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File: WIP_Binary.jpg (1.1 MB, 1297x752)
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Old Thread
>>576375
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shat this out yesterday at around 1am
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Is possible to import individual texture maps to substance painter and combine them all together? E.g. can I import all the textures (albedo, normal, roughness etc) from Poliigon to SP and normally paint the model with it?
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>>578666
Satanic kek
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I've slowed down a lot due to summer heat but I've got a new set of textures that aren't green of brown.
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>>577036
...is the industry standart.
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>>578668
yes as far as i know, you can bring your textures into SP and do your stuff there with your maps..
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>>578668
Sure.
>>
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testing some baked cycles textures in the blender game engine.
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>>578691
shit, is it really?

is the workflow
>paint directly on to model >take uvmap and add fine tune >finished?
>>
>>578866
The workflow depends. For realistic stuff, especially complex hard surface with a fuckton of confusing UVs, I start with generators then paint/project stuff onto the model as much as possible.
SP helps for that, though. Since it's piss poor at... actually painting, and you might wanna do some PS painting for your stylized textures, painting directly onto the UVs might come in handy there.
>>
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Working on some more particle stuff
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>>578877
Do you create all the animation and the particle systems?
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>>578878
I didn't make the dancing animation, which is a mocap file, but I made everything else. The particle system is advected by a smoke simulation.
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>>578880
Is it houdini or cinema? Can you post this dude walking?
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>>578881
It's Houdini. Do you mean a sim with the same effects but walking? I don't have the time to sim and render it at the moment if that's what you mean
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>>578877
Seeing as you use houdini. Can you tell me please how to export a whole scene from houdini to maya so i can render it in redshift and not that shitty CPU hungry Mantra
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>>578886
I used Redshift to render that, you can just install it for Houdini. The license is not software locked.
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>>578877
if your particles fell to the ground faster then it would be easier to see the dancer.
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attempting to model my first somewhat anatomically correct nude model.
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>>578888
How long did it take you to render that (also what GPU u have) i still need to transfer it to Maya tho so i'd still appreciate it if you knew how to do that
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>>578906
I don't know how to export for Maya sorry, but there are a few tutorials out there: https://www.youtube.com/watch?v=zI-Nu8j0nA4

There was a lot of out-of-core rendering so it took a while. About 5-10min per frame out of core, 1-2mins in core. About 18 hours all up for 240 frames with a GTX 1080. If there were slightly less particles and it stayed in-core it would have been drastically faster
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>>578902
please close thigh gap.
is scaring me.
>>
>>578902
>somewhat anatomically correct
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>>578902
>>578910
emphasis on "somewhat" I guess
>>
>>578908
Does it still makes sense to use Redshift when you render mostly out of core?
I think using Krakatoa would be the clever alternative.
>>
>>578922
I don't have Krakatoa and it's very rare for Redshift to go out of core for me. I don't typically do dense particle sims, but if I were doing them often or render time was a bigger issue then sure, Krakatoa would make sense.
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>>578614

working on normals atm

>>578762
nice
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Bite my shiny metal ass
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Suggestions? I think about giving him some pants. The lower half is pretty shit. Then again it would obscure his ass
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>>578944

make his butt more round, i think it would be funny if he had a human like butt
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>>578908
>>578922
>>578925
Retard here what does out of core or in-core means, cant find shit online.
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>>578944
>>578945
seconded.
also, can the claw of the hammer be a bit more "scarred" from use?
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>>578910
>>578913
wtf you pretentious cunts?
>>
I've been using mostly premade materials for texturing in substance painter, but I'm not able to find enough free stuff anymore so I need to learn how to make my own. What are good sources for really understanding not just how to use substance designer, but how to actually produce realistic materials? I wouldn't ask if learning designer wasn't tricky. I usually don't have any problems learning new software, but this one seems a bit chaotic.
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>>578944
more rounder butt. Also awesome.

>>578994
this is gold. http://www.cgmeetup.net/home/tips-tricks-related-facial-modeling-animated-productions/


Going to work on the hair tonight.
https://www.youtube.com/watch?v=Nn7mISvVzJk I can do this in Maya in a way.

Not 100% on the design but I'm going forward with it. Want to design a Plague of Gripes style of Sticks the badger because for "reasons".
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>>578955
When Redshift has not enough V-RAM available (full), it can use regular RAM, but gets slower in the process.
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>>579006
If you're used o Node systems like Autodesk, Blender, or Maya then you will get it pretty quick. Same goes for UE4s material node system. I used UE4 shaders for about a year and in less than a week I understood it quite well. You just need to do tutorial after tutorial, documentation page after the other, and you will come to understand it. Node based experience definitely helps.
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Finally finished baking this thing and can move onto texturing
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>>579093
Something is sincerely wrong with your grip. Looks like smoothing groups error or your highpoly wasn't mesh smoothed when you baked. Any way, somethings wrong.
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>>579094
That's substance painter shadows, I think it only relies on the low poly and ignores vertex normals somewhat, so it produces some faceting on curves sometimes.

Actual bake is fine though
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>>579095
Okay good. Keep it up.
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>>579007
My dong is waiting for you to finish
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>>579093
the face hen /3/ for 8 years still dont know how to actually bake anything
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>>579007
Are those knee pads Micky Mouse?
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It's abstract.
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>>579152
>It's a poorly rendered cube with a low quality texture
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>>579183
Don't you insult his art. Humans used to DREAM about being able to do stuff of this quality. Like 25 years ago. He's just late to the party.
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>>579183
so is brutalist architechture...
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>>579115
What?
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>>579197

i think he meant

>tfw i'm in /3/ years but still dont know how to actually bake anything

but its just my guess
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>>579183
>>579184
I'm not an artist. I'm working on the editor and I liked that particular test rendering for reasons I don't even know.
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>>579214
Forgot pic of the editor
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>>579215
>squares
does the editor scale those squares?
does the editor subdivide those squares?
if not, can you make it do those two things?
>>
>>579218
It's a really old Quake editor that I'm bugfixing for linux. It is fully featured but if you fancy making maps and you're on windows you may want to take a look at Trenchbroom or Valve Hammer instead.
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Some real artist is going to fix it eventually. Or not. I value the fact that the tool is pleasant to use and lets me create conceptually.
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>>579222
ah.
i remember q3radiant.
q3a was my jam back then.
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>>579200
Oh. In this case there's a very good document on baking which I recommend here: https://drive.google.com/file/d/0B02lElvs8BcvYllmQWpXUGxod3M/view
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>>579234

nice, very thoughtful
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fusion 360 aliens airlock practice
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I started this yesterday. It has no general direction / sketches but it's going to be a gundamish robot that is less cartoony. This is a rough arm. The thing at the top is eventually going to be a jet turbine, but ignore for now.
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>>579285
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>>579286
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>>579093
Started doing textures, mostly just the upper receiver for now
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>>579295
Added a couple more things, different lighting setup (which lighting setup do you guys think works best?)
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>>579305
maybe slightly more edge wear at places with high friction. maybe some engravings, but that's about it.
good job man
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>>579287
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>>579305
why does the bullet look like a buttplug for somebody with a latex fetish
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>>579312
Last one before bed
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>>579310
Planning on it, will see if I can add a couple scratches around the bolt especially.
>>579315
Not textured yet but thanks, made me lol.
>>
>>579343
The shapes read well and have some interesting variety, good blockout. The only part I'm not too keen on is the jet engine so far, I think it could use some more shape variation (and not just things sticking out) so it looks more complex than a glorified box. Could be as simple as panel cuts or whatever will link it to the arm, basically anything to make it look functional as well.
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>>578877
there is something weird, is it mocap? It likely is, and at what framerate?

Basicly you can see the spawning of the particles, like they all spawn at each frame meaning that you can see the multiple frames, kind of like onion skin in traditional animation.a

The first frame is great to see this, you can see what position the character was doing at each frame before instead of being a smooth trail.

If you had a higher framerate animation you could bypass this since you would have particles spawning in between frames.

I guess its more of a personal nitpick but other then that its great so this issue just stands out.
>>
Finally finished painting the first floor in this building.
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>>579366
And the texture map.
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>>579366
>>579367
looks good minus one thing.
where are the rungs on the banister?
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>>579373
They are hidden in this shot because the objects are part of the UV map for the upstairs floor, which is also hidden and next on my list to be UV’d and painted.
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Back from my fishing vacation. Finishing up the retro gym jumper outfit. God fucking damnit but I hate modelling shoe laces.
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>>579396
Why not just extrude a curve along a path and generate polys? Its fast as hell.
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>>579305
I'm basically done with texturing, only step left is building a little scene for it
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>>579400

I lay the path and then sweep a rectangle along it. But laying the path is fiddly as fuck.
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>>579411
nice
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>>579434
T-thanks, you too.
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>>579419
Are you using a quad view to lay the path? It really helps. Also doing sections of the path and combining them after you're done helps a ton too when you need- I do that when I need pipes that bend on all three axis.
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Annnd done.
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>>579447
looks like plastic mate. Was that part of the plan?
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>>579449
Upper receiver and mag is some sort of carbon steel (coated), lower receiver is some sort of stainless steel (more metallic, sorry for not knowing my gun metals better) and grip is plastic/polymer.

Is there a way you can offer more specific crit, or does it simply evoke a general feel of "looking like plastic" to you?
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>>579451
Whole thing looks fake and plastic. You need to rethink what you're doing because this is bad.
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>>579453
wow
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>>579453
Yeah, I guess I agree with you. I'll just keep working, try to plan smarter and learn more, and hopefully the next one will be better!
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>>579453
What a literal shitpost. In reality you're just trying to tear him down and give nothing of actual substance and real criticism.
>>579458
Get real material definition critiques from Polycount forums, because right now we got >>579453 in here pretending he knows anything when in reality he's purposely shitposting without real criticism. He knows nothing between the differences in metals and is purely envious just from how he's posting.
>>
>>579468
I know lol
I honestly don't mind, sometimes I get good crits from here but I also post in other places (had a couple buddies give advice on this during the whole process). I also like to post on /3/ to engage with fellow 3d artists and exchange information about workflows.
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>>579350
The jet engine is going to be part of a larger flight unit and it's not done yet. I'm just trying to figure out the basic direction and refining from there. My work flow is weird I guess. It will be more detailed and refined later. I've started on the leg.


The most interesting part of working on mechs (my favorite thing to model) is making the machine parts move properly when it articulates. I don't have an engineering background but I build a lot of models.
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>>579447
What rendering software did you use?
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I wanted to do something but I didn't know what to do so I made this.
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I decided to go for the big leg approach.
I added additional details to the normal map and will now start to texture. thoughts?
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>>579497
are those co2 cartridges for airsoft guns inside?
also, where's the slot for the credit cards?
i imagine in the future world of walking coke machines that they have credit card slots.
unless of course there is no more credit companies in your utopian future.
>>
those will look like coke bottles ones they are textured. good point about the credit card thing though...
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>>579502
>have walking vendors
>use credit cards instead of chips under skin
lrn2scifi
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>>579355
Yeah it's got a slight bit of stepping, probably more noticeable because I had to cut the video to be 3mb, in the longer version it's a relatively smaller portion:
gfycat[dotcomslash] IllustriousComplicatedJackrabbit

The stepping was a lot worse initially, I brought it down to a level I was comfortable with but with more substeps and further tweaks it would be better I agree.

>>579498
>>579497
I really like the design, going for the big leg approach was a good choice. What is inside it though? If they are bottles and cans could you put a human reference model in a shot for scale? It's hard to understand the scale right now
>>
well the idea is coming from a classic vending machine. The scale is indeed a bit tricky, because of the legs. the part above the bottles is meant for advertising. other that it would function like a regular vending machine
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>>579519
If the bottles and cans are that small, it seems like the vending machine window is like 2-3 meters off the ground. Or do the legs articulate and lower the machine?
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I adjusted the bottle scale and added future VISA card support. I think the scale looks more believable now.

Thanks for the advice so far.
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>>579472
Marmoset Toolbag, it's realtime.
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>>579530
Good stuff man the scale is heaps better now. Are you planning to put it into an environment? Look forward to seeing it if you do
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>>579506
>implying that after chips under skin that society survives
lrn2dystopia
>>
>>579530
only thing it requires now is a fat guy buying all the sodas.
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>>578614
I don't know if yall remember me posting my pod racer model a month or so ago. Well I finally tried to take the dive into substance painter and textured the damn thing!

I know it's far from perfect, but damn I am happy to know that I can texture my shit finally!

Don't mind the background, I know it's ass and just wanted to show off the fact that I finally textured it! After this, hopefully I will be texturing more of my models and better than this.
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>>579553
And a render where I actually gave a shit about he background and scene as a whole!
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>>579555
and one last render where the lighting isn't coming from a super nova.

I seriously struggle with lighting. Lately I have just been using HDRIs to help with my lighting.
>>
Well it would be cool to add a move animation to the vendor machine and put it into Unreal. I think for the moment I will just finish the texturing and call it done.

I was also thinking about putting a little girl infront of this big machine buying soda which I believe would be a cool contrast
>>
https://www.reddit.com/r/3Dmodeling/comments/6w5uhv/a_photographers_desk_my_first_finished_3d_school/

>somebody's first 3D project after a couple of months of learning.
And I thought I was learning fast when I achieved a good grasp in Max, Zbrush, SP, World Machine and UE4 in 4 months.

I guess it just shows how easy it is to produce good stuff in 3D. Or people like that are lying.
>>
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Taking a break. May work on the hair some more tomorrow. The Eyelashes and brows are stand ins. No textures yet. Still need to touch up the face a little more. The ears still need some work.
>>
>>579570
static models with actual real life photographs as textures are easy as shit. The only thing that matters is animated games that you somehow monetize or animated porn that becomes crowdfunded
>>
>>579583
More space between the mouth and chin than between the nose and mouth. You did the opposite and made her look like an orc grandma.
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>>579611
So lower the mouth or move it up?
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>>579629
>reread my post
>aw, fuck
Yeah, the mouth should be moved higher, my bad.
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>>579630
I hope this is what you meant. Looks better to me now. Also my custom shelf deleted it's self :(
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>>579471
more leg, chest refinements
>>
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>>579653
Starting on beam rifle, sword, thrusters. Detailing of mech will be later.
>>
>>579653
>>579657
Fucking loving how this is coming along!
>>
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Oh boi, can't believe I'm having problems with a fucking babby's first door modeling. I can't figure out why is my door so fucked up when viewed in substance painter.

Pic related is how it looks in Max, normals are not inverted as far as I can tell. I'll post how it looks in SP after this.
>>
>>579681
I baked a texture set and I'm getting the same result. I UV'ed it (although just used flatten mapping, heh, b-but it looks pretty fine in this case!). But even when I didn't UV it, I got the same problem. I'd say something got fucked up with geometry or my normals got inverted, but you can see it's simple as fuck and I don't see any problems here.
>>
>>579681
>>579682
seems like you're lost and posting a QTDDTOT in the WIP thread. Mods?
>>
>>579683
Weeeeell... This door is WIP, I'm just not asking for a feedback, but asking for help.
>>
>>579642
keep the bandanna on that mouth is horrifying
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>>579662
Thanks! I hope to one day be able to make models on Armored Core level. Still a long ways to go.
>>
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>>579705
Also sword somewhat close to done. It transforms, but I haven't rendered that out yet.
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>>579706
particles and stuff with be added afterwards
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>>578934
>>579260
Nice, anon, especially the transformation. I'd love to see it rendered out
>>
How can I know if I'm learning bad techniques in modelling? E.g., is this a good or a bad way to make a detail on doors? (Look at around 8:00 mark)

https://www.youtube.com/watch?v=rbhl6g2h798&t=822s

He makes 2 separate meshes for a door and probably connects them together. Will this fuck up textures later on?

Other way of doing it was just using a lot of extrusion and beveling, but it is slower and it produces tons of triangles in the corners.
>>
>>579746
looks fine
>>
>>579746
Spline profiles are fine, you don't *have* to use them but they're the fastest (and most easily tuneable) way to get some shapes in Max that would otherwise have to be done with a lot of extrusions. They're very commonly used in archviz, to make stuff like trims.

You can decide for yourself if a technique is good or bad based on the speed, and quality of results it provides. That's all there is. When in doubt feel free to ask someone else, tho.
>>
>>579763
As far as making two meshes, it just means your textures won't be continuous, which is fine if the door is made out of several different panels (which most doors are). You should basically avoid as much as possible splitting your meshes where objects would be continuous in real life, but whenever there's actual separations between pieces, feel free to split your mesh/UVs/whatever for convenience.
>>
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>>579701
Better? I shorten the mussel changed the nose, did a eye tutorial and rounded the cheeks some more. I have to learn how to get good with modeling mouths.
>>
>>579803
is this a joke?
>>
>>579803
>Better?
No. You're still a furry.
>>
>>579803
first of all, did you box model this? this has all the hallmarks of someone box modeling something into the rough shape they want and then just smoothing the shit out of it. the inside of that ear looks like you smoothed the default topology on a sphere or cylinder where there are many triangles all merging on a single vert and it gives that nasty result when smoothed. that's a big no-no. you need to get much better at topology if you want to use this method.

or you can take the easy way and use zbrush instead. however, you're still going to need to learn topology eventually for final retopo once your character is finished. but zbrush makes the creation of forms much easier and you're less likely to get these ugly bizarre topologically induced creases.

also speaking purely from the design perspective, that pointy ass chin is not attractive at all, it's disgusting. if you want your character to be cute or appealing at all you should round it out considerably. i can't tell from this angle whether the muzzle is too long still but it was definitely WAY too long before. but there is no way to tell if you fixed it from this pic.
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>>579806
Box modeling is how I was doing things.
I will start learning Zbrush on my next day off.

Thanks for the feed back.
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>>579807
You must not pirate
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>>579807
it's only a suggestion
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I don;t know where to fit this dagger.
she beeds some weapons, for fucks sake...
I want to pse her decapatating other character I've made ...
>>
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Not too much progress today, started on shoulder armaments and started to the refine the knee armor. Still not sure whether to do "heel" type pronged feet or more traditional feet.
>>
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>>579709

thanks man, yours is pretty cool too, i like the realistic look you went for, the filename made me laugh too

here it is kind of 'finished', i animated the normals and materials too, hope you like it
>>
>>579817
nice. I suggest making the muscles even bigger bigger for the transformed state. He should almost look like he's barely able to move with all that muscle mass. And I'm not a fan of the flicker effect.
>>
>>579818

thanks for the feedback man, you are not the first to say he needs more muscles, but its kind of complicated to do, i made a combination of bone and vertex animation, i'll consider adding more mass tho
>>
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Got drunk and tried to create Vileplume and practice better topology.
Having a lot of trouble creating the petals on the top. Any advice/critique?
>>
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>>579828
like this maybe?
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>>579832
But there's five petals anon
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>>579833
thats too much work
>>
>>579834
But the white devil is in the anime detail
>>
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Testing out some articulation ideas before getting into detailing / sculpting.
>>
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>>579835
okay here you go
>>
>>579838
Did you fucking make each petal manually?
>Blender
>>
>>579814
I'm honestly liking the outfit. As edgy and overdesigned as it is, it all fits together rather well and still reads well from a distance rather than being a complete mess.
>>
>>579837
Sculpting?
>>
>>578934
S T O P
T
O
P
>>
>>579152
>walls, floor, ceiling
>>
>>579807
I'll give you a reference soon, but i would like to see the wireframe of the mouse's face.
>>
>>579642
yeah anon you need to work on that mouth

size and position need a change. fuck around a bit and see which position starts looking more natural and feminine, right now it looks creepy as fuck
>>
>>579854
It's mostly hard surface stuff but most people still refine it further with sculpting after laying out the foundation. I don't know whether I will do that or just do everything in Maya. I'm not super experienced yet.
>>
>>579864
>>579642
Personally I think that the nose is making the mouth look weird. Don't get me wrong, the face does look weird below the eyes. In motion, if the mouth had a large range of expression then it might not look so odd, idle poses can be deceiving. But it all just kinda blends together, hard to tell where the nose ends and the mouth begins. I will work on refining the face some more to flesh it out.
>>
>>579880
would work*
>>
>>579861
Last update for a while. I'am pretty much spamming the board at this point. Had to change the eyes to nurbs or it be high-res blue mesh. Thanks for offering me a reference.
>>
File: Front3.jpg (83 KB, 1596x935)
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Making progress with the texturing.
Any thoughts?
>>
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>>
>>579898
Looks cool, but I would imagine it'd be a lot dirtier, especially around the feet, if it were walking around.
>>
yes, i haven't added the wear and tear yet. i will do so of course
>>
>>579897
Thats both cool and star-wars-mechanoid-tier retarded at the same time.
>>
>i_have_no_idea_what_i'm_doing.webm
>>
>>579921
more samples or make AOVs
>>
im learning 3d on blender and following a tutorial on youtube. any tips? i think i spent about an hour just trying to figure out how the program works
>>
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I might try to turn down the speed a little

>>579923
use the space bar context menu to learn all the shortcuts. If you're not sure, type what you want in it and remember the shortcut thats assigned to it. Your hands start to learn the shortcuts better than your brain does. Dont rely on the UI too much
>>
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>>
>>579897
I like the colours you've decided on. I think it needs some dirt and wear, but it's coming along very nicely.

>>579926
Are you famous yet? So slick


Working on some 'spell effect' thing. Ignore the cube in the background it's for scale for something. Any ideas to make it more flashy/what to add welcome
>>
>>579930
Nooo Im still figuring out how to use hashtags on instagram.

That smoke looks way cool. I dont know how youre doing that stuff but maybe add some kkind of pressure wave effect?
>>
>>579930
Make her scream ALLAHU AKBAR while she does her spell.
>>
>>579931
Just spam the popular ones for your category and you'll have followers in no time. I was meaning to add some distortion like that but I'd forgotten, thanks for the reminder!

>>579932
I'm not sure that would go over well since it's a course assignment heh
>>
>>579930
it almost feels like the ground moving starts too early. as if it's starting to come up when she hits down rather than when she pulls up
>>
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I've fallen in love with Fusion 360. I haven't done parametric modeling before I downloaded the program a few weeks ago but I'm learning with Youtube and Google as one does.

Once I have the basic surface design down I'll export it to ZBrush and add the big dents. After that, it will get 3D printed in ABS, assembled, Bondo'd on the outside, fiberglassed on the inside, sanded, primed, textured, painted, weathered, sealed, and sold.

If my budget increases I'll buy materials to make a silicone mold of the helmet so I can make copies much faster than my 3D printer can.
>>
>>579926
im drunsk as fucka and this id golds omfgggg
>>
>>579937
tdhi is retarededs
>>
File: meteorite_material.png (3.93 MB, 1920x1080)
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Tried to make a meteorite iron material, what do you guys think?
>>
>>579937
thanks for the idea
>>
>>579933
>it's a course assignment heh
Do it! Do it, anon. Please, have some balls and do it.
There are subtle ALLAHU AKBARs out there, like not the screaming ones. Do it, and post results.
>>
>>579948
Looks like paper wrap. Your light positioning may have ruined this presentation.
>>
I just got an appartment and i want to 3d model it so i can keep track of how much stuff i own and how much it's worth so i can constantly upgrade it and increase my quality of life like a video game

What is wrong with me?
>>
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>>579940
>>579941
>>579951
>drunk posting
>>
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Started another gun a couple days ago, just laying down base materials for now.
>>
>>579810
Shit I didn't even see that. Just learn enough in Zbrush to make smooth surfaces and +/- volume.

I will make a second head using that reference.
>>
>>580039
Why not look at animal cartoons or models? (Especially anything good that has a 3d viewer, so you can get a real feel from the forms from every angle).
It looks to me like you tried to make an anthro mouse head using the sole power of your mind, rather than look for reference.
>>
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Don't aks why. Just know that it is made of NURBS and it is the future.
>>
>>579930
Feels like there's not enough buildup to the 'smash' that she does. Should be a slow 'arms raise' and then a VERY quick smash downwards with the arms.

Plus make the ground smash animation happen a few frames earlier.
>>
>>580082
Optimus Primal?
>>
>>580082
you can use nurbs for organic stuff? wireframe please
>>
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>>580096
It's not the same model because I have a big folder of very old models from a software called Animation:Master and I forgot the file name of the gorilla, but this should give you an idea.
It's similar to subdivision modeling, but it pre-dated it and it's interpolating instead of approximating.
>>
>>579295
>>579305
>>579411
>>579447
Not so fast. /k/ here, looks great but the wire stock is too thin, the looping buttstock area is too tall, the charging handle cones are too large in diameter, the bolt catch isn't serrated, the plastic grip is one piece so there shouldn't be a split, and the ears on the rate reducer cap at the base of the grip are too small.

You obviously want to get things right so I lend you my autism.

>>579449
>>579451
The upper receiver, barrel and the aft half of the stock are painted, the grip is plastic or beech the rest of the gun and magazines are phosphated/parkerized. That all looks great but with that knowledge you could add chipping or wear to the charging handle track, pin areas, front sights where the stock is captured, ejection port and the edges/corners.
>>
>>580101
This is why we like you /k/
>>
>>580101
Wish I could've had this post a couple days earlier, great stuff nevertheless.

There is some amount of wear on the paint, it might just not be noticeable this far away.
>>
>>579374
Finished matching up all the pattern/grime/wrinkles/cracks between the upper and lower floors, pretty happy with it considering I had to do it manually across two different texture atlases.
>>
>>580100
>interpolating instead of approximating.
what's the difference? also 5-sided faces are acceptable?
>>580164
what is this for? reminds me of silent hill
>>
>>579187
I thought you could spell better than that Saimon
>>
>>580169
>>reminds me of Silent Hill
Funny you should say. I'm working on a survival horror game called The Four of Us Are Dying. Going for the older Silent Hill aesthetic from the first three games.
>>
>>580184
I would actually praise you, but then i always remember that praising people makes them proud and their ego inflates and the performance goes to shit, everything gets mediocre.

So here is your:
>shit
>shit,shit,shit
yeah really its shit, you should throw it away and start from scratch

but how did you do the textures?
Photoshop, bashing photo-sources together and paint over? Or is it all handpainted..
>>
>>580196
All Photoshop start with photo bases, layer in hand paints and hand masks. Hand paint in things like edge wear and cracks. Takes a lot of time. Layer baked occlusion on top of it all.
>shit
>shit,shit,shit
This is why I come here, thanks
>>
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I didn't want to start a new thread so I thought i'd share here and make a question: Is this good for rigging? I mean pose-wise. I used a drawing for refference and I'm affraid those retracted legs and hump on the back might cause troubles when animating. It's going to be a base for series of low poly characters.
>>
>>580169
>what's the difference?
Approximating means that as you increase the number of subdivisions your model loses volume. Interpolating means the curves always go through the original vertices.
>5-sided faces are acceptable
Yes and also notice the some loops end in an edge rather than on a vertex.
>>
>>580207
yeah its good
>>
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>>580234
The mouth area is wrong and you can tell because it looks like something else. I'll tell you a secret: there is one and only one right topology for the human body and you have to know it. You can't re-invent it.
>>
>>580237
well im tired of people mystifying what is good topology so from now on im only gonna take advice from animators.
really not trying to be offensive but lots of shit gets thrown around here
>>
>>580242
Typical Blender user. By the time you'll be done ignoring good advice and making your own mistaker, you'll be too old and tires to have a chance at any kind of paid job in 3D modeling.
>>
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>>580034
Long time no update, almost there
>>
>>579921
>>i_have_no_idea_what_i'm_doing.webm
>planet inhabited by fireflies.png
that's a png file, not a webm
>>
>>580255
Not that guy but what the fuck dose blender have to do with anything. I am not defending his ignorance but yeah you can have a shitty attitude about learning no matter what program you are using.
>>
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This is an example of facial topology from that folder of old Animation:Master models that I have. Just for curiosity. I think it's from around 2000. Notice the loop that runs under the nose and circles the mouth opening without touching it was already enstablished.
>>
>>580276
Take a look at that guy's mouth-gina
>>580234
Take a look at what talented people used to do already in 2000 or so
>>580279
And compound it with his stubborness and delusional attitude. That's what makes a typical Blender user.
>>
>>580234
Do you even comprehend the idea of loops?
>>
>>580255
kek i knew it was you, you little shit
this is why you have to be careful when taking advice from people here

>>580279
this is nearly perfect but he should have relocated the stars to the forehead and not the chin.
>>
>>580304
Just for the record, those two posts are both me.
>>
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>>580327
you know whats the difference between you and me? i actually post my models, get critique and re-work them.
all you do is stirring up drama because some corporate entity or "foundation" for that matter didn't cater to your specific needs. you are the equivalent of a nigger begging for welfare because you don't do anything for yourself.
>>
>>580329
I get it now. You're trying to de-colonize human topology and make it more diverse and inclusive. That's cool.
>>
>>580336
i just don't run my mouth on topology without even attempting the same thing.
like i said before, its like a sick person trying to give advice to doctors on how to improve their health. i wouldn't go into an engineering company telling the chief architect his work is shit without having background in engineering
>>
>>580255
>paid job in 3D modeling
nobody here works.
people with jobs don't come to 4chan.
>>
>>580329
Just saying, having those stars on the corners of your mouth are gonna shade and deform like shit when you animate this.
>>
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I added, dirt, edge wear and overall did some adjustments. Any tips/suggestions before I start to work on the final renders and call this piece done?
>>
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>>580386
technically there is nothing wrong with this. but i do have some criticism about the concept itself. the soda machine have awkward dimensions top to bottom, it would be better if it would be shorter and more practical.
all in all, its a nice piece, could fit nicely in a short film
>>
>>580386
>>580387
Looks good, only thing I would say as far as textures go is that is some places the dirt looks a little to even. The glass and white panels are where it is most apparent. I see the break up there but it would be nice if there were some large areas of more or less dirt.
>>
>>580386
I would be terrified to approach a soda machine that looked like that, even if I was parched
>>
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trying dynatopo yesterday
for anyone considering using it, make sure to know the the level of constant detail. id say 15-25 is for blocking out. 35-45 is for detail. obvs you can go higher for detailing. make sure to set a key to control the amount of detail pressure and brush size
>>
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I'm gonna try animating like the big boy pixar goys. this will probably be shit
>>
>>580402
looks cute, even though shes got that moonface. what kinda hair she's gonna have?
>>
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>>580403
nvm! pink is way cuter!
>>
>>580386
Do you think you could make a dirtmap that makes the bottom/underside significantly dirtier? I feel like there should be more gradation
>>
>>580410
porn when?
>>
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>>579935
It is coming up when she hits down, the hit is supposed to be causing it, the animation doesn't have that much impact but it's what i have to work with.

>>580083
I agree, I would retime the animation but it's not my asset, I'm just responsible for the fx. I've left the smash timing as-is for now as my instructor/mentor is happy with it but I'll keep it in mind, as 1-2 frames earlier might be better.


Added/changed some more stuff. Still a bit to do, the small debris are bouncing and acting retarded so I've gotta fix that. Also gotta add some magic glowing effects and stuff to make it cooler, and maybe distortion.
>>
>>580454
Who buried so many skittles underground? Look at the lower part of the screen near the end of the animation.
>>
>>580410
The way the eyebrows just ignore the eyebrow ridge is really distracting. I think larger lips would look nicer / cuter too. It looks like she's pursing her lips.
>>
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>>579707
Looks like a sword from Immortal Planet
>>
>>580279

Oooga chakka ooga ooga Oooga chakka ooga ooga
>>
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>>580480
You're asking me if I have another example? Sure I do.
>>
>>580402
>>580410
The eyes look way away. Else looks fine.
Animate it and show it to us.
>>
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>>580262
hmmm that blue-ish discoloration on the barrel shroud from heat

delicious
>>
>>580454
>>580458
Lol, that's what I was thinking, what's with all the identical pebbles?
>>
File: TS_entry.webm (1.04 MB, 768x432)
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Just testing few things.
>>
>>580454
the direction of force feels like its going against my intuition. If someones force pushing the ground, I'd expect the "force" to slam really hard into the ground closest to the character, and then the ground redirecting the force outwards rather than straight up.
>>
>>580591
i think it's supposed to be an aggro slam.
>>
>>580618
I think it's supposed to slam Drumps and the patriarchy.
>>
>>580458
>>580512
Thanks for pointing this out, it was the most rushed part and I didn't look at it properly. Would you say more size and shape variation is all it needs?
>>580591
I get what you're saying, I can see how it isn't physically plausible. It is meant to be a sort of ground smash/magic spell sort of thing. Maybe once I add the glowing particle effects it will fit more, but at this point it's too late to change the forces drastically.
>>580618
It is, sort of like if Hulk punched the floor.
>>580625
Take THIS, DRUMPFTARDS. Bet you didn't think women could do this
>>
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>>580486
y u do this?
>>
>>580631
I've said it before. That's not a subdivision model. It's a bicubic patch model. 5-point patches and loops ending in edges are allowed.
>>
>>580634
bicubic patch model... :O
>>
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Making a new outfit.
>>
>>580454
I think she needs to accelerate from her up pose into the downward pose a little quicker, not sure if you're in control of that but I think it would sell the transfer of energy into the ground a little better.
And if you haven't tried it, maybe try starting the explosion 1 to 3 frames earlier, right now you can see the furthest down pose before the explosion starts but I think it might look a little better if you time it to where the explosion is already starting at that point.
>>
>>580640
Disregard this. I am an idiot who cannot read.
>>
>>580639
needs fight club uniform
>>
>>580666
It does. But that'll be a story for another day.
>>
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WIP
>>
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critic
>>
>>580687
Why is the scope backwards?

>>580699
I like it, where the head tho? What game is it for?
>>
>>580706

That's Han Solo's blaster. That's the way the scope is on the prop.
>>
>>580711
Oh right you are. I probably should have known that but I'm not really a Star Wars guy
>>
>>580716
Its actually a German C96 "Broomhandle" Mauser pistol with a flash hider from a German fighter plane machine gun (MG81) and a 3x scope from another (obviously German) K98 sniper rifle.

I am not from /k but even i think this scope thing is a serious blunder and the whole "design" is pretty cheap and boring.
>>
>>580699
Looks nice. Wires? Is the texture hand painted, or is this shader work? Can you post them if hand painted? Your wrinkles look great, they do a good job of conveying the thickness of the material.
>>
>>580727
>even i think this scope thing is a serious blunder
scope on a pistol.
only in movies and games does that make any sense.

>pic related
>>
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>>578902
doing something very similar, I couldn't actually find any raggid textured naked models for use in porn animations so I just made my own charecter, Anyone know where I could get like an .onj or .fbx file of a popular video game or movie charecter? I want to get into the sfm shit but don't want to use cancer sfm
>>
>>580727
if the germans thought broomhandle is a good idea then probably a scope would go along with it as well
>>
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>>580164
Got the rungs done, just need to do the light and wrap up the trims/doors.
>>
>>580745
models-resource.com, p3dm.ru, free3d.com, deviantart if you search for xna or xps or dl or download
>>
>>580753
It's so squarish, anon. Needs organic forms. Break/bend that stairs peril.
>>
>>580762
They look really square in these shots because they are unlit but they actually have depressions in the step areas that are a lot more apparent with lighting. That said, it's for mobile (iOS, Vita) so I'm trying to keep to a poly budget- the greater majority is spent on props that populate the buildings.
>>
>>579850
Tnx man ) edgy was the main theme of the design, 40k universe influenced the designe a little bit, I was thinking to turn her into Inquisitor, but then Ishould make some part of her prosthetic...

one thing what is out pof place is belts on her legs, and I'm thinking to change them with something...
>>
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I wanna rerender one more time before bed. You think I should do any changes?
>>
>>580799
awful
>>
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Likeness now working on details
>>
>>580802
Holy shit, I will DEFINITELY have nightmares today. Hope you are trolling.
>>
>>580802
keep this shit contained to /b/
>>
>>580802
good job anon keep it up
>>
>>580799
Its like you tried to make it suck

>>580802
This is good stuff! really great job on the ear anatomy. That part is really easy to fuck up
>>
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>>580802
>>
>>580763
Well, you do you. At least your artwork is good.
>>
>>580799
add a tiny bit more roughness to blur out the oversharp specular
>>
>>579948
My grandmas car got hit by a meteorite, I saw that thing and it isn't shiny at all, more like a really weird marbling of iron and rock. https://en.wikipedia.org/wiki/Peekskill_meteorite
>>
>>580799
you should take out the camera shake. It's kind of off putting with both him and camera shaking.
>>
>>578762
that's a yuge wall
>>
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pls rate.
>>
>>580928
>thunderbird
>win 7
>only icons in taskbar
>big taskbar icons
>6:18 pm instead of 18:18
>default blonde color scheme
>shitty lowpoly model that doesnt resemble shit to the reference
>spaniard

Kys
>>
>>580936
>spaniard
He's from the western hemisphere you idiot
I'm guessing Chile
>>
>>580928
seems ok so far just flip your normals
>>
>>580752

The broomhandle is the most chill of pistols. Want me to fire from a magazine? Sure thing, let's do that. Want me to fire from a clip? Sounds great, let's make it happen. Want to pretend I'm a rifle? Okay, let's use my wooden holster as a butt stock. Want to use me with a foregrip? Sure, we can make it happen.

The broomhandle just wants to please so if you want a scope, the broomhandle will find a way to make it happen.
>>
>>580936
whats wrong with thunderbird?
>>
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Some of the shit I'm working on.
>>
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>>580954
>>
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>>
>>579530
Naw, man. What if something like that went rogue. One second, you're ordering a caucasian the next, you're starring in crush porn. Also, bottles is not an ergonomically sound approach. The up and down from walking would cause mass spills. Best to make a few reloadable vats, invisible to the natural eye. Then buttons and a single spout to dispense duraware with ordered drink.
>>
>>579814
I love when girls wear one-piece bikini's under their everyday wear. keep dis shit up.
>>
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For a videogame in unity. This lake looks like a swiming pool and I really don't know how to fix it.

>>578666
I don't know why but I find this disturbing
>>
>>581085
Maybe don't make it 10cm deep and light blue?
>>
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>>581089
Hmmmm
>>
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>>
>>581102
I recognize that scene.
its from a webm
>>
>>581102
Eggs aren't shaped like that
>>
>>581102
>you don't have to tell me what happened but you do have to eat this
>>
>>581102
Kek. We've all seen that webm.
>>
>>581105
since when?
>>
>>581085
>lake looks like a swiming pool and I really don't know how to fix it.
use a better engine than unity.
>>
>>580966
>bottles is not an ergonomically sound approach. The up and down from walking would cause mass spills
the bottles have caps.
you're post is shit.
you should feel bad.
>>
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If anybody has any criticisms I'd would like to hear them. For context this is a player character for a game, I think I am almost done touching the geometry but there are a few areas that I would like to touch up/get a second opinion on.
>>
>>581196
Its thicc. Nice clothes.
>>
>>581102
holy shit
>>
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>>581196

Looks nice but I don't understand the choice of tris in certain places when it looks like they could just be quads.
>>
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>>581197
Thanks.

>>581202
So some of those are me trying to control the flow of the invisible edge of a quad. I.e. The quad was defaulting to a edge that bumped out in a way not becoming of the butt. The top two panels of my pic related show what happened if I let blender make a default quad vs my "fix". The highlighted areas are the same spot on the mesh but with the edges crossing cater-cornered. The bottom left is also an example. I bet having quads that are so non planar to create this problem in the first place is bad practice but I have never been explicitly told so.

The one on the bottom right of your image is just 3 tris there to start another edge in between two edges, better seen in the bottom right panel of my pic. Now that you point that out I suppose I could have done that with one tri and a quad, but the target platform, unity, dose not actually use quad integrity in lighting so everything gets treated as tris in the end.
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>>581205
you have another problem. you have bending faces on the behinds.
it should flow like this

you can easily solve it by adding a loop or bevel the problematic loop
it seems like tris is the easy solution to this. but consider reworking that area
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>>581212
better explanation here
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>>581213
Here's an even better explanation: you're trying hard to re-invent the wheel with your Blender and faling miserably. Pic related is how it's supposed to be done. Sorry for the toxic masculinity
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>>581217
oh its you again, timely post like a swiss clock
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Following a blender guru tutorial. Anyone knows a good tutorial for light management?
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>>581219
i don't recommend following guru if you want to get serious about 3D, try oliver villar or gleb alexandrov

https://www.youtube.com/watch?v=m-N149FMlWk
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>>581220
Thanks! I'll take a look to their channels.
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>>581219
your lamps emit 0 light, emission is only supposed to light an object. if you place point lights there with low intensity it should work
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>>581222
yep, it looks much better adding lights :) Thanks!
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>>581107
I haven't, please enlighten me
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I've decided to recreate a few scenes from this game that I really love, starting with this. I'm not great at animating, and I'm awful at modeling people, but I'll try anyway. I'd love to get some thoughts on this.

http://i.4cdn.org/wsg/1504893568147.webm
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what i am currently working on, he is the first enemy in ma game, will this work good when rigged?
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>>581257
what game?
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>>581259
Shadow of Destiny
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>>581202
>>581212
>>581213
I retopoed the butt completely. The polygon density is a bit high now compared to everything else but it is what it is.

>>581217
I love how my shitty topology gets blamed on blender, it was me being lazy and I can own up to that. Thanks for being self aware though.
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>>581217
Nice n-gons
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>>581271
Where do you see any n-gons?
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>>581273
Oh, I see them at the bottom. Very nice.
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>>581273
Also there is one on the hip.
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>>581258
Put at least one or two more loops in his elbows and knees for deformation that dose not turn his limbs into crumpled up polygons.
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Someobody open a new thread.
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>>579453
I kind of agree since it lacks roughness. The main body just looks like a shitty half assed flat metal texture.
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>>580761
I don't know what to tell you, those sites don't have any
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i modeled this, with code.




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