that in a sec
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>>578113
The face is off too...
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>>578131
What should I change?
Is her face too short?
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>>578131
Another view
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robot for a game.
next is rigging.

thinking of making the game like powerball from american gladiators.
red bots vs blue bots.
3v3 teams.
possible networked multiplayer if it ever gets completed.
>>
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>>578135
>>578136
I don't want to spam but here's my latest tweaks. I forgot to give her some proper cheekbones lol.
>>
>still can't make a decent stone/rock
Why is this so hard? Sculpting a head was literally easier than this, for me.
>>
>>578141
You made the classic beginner mistake: getting detailed too soon, and not having the base shapes right.
Everything is off slightly.

i don't want to be too harsh and sound like an asshole, but you need to sculpt more faces as an exercise before considering "finishing" one.
Like a hundred or so. That is if you want to do realistic ones. Study anatomy, then do quick face sculpts, one per day or two, not longer than 30 minutes per sculpt.

Try to keep as lowpoly as possible, slowly get more detailed.
You don't necessarily need to train the tools or your hand, but your Eyes and your Brain.
>>
>>578113
How did you mess up? That loomis image literally has side proportions and you managed to fuck those up anyway.
>>
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https://www.youtube.com/edit?o=U&video_id=Rjz6kvhbuXA
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>>578177
Toon shader in substance painter?
>>
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>>578178
No, Blender. Based on the Arcsys (DBFZ) one.
>>
>>577796
Funny, I did the exact same thing! Same dates too!

I think your skills have improved more than mine. I see stuff with your model that I still couldn't figure out how to get right with mine.
>>
>>578144
if the base shape is wrong then it should be easy to point out what's wrong with it.

I don't like how you're pussy footing around criticism. "everything is slightly off" is a very odd comment since every face will not conform to same proportion. If it's anatomy you should be able to point out what part of anatomy is incorrect.

I'm going to take this to /ic/ to see if they are more helpful.
>>
>>578177
>>578179
Consider either bumping up the poly count so that you get smoother lines (or adjust Freestyle settings) or go with a compositing solution, also you're going to want to hand tweak the normals to get a nice effect

>>578181
Lighting is bad in the top one, weird artifacts in the bottom one (presumably due to shading errors caused by ngons)
>>
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>>578187
Its not freestyle and I don't think composition works on internal rendering
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>>578143
This is the best one I managed to create. :,,( FML. It's even worse than it looks, since a lot of the crevices are just coming from the texture (which is not mine). I just want to create some nice cliffs and entrances made from stone blocks like here at 0:43

https://www.youtube.com/watch?v=afJBNP9vcJs
>>
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>>578181

Huh, that's funny. As someone pointed out before, the lightning is somewhat dull on the top one. Other than that I see it pretty close to an actual delorean. What's the stuff you couldn't figure out you were talking about?
Also with pic related I'm trying to get to the lowest polycount possible. Last year I did a similar bot and was horribly unoptimised, it had like 25.000 polys. This one I have managed to get it to 6000 but I think I can still do more.
>>
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>>578187
>>578191
Yea I am kinda noticing that I have a hard on for dull lighting for some reason. Gotta get out of that habit. Honestly, I am just using an HDRI image for lighting.

As for what I am still getting wrong, the first major thing to mind is how I made the lips around the wheel wells. I made separate geometry and did my best to make it look like its still part of the body. In yours, it looks like it's all one solid bit.
>>
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>>578192

Oh boy do I feel your pain. I went for the semi-ricer widebody approach, but there's like a lot of ways automakers make them, some don't even have them (some ferraris for example)
I don't know if this could help you but hey, here's my topology. But I aimed for a very curvy body with this one, and a delorean is like the maximum 80s blockyness
>>
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Hey, I'm working on this and I know some parts are not great like stretched texture and wonky forearms but I'm still kinda green and what i need is a second opinion about hair. Like you can see i wanna use cables for hair but the rest of the model is 25k tri and i want to keep poly count low. If i do it like in the picture, it will easily go over 100k and that is just for hair. So any one have any experience with this kind of thing, any suggestions?
>>
>>578169
how did I mess up the side proportions? those are matched for the most part. I don't have to follow it to the T since humans have variant proportionality. Do you not know this?

Do you want me to give you a flat front view so you can see it for yourself?

What is up with /3/? Why is there so much ignorance on this board?
>>
>>578203
I was thinking like you too. But when you are not well acquainted, it is best trying to follow it to the T. It would make a lot of things easier for you. After getting more familiar you can start to change things easily anyway. Also the model seems flat, it's like you have spent too much time on the front view and didn't worked much on side or top view, it certainly needs refinement.
>>
>>578207
>it is best trying to follow it to the T

I don't understand your thought process whatsoever and neither you nor anyone else is helping me understand with extremely vague criticism. The deviations are not extreme whatsoever are are well within what you'd see in an average woman. following a reference to a T is counterproductive for art. If someone wants to see a copy of real life then they can just take a photograph or resort to photogrammetry and scanning.

I think it's best for me to leave this board for good this time. I have a feeling that the people here know less than me on these subjects and I don't want to be held back.
>>
>>577961
>Too much body, too little window
Yeah that's exactly what I mean.
I'm a pretty tall person and I can just see myself hitting my head even with the seat leaned back all the way.
>>
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>>577907
thanks :)

no, just layer animations on top of each other until it looks ok
>>
>>576774

top notch buddy. this looks pro.
>>
>>578190
is that substance painter?
looks like too much detail.
>>
>>578238
can you do this kind of anim and style with dildos?
this is a serious question.
>>
>>577523

amazing
>>
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>>578181

Let's see if you bastards can do 90.
>>
Christ, kids are getting more talented by the day.

I can't believe most of this stuff was made by 12 year olds.
>>
>>578244
yeahhhh, but I wanna make stuff I can show irl friends

for once
>>
>>578238
you have a really unique style man
you should go public with this
>>
>>578266
Thanks!! I am public tho. I have a super successful tumblr with 2 whole followers
>>
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denoise option works super well in blender on 2.79. I hope they fix/speedup a lot of the particle systems next.
>>
>>578238
dude your shit is hilarious
>>
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judo
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>>578238
you're extremely talented

go do commissions and commercials and stuff.
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just prototyping a shitty game
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>>578284
arm should be in "up" position until body is parallel to the floor and then "throw" the arm.
this is to make the motion a fluid "wave".
>lift (flow into) slam
https://youtu.be/1M0jd8vw1E4?t=1m14s
watch in 0.25 speed.
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>>578298
>>578272
forgot to mention.
don't forget that your opponent has weight himself.
this will help you to visualize and create more realistic animations for such things.
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>>578292
are the flat hip outer regions possibly going to be plasma jetpack boosters?
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>>578219
Stay Gone
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Some face tweaks. Added more gear. Think I will have her carry a bunch of throwing weapons. Also fixed the base mesh more. Touched up the thighs, breast, torso, shoulders, arms and butt. Still have too touch up the face. Going to have more work done on the hair next time I'm on it. Taking a brake.
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>>578252
Ended up wiping up a BTF2 style license plate in illustrator just for that post!
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>>578306
Ahh.. this gives always brings back memories
Not good ones
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Guys i just want to know, how many polygons a gun can have noaways in games? I'm working in this Colt Anaconda, for now it haves like 1534 faces, and stills unfinished. Is something like 1k - 2k very low poly? Or can i go higher than this?
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>>578321
There is something wrong with your gamma correction and/or tonemapping. If you're using an IBL you must do some global tonemapping at the end.
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>>578326
First person view guns these days have >20k polys easily
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>>578340

Holy fuck i didnt knew that... so im wasting potential here. Thanks. Do you know where i can see games references like csgo, battlefield,cod? I tried google that but no results. (Of course talking about gun topology)
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Good god, I hate weight painting. I've spent the last couple of days going back and forward, and never being happy with the deformation.

By the way, anyone with some experience in Maya here? This character's rig has stretchy joints. However, the stretching is driven by the translate X value of the next joint in the hierarchy and not the Scale X of the joint itself.

Therefore, the skinned geometry won't scale along with the joint during a stretch, and just keep its original proportion except for the very last edge loop that stretches into oblivion.

If anyone knows how to get the joints to actually change scale value when the distance from the next joint changes, with a default scale value of 1 at bind pose, I'd appreciate if you'd help out.
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>>578306

I never got to know the context of this video.
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>>578321

cool man




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