[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: WIP_JUMBLE.jpg (432 KB, 1267x752)
432 KB
432 KB JPG
Previous thread
>>584125

Lets all try to not argue about blender
>>
>>586207
>lets all try to not argue about blender
how can you ever ask such an unreasonable request of /3/?
>>
>>586215
Op sick of all of the blender wanking/bashing going on here at /3/.
>>
File: 0004-0250.webm (1.57 MB, 750x750)
1.57 MB
1.57 MB WEBM
Its a watermelon enjoying life

Blender went through my computer and edited all my .blend files to show nothing but suzanne models. I tried to restore from backup but it somehow knew the password to my external drive and went through that too. Then it also went through my facebook list and sent all my friends viruses :(
>>
>>586223
more realistic isnt better
>>
>>586223
Blender didn't do that, it was a hacker.
>>
File: balmora_wip.png (230 KB, 1152x785)
230 KB
230 KB PNG
Started modeling a house from Morrowind this night. Got a huge nostalgia and I'm thinking about making a small rainy scene from Balmora in UE4, with all the modern technologies and 4K textures. Should be a fast project, stopped a current one for this.

Btw, how would you model this so it has both interior and exterior? Does it need to be modular? This one is not, since I didn't plan on doing interiors, but if I decided to do them, what would be the right approach? It's already hard to work with small details here, so I'm guessing I'd have to make it modular?
>>
>>586223
I find those videos you make heartwarming and wholesome.
Since I made my own way into 3D graphics everything became gray and sad.
>>
>>586254

I'd do it like in the old days. Basically you just model the outside of the building, and you model the inside separately (within the same level). Place the interior room somewhere we can't see it (I always place interiors under the "floor" of the map). Then create a teleport blueprint near the door to teleport to the coordinate that corresponds to the entrance of the interior (place an empty actor to get the coords).
>>
File: tree-stump.gif (1.9 MB, 540x540)
1.9 MB
1.9 MB GIF
I'm trying to get better at hand painting textures for a more stylized look. Shits hard. :|
>>
>>586275
Ah, but then I couldn't be able to go in and out in a real-time. Actually, I could model it separately, with normals pointing inwards, and then just have doorway pieces that connect exterior and interior. At least I think so, hm...
>>
>>586279
Looking pretty good dude
>>
>>586280
I use a portal plane to connect interiors and exteriors. Works in real time and you get the bonus of easily changing where a door leads. Which in a survival horror game can make for an interesting mechanic. Your method works fine too and is in fact how I model my buildings- I just move the interiors and put in the portals in engine.
>>
>>586300
The advantage though of using a portal is you can dynamically load the interior (eg when player presses the button to open door, call your level loader) which keeps you from having the interior and it’s state in RAM even when you aren’t using it.
>>
>>586300
Oh shit, didn't know about that. Is it hard to implement? I need to find some blueprint tutorial for that, it could actually be a very good idea, since I do have one horror project.
>>
>>586302
It’s not hard. You basically make a plane that draws a render texture containing the view of a camera placed at the entrance to your interior that acts as a teleporter when you touch it at both ends. That’s how it works in both Portal games.

http://m.youtube.com/watch?v=h1P08HPxUwU
>>
>>586303
That's actually a great method, thanks. They used the same mechanic for Hellblade, where, depending on the side you passed through, the world would slightly change.
>>
>>586304
https://youtu.be/tVYz0S75WAo

This is a better example of how you would set this up in Unity- I expect the process wouldn’t be much different in say UE.
>>
File: bowWow3.png (622 KB, 960x540)
622 KB
622 KB PNG
How can I make this scene look less dull?
(btw ignore the inner part of the flower)
>>
>>586307
Lighting is something you could definitely improve. It is not easy, but very important. Your subject is not properly lit at all, it is in the shadow while it should be a central piece of an image. The lighting needs to be more dramatic, stronger lights from a few different angles, possibly slight color differences in them. Check out classic lighting setup if you didn't hear about it yet. Camera angles also play a major role, maybe try positioning it from below of the ball, so it makes it look more powerful and dominating. Composition atm is pretty random. And also, adding more details would also make it less dull, but I see you're going with something stylized so I'm not sure what could more could you add to your scene.
>>
File: bowWow4.png (702 KB, 960x540)
702 KB
702 KB PNG
>>586308
Starting to look way better desu ;^)
>>
>>586313
Better, keep tweaking it. I'd suggest to even try zooming in a lot more, make him look like he'll pop out from the screen. I can't find good reference images, but this one is at least close.

http://www.game-art-hq.com/78215/marios-blacklist-the-chain-chomp-from-super-mario-64/

Even more bigger, and he is turned more towards the camera, but not directly. And even lower angle, so the viewer is below him.
>>
>>586315
>more bigger
Kill me.

It could work similarly like a Super Mario Galaxy 2 cover, where instead of Mario and Yoshi, it would be Chain Chomp's head, and the chain is twisting far from beneath, in the background, and the flower is close to the corner of an image.
>>
File: bowWow5.png (658 KB, 960x540)
658 KB
658 KB PNG
>>586315
Slowly getting better. I can't believe how a few tweaks made it way cooler.

>>586317
> the chain twisting far from beneath
hmmmmm... I'll try it later
>>
File: auirplaen.jpg (85 KB, 1145x786)
85 KB
85 KB JPG
Almost done rigging my airplane

>>586272
:))))

I feel that way when Im working on the same thing for over a 2 weeks. Keeping things simple and finishing stuff is way more satisfying for me than worrying about small details that end up leaving me drained.

>>586319
I think this looks cool but the green+grey material looks a little too smooth for all the solid shading going on in the scene
>>
>>586319
The blue sky is nice but it looks like it's adding too much blue light, maybe a strong sun light set to a yellow that's the opposite of the blue so when something is in the blue ambient and yellow sun it evens out to white.

I hate the texture of the tall grass? by the cat tails and the lillypad, and the cat tail color.

Cat tails should be darker brown, not this sort of salmon. Plus a darker brown will work better with the light blue sky. Just for funsies http://paletton.com/ enter in your blue sky color and see what combinations you can make that include a nice brown and maybe a yellow and green. You'll nee to turn on Add Complementary to get the yellow.

Maybe take the tree trunk brown for the cat tails, though that brown looks too red. It looks like red clay color to me.

Scrap the cloud textured plants and just have some bunches of long sharp grass that could conceivably originate from individual plants.

The reflection on the lilypads needs to go, it just obscures their shape and blurs their edges.

Cat tail stems are too thick and don't really look like plants, rather weird tentacle things. Also their stem sort of continues after the brown part to make a sort of spike.

The flower is very realistic.

Can you adjust the material in the chaincomp's mouth to absorb more light and be darker? More void-like.

Color grading.

Atmosphere, right now the sky is just a solid color. Maybe some distant objects with subtle blue fog to add depth, maybe clouds? A slight gradient, maybe a banded gradient. Look at some Mario sky textures maybe.

The chain looks too smooth and hyper real with those reflections.

Try some small random rotations on the rings of the trees to make them look more natural.
>>
File: bowWow6.png (563 KB, 960x540)
563 KB
563 KB PNG
>>586326
Woah, I wasn't expecting such a lengthy help. Thanks pal, I'll try to apply all those changes this weekend (and upload it here). Some of those tips are quite sweet!

>>586323
fixed. thanks!!
>>
>>586307 >>586313 >>586319 >>586329
why are your trees super low poly angular shit while everything else is smooth? decide on an art style and be consistent.
>>
>>586279
Love it. I was trying to find more examples of that 3D style a while ago. Wanted to make Table Top Simulators models to play a game with my friend. Have anymore?
>>
>>586323
Are you rigging this to bend and warp like Jay Jay the Jet Plane? What is the purpose of placing all those joints along rigid planes?
>>
>>586333

Thanks! && Not at the moment but gonna work on a little house soon I think. I'm decent enough at low poly (who isn't lmao) but I've always been mediocre at texturing them and took the route of only using flat shaded materials
>>
File: ssxxs.jpg (261 KB, 1440x900)
261 KB
261 KB JPG
With some helpful improvements from /o/, here is my car thingy.
>>
>>586350
looks kinda crappy. What kind of potato did you render that image with, LOL?
>>
>>586350
learn about 3 point lightning, thank me later
>>
>>586353
wrong, he should be lighting everything from with IBL
>>
>>586350
looks nice. what did you model with?
>>
>>586350
The asset itself looks pretty good, but damn you need a better presentation (lighting, rendering engine, that "asphalt" or whatever it's supposed to be)
>>
>>586334
yeah pretty much. I cant figure out how to post with sound but heres the instaagram post. Im a little meh on it

https://www.instagram.com/p/BaLLXN2jQI8/?hl=en&taken-by=ribberart
>>
File: FRONT4.jpg (953 KB, 1440x1797)
953 KB
953 KB JPG
>>586356
Program? Blender.

>>586353
I only did a quick render with an HDRI, not exactly a finished product type of deal.
>>
>>586371
you should be able to render this noiseless with a gpu. and less than 700 samples

https://www.youtube.com/watch?v=8gSyEpt4-60
>>
>>586373
https://www.youtube.com/watch?v=4H5W6C_Mbck
https://www.youtube.com/watch?v=oSZ3C5OTU2E
>>
>>586373
I did it with 110 samples :^)
>>
>>586371
Blender, everybody...
>>
File: 3_1.png (2.26 MB, 1645x922)
2.26 MB
2.26 MB PNG
Oh boy, I have problems with baking again.

Pic related is Balmora house I decided to recreate. (Btw, please give any feedback you might have about the model itself, haven't added doors and windows yet, though). What you see here are multiple high-poly meshes - not really important because this will be a small scene and UE4 can definitely handle it, but it is stupid and unoptimized as hell.

This is what I do:
>properly unwrap low-poly model
>collapse all - export lp as fbx
>add turbosmooth with 3 iterations
>collapse all
>export hp as fbx
>import to Substance Painter
>you know the procedure, I've done it before

But somehow my edges still remain sharp as fuck after baking, it seems that something has slightly smoothed, but it basically still looks like low-poly model, with some darker fucked up areas.

I can't understand why is this happening, because I was able to normally bake objects like this in the past. I tried multiple methods, even giving a new, different unwrap modifier to high-poly version, still nothing. The models are placed in the same position, UVs are placed at the same position, it just doesn't want to bake anything.
>>
File: 3_2.png (3.31 MB, 1920x971)
3.31 MB
3.31 MB PNG
>>586378
But that's not all.

The pieces of this house are:

>large house base
>large support around doorway
>small support around doorway
>stairs

Since the last 3 are smaller models, when I texture them I can achieve much higher resolution for them compared to the base model, since, obviously, it has much more to fit in the UV square. What can I do about this? Would maybe adding multiple textures (one for each side of the house) be a good solution for it? I didn't go modular for this and now I just don't want to redo everything.

And another thing - do you think these seams are too noticeable? I unwrapped it properly the first time (just did flatten mapping for this one, though), but I still had some seams at the bottom, do they look passable or not? Also, seems like I got a few small problems with lightmaps, probably due to the amount of polys it had to fit in the UV, so some of them got too small.
>>
File: 3_3.png (225 KB, 1298x784)
225 KB
225 KB PNG
>>586380
And one more thing. Does anybody know why is this happening?

When I add turbosmooth, it messes up the UVs like in pic related. I tried to figure out if something was wrong with the topology, but I can't understand why did it decide to stretch the seam like that. I can't texture my model properly because of this, so the only solution was, as I said, to unwrap a high-poly model, and just texture and use that one in my scene.
>>
File: 3_5.png (242 KB, 1473x795)
242 KB
242 KB PNG
>>586381
Because this is how the low-poly version looks like (just with flatten mapping, but I could do it better).
>>
>>586380
Oh, I have to mention this before someone starts talking about texel density - I'm doing everything in SP, and I can't repeat textures in it afaik. The only thing is that now I'm not sure how would smart masks work if I textured every side separately, because the seams between the layers of dirt will probably be too visible. Fuck.
>>
>>586382
You don't have enough loops to hold shape. When doing subdivision surfaces you want to aim for an even distribution of loops all across the model, or at least have a setup for hiding distortions, such as by buffering all your edges with support loops, so the door hole would have a loop going around it to help it hold shape. You're already doing the latter on most other edges of the building anyway, so it should be obvious why the door is distorting in absence of that.
You can add all extra support loops on an edit poly modifier so that you can just toggle it off after you have your smoothed variant.
>>
>>586389
Thanks, haha I guess I should have figured that one out by myself. Works good now. Only 2 more problems remain.
>>
>>586380
>Since the last 3 are smaller models, when I texture them I can achieve much higher resolution for them compared to the base model, since, obviously, it has much more to fit in the UV square. What can I do about this?
One would normally assume that some combination of these components would always load together in a given area, so you can simply create a single texture for all objects. Just unwrap all of them together to the same UV space. This is actually beneficial to the game engine because it only has to call the texture once for all objects. If you have the pick between four 2k textures or a single 4k texture for four objects, the single 4k texture will always have the lesser performance impact.
>>
>>586391
That's true, but for a scene so small that I'm trying to recreate, I actually use 4K textures for every separate mesh to achieve as much details as possible. That's the only way to get high resolution models afaik, maybe I'm wrong though. Because even in AAA games, up close models don't look that sharp, and I want to good full blast with it since for this occasion I can. Adding 4k texture to everything together would still be a lot less sharp, but they would at least look the same, that's true. I don't know, I still feel like this is not the right thing to do, but I haven't found a better solution.
>>
>>586392
Then step up to 8K textures, modern GPUs have no issues with loading big textures as it realistically impacts only loading times, which shouldn't be a problem for you since you're loading just a single scene.
I'm not sure what the default Unreal texture size limit is, if it's not 8K, but you can always dive into the engine.ini and change the maxLOD value to whatever you want to maximum amount to be, just make sure to keep it power of two.
>>
File: frontsxx.jpg (182 KB, 1468x995)
182 KB
182 KB JPG
>>586350
Older version, newer has slight changes on the front.
More rounded roof
Is narrower too.
>>
>>586393
That's a good idea, didn't know I could export 8k from SP, but seems there is an option.
>>
>>586395
I think your last issue was that your edges seem overly sharp after baking, right? >>586378
I suppose you might be asking too much of your geometry in trying to describe a rounded surface using only normal maps. What I would have done is chamfer all the edges using the chamfer modifier set to unsmoothed edges, so that all the hard edges get split up a bit. For an ultra-detailed (but still RT) asset like you're going for, it's the least you could do. Unreal is really forgiving with regards to vert count.
The UVs near the base do seem quite messy and it's probably because you split it up into too many UV islands. Also, just a side question, but did you remember to generate smoothing groups from UVs?
>>
File: 4KMeshV2.png (23 KB, 902x540)
23 KB
23 KB PNG
>>586207
Rate my 4K trebuchet mesh
>>
File: bake1.png (195 KB, 819x584)
195 KB
195 KB PNG
>>586399
Woah, you might be right. Reality is that I'm trying to achieve a really smooth, curved surfaces only with normal map while my low-poly is full of 90 degree angles after all. That thought crossed my mind and I wondered how could that even be possible. I'll try it out now, really hope it will work.

I actually didn't generate smoothing groups from UVs, I also have to do this now.

Here's pic related, actually I wont' spam the topic with multiple images, but here you can see that corner on the right kinda looks smooth, but up close, it is obvious it is really sharp. And some corners don't look smoothed at all. So yeah, chamfering them might solve this problem
>>
>>586401
If you want absolute smoothness then why don't you try going midpoly with custom normals instead of lowpoly+normalmap?
>>
File: 8k_textures.png (3.49 MB, 1920x958)
3.49 MB
3.49 MB PNG
And I just want to give an update on 8k textures.

I was too lazy to go back to 3ds max and export and texture everything again, so instead, I tried just exporting a base house texture to 8k.

I think it looks better, but it STILL isn't sharp as 4K textures of the smaller meshes. Now, let's put the problem of different resolutions aside, since I know I can solve it by texturing everything together, but - in theory, if I use one 8k texture for the whole house, judging by this, the general resolution and amount of details will still be lower than the one on that wall support (even less so, because that 8k texture would have to fit even more polygons if I unwrapped everything together).

I mean, I don't know if I'm crazy and if this is necessary, but I'd like to achieve a level of detail modern AAA games still can't afford. From up close, even models from Battlefront 2 look like blurry mess, but probably because of the amount of additional details they put in the scene, and how they light it, you don't notice it and overall it looks sharp and amazing. But I'd like to try to have super sharp everything both from far and close.

>>586402
Yes, that's probably the right way to go. Although when I add all those chamfers, it would already become somewhat of a mid-poly model I believe.

But I'm not sure what you mean by custom normals and how to do that.
>>
>>586401
id suggest to make a perfectly straight angeled structure and then make the damages after the parts are connected. unless its some kind of ancient ruins thing
>>
>>586404
It's one house from a Balmora city, from TES: Morrowind.

Update, you know what, chamfering proved to be pretty problematic and I'm having trouble with topology because it's hard to not mess everything up now. I also got an idea of importing turbosmoothed model to Zbrush and just zremesh it, but I'm having problems with that as well, for some reason.

But t b h, my plan was to do this small-ish scene fast, and I don't think it is actually worth it now to spend a double amount of time just to optimize everything perfectly. Only bad thing is that I don't know if I could ever use this as a presentable portfolio piece, since it does not follow the pipeline ideally, but at least the end result should be good, no matter what. Turbosmoothed house base has 160,000 faces, so it's not THAT much anyway, I mean, for a game it is insane, but for this... Eh, whatever.

Maybe I should have gone with modular approach again, seems almost like cheating, because I get super sharp textures and don't have problems with baking and shit like this as well. Makes some things a lot easier, but it is what it is now.

The only "problem" that remains is that I can't get my textures sharp enough as I'd like them to be. I'll have to try making separate IDs for different walls and see if making multiple textures could work, but if it doesn't, then I guess I have to group everything together, texture it, and deal with low-res details, I don't know...
>>
>>586411
the houses in morrowind are simple 3d models that rely on heavily on texturing and not on geometry.
if its a more modern adaption, then i guess its ok
>>
File: Pack_Bro.jpg (371 KB, 936x908)
371 KB
371 KB JPG
That's how you pack Boys!!!
>>
>>586414
>those 4 polygon unwraps
>>
>>586403
>>586411
>you know what, chamfering proved to be pretty problematic and I'm having trouble with topology because it's hard to not mess everything up now.
If you kept it as a modifier on top of the mesh it shouldn't have caused much issue, as you could change topology below it and it would readjust, but whatever. I think the issue is that you didn't do the best job of setting up the base geometry and paid for it when you tried to add extra detail you didn't plan for.

The way you did it was basically as a temporary setup for a dynamesh in ZBursh, and then you'd have to retopo back in Max, it's a valid workflow, but you're right in that it's a little too much for what you intended. It's more useful if you intend to do some actual degree of sculpting on the object.

In order to avoid this in the future, be more mindful of your detail budget right off the bat, and as I've already said, Unreal is fairly forgiving of vertex counts for high-end PC hardware and there's no excuse for having faceted objects in this day and age. Spend as many edges as you can get away with on curved surfaces and optimize the crap out of flat surfaces.
>>
File: topology.png (115 KB, 1023x805)
115 KB
115 KB PNG
>>586416
>I think the issue is that you didn't do the best job of setting up the base geometry and paid for it when you tried to add extra detail you didn't plan for.
Basically this, yeah. But I didn't know that chamfers could adjust, I'll try that out one more time like that.

Well, basically what I did was blocking out basic shapes, and then adding turbosmooth on top and turning it on and off while adding full supporting edge loops where they needed to be. And that left me with a bunch of unnecessary polygons in flat surfaces. I could delete parts of those edges, but I'll be left with n-gons and faces of differend sizes which could potentially be a problem later on, so I never know what to do in these cases.

E.g. see how much loops I needed for that bumpy detail on the walls that goes around the house. Edges continue and go to the places they don't need to be at, like on that doorway upstairs. And while chamfering I noticed some fucked up vertices around my main doorway and it is a pain to see what is going on and fixing things like that.
>>
File: chamfer.png (77 KB, 720x803)
77 KB
77 KB PNG
>>586417
I guess I'm not good enough at topology, but I have no clue how to solve this. It messes up everything, even when I try to get rid of ngons. And when I try to turbosmooth it, I get dark, pinched areas. Corners and chamfer are always problematic for me.
>>
File: chamfering2.png (24 KB, 751x765)
24 KB
24 KB PNG
>>586421
And I tried to chamfer this edge, maybe I messed that up.
>>
File: Capture.jpg (166 KB, 1525x926)
166 KB
166 KB JPG
https://youtu.be/H9ZDgc0Hpc0

Film in Unity, Concept began as virtual/real now its post-human-ish. Put these together in a few hours, so this is now a demo as i refocus with new storyboards and a remake.
>>
File: how2chamfer.png (133 KB, 1475x904)
133 KB
133 KB PNG
>>586417
>>586421
>>586423
Rather than trying to explain what you're doing it wrong, see pic related.
>>
File: chamferooo.png (71 KB, 1547x805)
71 KB
71 KB PNG
>>586428
Appreciate the help. Still not sure why am I getting triangles on the bottom as it seems we both have the same topology. It probably doesn't matter anyway.

But try adding more than one segment and see what happens. See, that was my problem, I could have done this fine as well, but I wanted to do more segments. This is enough for a proper bake, though?
>>
>>586403
Games nowadays have insane amount of polys, adding a 1-segment chamfer wouldn't really cost much, if any.

By custom normals I meant this:

>mfw 4chan flagging polycount links as spam in /3/ so I can't post the link. Search "a short explanation on custom normals polycount"

Basically, you use a plugin to change the vertex normals so you get smooth edges without needing to bake a normal map. It would be like "baking a normal map into the mesh itself", but without any baking in the process.
>>
>>586433
That's interesting, I'll read it. Thanks, found it and saved it.
>>
File: quadsget.png (277 KB, 1531x1021)
277 KB
277 KB PNG
>>586432
You are getting triangles because you have three lines intersecting but only two get chamfered. You should try to make sure that you connect no more than one loop per edge that you are supporting, as I have in my arch. Yours are too rigid and just follow up/down//left/right, when they're supposed to splay out.

To add more segments switch to quad chamfer and set 0.6 tension, pic related.
>>
>>586435
Thank you for the help.
>>
File: welp.png (183 KB, 1437x1079)
183 KB
183 KB PNG
>>586436
no prob, although I got a little carried away... In any case, here are some more loops that I have found to provide good smoothing around the arch and the ends of the cornice, so that it terminates flat against the wall. As you can see the edges just end in nowhere, but it's okay because it's a totally flat surface. There are times when its okay to break the rules.
>>
>>586424
beginning reminds of the janky low poly animations in FF7 when weird shit is happening and you're not really sure exactly what it is going down because it's so low poly.
>>
File: 14.10.png (1.56 MB, 2040x2928)
1.56 MB
1.56 MB PNG
Alright, I know, I couldn't quite give it away with the looks but this is a chaotic neutral, messenger(avatar) of the death kind of skeleton, with a habit of making schemes. I know the pose is more like an evil mastermind and i kept the fire in the eye just for the lolz because it makes him look like a anime character and i'm aware of that..
Also changed the back of cloth to angels. I'm bad with posing and composition so should i make a few more attempts about compositing or the t-pose would be better in this case? Also I want to finish this now because it taught me a lot of things and started to wear me down since i'm not that experienced.
>>
File: test.png (50 KB, 640x480)
50 KB
50 KB PNG
I made this with python tonight. It's not 3D yet, but it is made of polygons.
>>
File: test.png (20 KB, 640x480)
20 KB
20 KB PNG
Another pattern.
>>
>>586400
More like GAYbuchet imo
>>
>>586433
>a short explanation on custom normals polycount
man this takes me back
thanks for the link
>>
>>586484
maya python ? can you make a city road pattern with buildings?
>>
File: test.png (11 KB, 640x480)
11 KB
11 KB PNG
>>586499
Not maya python. Just python. I still have work to do because the grey areas shoud be hollow and I need a corridor, door generator, a negative generator, many other things. But I think I got the basics right finally.
>>
File: Shot18.webm (217 KB, 800x334)
217 KB
217 KB WEBM
Good ol 3DS Max biped and Pflow. The thrusters still need some work..
>>
>>586433
This seems like a useful technique for large objects where you're limited by texture resolution, but I usually use the ZB to Painter workflow, so I don't care too much about the vertex normals.

So I tried messing around with normals in Max, but it seems rather finnicky, like the normals modifier doesn't allow you to select multiple faces at once. Is there a more convenient way to edit them for more complex objects?
>>
File: test.png (5 KB, 640x480)
5 KB
5 KB PNG
This is kinda what I looking for. With some more work I should be able to get OBJ files and Quake brushes from it.
If you're interested in the theory google "BSP map generation".
>>
>>586520
Okay, ignore this post, because I just discovered that Arrimus had a video on this modeling style and it cleared everything up. Also all of a sudden selecting multiple faces works now. huh.
In any case, first impressions are very positive and it actually fits in with my current project, so that's pretty cool. Learn new things every day. Actually, I wonder why it's not used more often, game engines split each vertex every time there are smoothing groups, so having a single group means you essentially get all your chamfers for "free" since the number of verts stays the same.
>>
File: test.png (31 KB, 800x600)
31 KB
31 KB PNG
There's still a ton of work to do, but it works. Procedurally generated Quake map.
>>
>>586518
I'm not feeling this camera work. It should either rotate consistently during the shot until the target is in frame, or stay on the shooter and cut after the shot. way too floaty right now
>>
>>586433
Oh my God this is so cool! Ungh why can't Blender just do this out the box, this is such a feature. Got some addons what do the normal editing, just reckon it ought to have a switch to use face normals for bevels and chamfers.

Is this how Modo's rounded edge shader works? Just a global bevel, 2 segments absolutely flat for a sort of automatic support loop, and then the corners get normals set halfway between the faces and the faces that aren't the rounded edges get the perpendicular face normals?

I don't have Modo so I can't really mess with it, I just seen that on that kitbasher's videos and it's so cool...

I reckon I'd just take the object normals and above a certain threshold it gets blurred / smeared along the face direction, but I can't figure out a way to blur textures on the surface in Blender :(

btw someone made a script for Blender that does a similar thing but it's Cycles-only for OSL reasons. http://www.blenderartists.org/forum/showthread.php?329295-Bevel-shader Don't just grab the first script if anyone wants to try it, there's several versions from different people that act a little differently.

Trivializing topology and retaining rounded edges or approximations thereof is so hype, I'm way into this.
>>
>>586559
https://developer.blender.org/D2803

Hell yeah bitch code those rounded edges in!
>>
File: invertedAO.png (195 KB, 1349x906)
195 KB
195 KB PNG
>>586562
Seen this on that page, reckon it functions by flipping the normals so it calculates AO for the inside of corners and then you use that for your bevel normal map.

I think Cycle's pointiness output from the geometry node would maybe work better but I don't have much experience with that. http://adaptivesamples.com/wp-content/uploads/2015/02/pointiness.png
>>
>>586559
>Is this how Modo's rounded edge shader works? Just a global bevel, 2 segments absolutely flat for a sort of automatic support loop, and then the corners get normals set halfway between the faces and the faces that aren't the rounded edges get the perpendicular face normals?

It doesn't seem that simple, I've started trying out the "medium poly" workflow in Max today and it requires you to troubleshoot certain geometries as you work, it's not a 1-button solution. I'm guessing it must be some sort of geometry-independent shader. I actually don't like using these shaders because they are limited to a constant width, whereas chamfering edges manually allows for some degree of control, in case you want an edge to widen out at some point.

>Trivializing topology and retaining rounded edges or approximations thereof is so hype, I'm way into this.

Don't get too hype, there are certain limitations I can see with this method and I'd suggest making any "important" geo the player will be seeing up close using the regular highpoly and bake method. I'm doing a sci-fi themed project so it's right up my alley and will massively reduce the need for me to bake normal maps, which is great because it's a realtime Unreal Engine thing I'm making. I was already doing the ChamferZone method of using the chamfer modifier, so half the work was already done for me, I simply tossed the turbo smooth and instead used the weighted normals script. It still seems a bit conservative in the extent to which it "flattens" the normals of large faces, so some objects require manual fine-tuning so that you don't see the underlying tris. If your normal angles are not right, you'll see all the ugly of the mesh topology. Either way, it's very impressive, from the distance my meshes will be seen from by the camera, chamfering all the edges and weighting the normals is visually identical to a turbosmooth.
>>
File: HD Thrusters.jpg (880 KB, 1920x804)
880 KB
880 KB JPG
>>586557
I definitely see your point. Thanks for the feedback. Also, check out the new fire

It's just one object (a tangled mess of geometry) with a falloff map and self illumination and it's animated with Pflow
>>
>>586474
The hood and cloth looks too thin. Like there made of silk. He he all skeleton or is there meat or padding under the cloth. I like the grin, gives it character while not looking too goofy. Can I see reference of the cloths used?
>>
>>586414
all that wasted space....
>>
>>586615
When will this meme end? How would you do it better? If there are no perfectly angled islands there will always be some space in between left.
>>
>>586585
I should have used one but i couldn't find exactly what was on my mind so I mostly made the clothes up while checking other similar clothes like in the pic.
The hood looks thin you are right but i wanted edges of the hood (maybe not all of it) to be really thin with gilding. But maybe i should increase volume of the other sides.
Also nothing but bone under the clothes, now i think about it which makes lower part of the clothes a little physic defying.
I think, I should find better ways to manage clothes, both in my head and in the software.
>>
Have any of you ever tried recreating a scene from an old video game? It seems to me that the old-school graphics, shallow depths of field due to technical limits and such, give them some special atmosphere that I don't feel I can recreate. Nostalgia could also be a problem here. I don't know how to capture that feeling properly, but in a modern way, with the latest technologies. It just doesn't seem right.
>>
>>586740
Don't remember scenes from old video games using DoF, but I do remember mist / fog and point lights / spot lights.
>>
>>586740
I have and am, if you look in older threads I’m the guy doing the Silent Hill style buildings. It’s hard to bring that style up to modern techniques because the limitations of older hardware forces a lot of comprise to get ‘realistic’ art, such as using a lot of photo bases for texturing and hand painting a lot of details you get for ‘free’ with tools like Substance. I had considered trying but fear the loss of that atmosphere and aesthetic. I’ll probably introduce some things like ssao, maybe some bloom or god rays, stuff like that but going beyond carefully crafted albedo maps could easily trash the feel that style has.
>>
>>586741
SH2 and 3 have some specific and careful use of DOF, but in cut scenes (an example is James hiding in the closet in SH2 during the first Pyramid Head encounter- the slats on the door are blurred). They did use things like depth map shadows and as you said, dynamic point and spot lighting, as well as depth and particle fogging which lent to the aesthetics and also did much to hide short draw distances.
>>
File: kms.png (2.36 MB, 1920x1035)
2.36 MB
2.36 MB PNG
>>586741
>>586742
>>586744
Yeah, maybe not exactly DoF, but I meant that they couldn't render things far in the distance back then.

I got this idea of trying to recreate one side of Balmora city from Morrowind (already posted ITT, you know me), but I'm starting to lose my motivation. I just don't know if I could achieve that atmosphere, and I want to recreate it in a modern AAA realistic way.

Pics related, everything looks like shit at the moment, and it's hard to nail the lighting, fog and colors. Also, I think I'll have to redo the models at one point, since I basically still have somewhat basic models since I 100% sticked with the original design which, ofc, lacks details, but only with more detailed textures. I saw a couple of renders of Balmora on the internet, and they decided to add their own twists and added more details, so I think it looks better, although they completely failed to capture the right feeling, so...

That's why I'm asking this, because it seems that the atmosphere I'm trying to recreate was actually the product of the old graphics. I don't know if anyone else ever tried to fully recreate Balmora but I didn't find anything except Skywind mod, which uses original models afaik, and I know there is "Balmora" in TES: Online, but it looks like a piece of shit and nothing like the original.
>>
>>586767
For anyone who doesn't know about it, this is basically one of the references, although it looks really different based on the weather, but I think I want to go with this gray, foggy look.
>>
>>586769
And here's the only interesting recreation of Balmora I found. Nice details and everything, but it doesn't feel like Balmora IMO.
>>
>>586665
its called getting good son.
>>
>>586767
textures and colors seem too uniform, the rainy balmora reference has more dark splotches and the ground is darker by the buildings. looking at some screenshots and it's splotchy in the game too.

the lights don't seem to do anything in the game so make them dimmer and go more to ambient light maybe.

the fog also isn't gradual enough, i can see where it starts but in the reference it's much smoother. also maybe put a cloud texture in the fog so things aren't just fading out and there's more life to it.

also you're trying to make it look all overcast and green and wet with the colors but the underlying textures don't look wet and grungy at all.
>>
>>586767
A big part of the look in the reference has to do with the lighting- its clearly vertex shaded. That type of light has a distinct look that cant really be replicated with pixel lights, and if youre going for a recreation of the original art youll need to use it. The issue of course being modern AAA titles generally use pixel based lights. You could go the HL2 route and use vertex lighting on the world lights (sun, bounce lights) and pixel lighting for point and spot sources to get your normal maps showing (in HL2 for example the flashlight is a pixel spot), but even that may throw the look off if youre going for exact reconstruction. Personally, if it was me, I would use vertex based lighting for everything, and I would just use extremely high resolution albedo maps, with ambient occlusion baked over them for your find shadow detail. This will give you a good balance of bringing the quality of the AAA standards, without screwing with the lighting which is integral to the appearance.
>>
>>586434
>>586491
>>586520
>>586559

Pretty much every 3d modelling suite can do it, however you might probably need a plugin. For blender I use YAVNE, you select the faces you want and set them to "strong" (for the main faces) or "weak" (for the chamfers you did on the edges).

Also, this doesn't replace the traditional highpoly to lowpoly or substance painter workflows, as you can use the custom normals as high poly and bake them on an unchamfered low poly version of the mesh. Also, you can still paint normals, bake normal maps, and apply them to the custom-normaled-mesh, because its additive. Never did this though, but you should be able to.
>>
File: asdf.png (1.37 MB, 1199x537)
1.37 MB
1.37 MB PNG
>>586795
>>586836
Thanks. Yeah, this concept of vertex based lighting is going over my head now, I have to learn more about that somewhere. I'm doing this in UE4, so I don't know how I would do that atm.

I'm not even sure anymore how to approach this. Yes, the lighting is probably the key, but at the same time, if I try to accurately recreate everything, I will lose details and it won't look like an AAA title then. Maybe that setup on the top right is the most similar atm, because the lighting looks flat and diffuse, but my buildings and textures also look like shit, so yeah, I don't know...

Pic related is one more example of that lighting I played with yesterday. Currently everything is fucked up again, so I won't post progress. I don't know if I should use directional light at all, or just stick with a skylight (which is the case in pic related if I remember it correctly). I may put this on a pause though, because tweaking the lights will take a whole week I bet, so I'd rather go back to my previous project.
>>
>>586845
A quick Google search shows vertex based lights were removed in UE4. You could get around this with a shader to simulate it, see http://m.youtube.com/watch?v=3hd-9Je_Cy8

but its a workaround. Will give you the appearance but not the performance youd get with hardware based very lighting. You used to be able to bake vert lights into the geometry in UE3 but that functionality is gone in UE4.

If youre frustrated with this put it aside for a bit. Its always good to have a few things to work on (if youre just practicing) to keep yourself from burning out. Dont give up, its all a learning experience thats only going to broaden your skill set over time.
>>
>>586838
Oh yeah I have YAVNE, wasn't too sure how it all worked because the tool tips for the Face / Vertex icon and the + Icon both started with Select and I thought it was a selection tool and I had to use the Get / Set underneath.

Just now read the whole tool tip and while they both have the same tool tip it's Select (...), or assign (...). :P So obvi now + to assign weak / medium / strong.

Really ought to read the manual lol, I got it back when we were all interested in Guilty Gear and its "custom normals" that seemed revolutionary but... weren't actually it turns out.
>>
>>586867
As for learning about vertex lighting, its simple. Modern games calculate light for every pixel on screen. Vertex lighting averages the light contribution between the verts on the model. Its fast, but also limited in quality by your total vertex count. The more verts you have, the better it looks. See pic related- the mesh is identical but you can see the accuracy of the lighting is better with pixel lights which is why they are the standard now. Older (PS2/DC and earlier) games all used vertex light. It wasnt until the OG XBox that consoles at least supported pixel light. That for example is why Doom 3 was only ported to that console- its lighting engine required them and no other console at the time supported it.
>>
File: test.png (38 KB, 800x600)
38 KB
38 KB PNG
Some progress on procedural Quake map generation. I had to try this because I thought it was impossible, especially to make it so it was editable by hand after the procedural generation. Turns out it's really interesting.
Here I've added a skybox container so both the inside and outside areas are playable.
>>
>>586875
Is it just a big maze pattern that's extruded into a prism or is it a collection of pre-made assets placed together?

Is there any focus on an intended path or paths and having paths that lead back in on themselves in ways that change the area? Like with Romero's newest (back in 2016 I guess) Doom maps where elevators kept changing areas and revealing more when you came back to them and you'd see them from new places which revealed more as well, constantly expanding an area rather than just adding more rooms.
>>
>>586876
My ultimate goal would be to re-make this: http://oblige.sourceforge.net/ but for Quake and written in pure python.
But even at this stage it's useful in breaking the ice while starting a map.
>>
File: Topo.jpg (93 KB, 730x940)
93 KB
93 KB JPG
))
oldfags will appreciate ))
>>
File: Top_Bake.jpg (53 KB, 681x991)
53 KB
53 KB JPG
>>586897
and bake
>>
Just the start of a facade for another building. Building up quite a collection of prefabs for this old German architecture.
>>
yo im making a model rig for a non-blue-board project and i cant seem to understand why all of a sudden my extruded bones detach from the parent.
>>
>>586925
Maybe you're using Blender.
>>
>>586925
you can probably post nsfw here for like technical assistance as long as it isn't just some fully finsihed, rendered porn you are trying to shill. not like /3/ has mods or even janitors anyway.
>>
>>586926
yes i am that was so helpful
>>
File: file.png (563 KB, 1920x1200)
563 KB
563 KB PNG
>>586927
ok, well so i shift+e to get hip bones down and symmetrical so far so good, (cont)
>>
File: file.png (570 KB, 1920x1200)
570 KB
570 KB PNG
>>586927
>>586929
but then i click on the middle one and move it, and it isnt even attached
>>
>>586930
im a mayafag, but is there a connect joint tool?
>>
>>586931
googling doesnt yield a result, all im getting is convoluted workarounds for what is essentially just making 2 joints one
>>
>>586933
may have to just remake the top then. can't think of another way you would parent joints
>>
File: file.png (500 KB, 1920x1200)
500 KB
500 KB PNG
its worse than i fucking thought
extruding just makes 2 new seperate bones fucking shit
>>
>>586934
its so strange it was extruding perfectly normal when working on the arms
well while im here, any way to make a sort of orifice? like a torus that opens and closes? im asking for... no reason in particular...
>>
>>586936
blend shapes or bones. same way you'd make anything move in 3D.
>>
>>586935
why are you mirroring bones? cant you just extrude both to each side using a number and axis?
>>
>>586939
im not technically mirroring them im using shift+e (extrude forked)
>>
>>586937
>>586936
you could also use soft body dynamics as well
>>
File: file.png (461 KB, 1920x1200)
461 KB
461 KB PNG
one more thing, i have this creature with four mouth flaps, i've given the left and right flaps perfectly mirrored bones, but how would one make it so the last two match it perfectly?
>>
>>586945
also is that the correct way to rig hands?
>>
File: hqdefault.jpg (31 KB, 480x360)
31 KB
31 KB JPG
>>586946
no. rig hands like real skeleton
>>
>>586948
thank you
>>
>>586945
wierd body shapes like this don't have to be perfectly symmetrical. a shape like yours can't be perfectly symmetrical
>>
>>586950
thank you
>>
File: Toes.png (660 KB, 1920x1048)
660 KB
660 KB PNG
I wasn't sure if I should post here on in 3d coat thread >>584812

I'm working with volumetric pixels, and I find it really hard to work on toes because they are so close to each other. Any smoothing joins toes together. I tried to work around it by using the cut out tool to make space between them, but it is not ideal.

I'm going to post more screens, because I seek feedback.
>>
File: Help.png (1.48 MB, 1920x2096)
1.48 MB
1.48 MB PNG
>>586970
continuation
screen of toes from below.

I never finish my works. I tend to spend a lot of time on them, not going to the next step (retopo in this case), and just starting a new project.
I want to move on, which is why I'm seeking feedback. I want to finish the character, and not abandon it.

I'm concerned about the small black edge lines in the circled area. I don't know if it's normal or if it's to do with my resolution.

Should breasts be a bit lower, than they are?
What about the midriff? I wasn't sure where exactly the origin of sartorius should be. I tried not to define muscles too much and the whole illiac crest is probably lower than it should be.
I only hinted the illiac spine there, but that area in general looks kinda off to me, so I would appreciate if someone could point out things I completely missed.
>>
>>586945
Delete one of the last bones and symmetrize the other or you can check values (head,tail rol etc.) of one bone and give symmetrical values to other one manually
>>
>>586897
>>586897
It looks pretty good. What was your method for creating clothes, did you made it with character all together or did you make the clothes separately? They don't look like they have been simulated also they look especially good
I'm having a lot of trouble with clothes and a little explanation would help immensely.
>>
>>586978
hey ) TNX
clothes are made witch character in Zbrush
actually everything is made in zburush, spikes shoelaces chains are IMM and Curve brushes that I made. also harnesses and belts are also curve and Imm brushes some of them are myne some of them are downloaded. but I usually modify brushes to my liking when I like them enough.

as clothe goes, pants is generated in Marvelous, but then I remeshed it and sculpted over it, all seams are sculpted and I kept general shapes of big folds on it, and then resculpted folds, to detail more and to fitt it with betlts etc..
everything else is extract from body mesh and then scuplted.
usually I sculpt folds with standard brush, without any alpha
>>
>>586223
Nice Idea for man in the middle / botnet open source attakc lol
>>
>>586970
why not take it over into zbrush? won't have that problem since it doesn't use voxels. or, i assume you could get around that by increasing your voxel resolution in 3dcoat but i'm not totally sure about that since i haven't used it for much other than texture painting/unwrapping.
>>
>>587045
I don't have zbrush.
I could switch to surface mode to work like that in 3dcoat, but boolean operations are better in voxels, so I chose to stay with them. If I work on toes in surface mode, they are going to merge together when I voxelize everything to e.g. merge head with the neck.
>>
>>587051
divide the mesh, and when you are going to detail mesh that much, switch to surface mode.
I don't know 3d coat I know Zbrush, but I assume you are in Dynamesh equivalent mode and surface mode is subdivisoon mode?

anyway, you don't need booleans when you are doying toes.
>>
>>586363
that's really neat!
also, you can't post webm with sound on this board
>>
File: workableRig.jpg (50 KB, 365x512)
50 KB
50 KB JPG
Manage to make a workable rid with IK-FK switch arms and legs.

I made the hair and joints detachable so I can change her hair style later.

Should I make her more lewd? As in give her nips? At one point (drunk) I made her have 3 pairs of tits because,... just because. Then I learned rats have 6 pairs......NOPE.AVI. I don't fell like modeling an a Vjay.

Also this script was very helpful in making FK controls. I literally fall asleep doing it the old way with offset_groups to match joint rotation.

https://www.highend3d.com/maya/script/fkconnect-for-maya
https://www.youtube.com/watch?v=4kUIEd76YI4
https://www.youtube.com/watch?v=M6ViCN_sPVE&t=291s
>>
>>587206
She's perfect the way she is.
>>
>>587213
Sorry forgot to post the model. again Im drunk.
>>
>>587214
>Boob Rig
10/10
>>
File: prop_2.webm (1.8 MB, 490x360)
1.8 MB
1.8 MB WEBM
I made this in like a week for my final project I want to continue to refine it any suggestions? Sorry about the shitty camera work I had to throw it in last second.
>>
>>587230
What program are you using?
Maybe add in some space dust or something?
>>
>>587230
Throw it away and start from scratch, it has no redeeming qualities.
>>
>>587230
measured by /3/'s standards it's quite a masterpiece.
>>
File: HighresScreenshot00015.png (3.65 MB, 2560x1410)
3.65 MB
3.65 MB PNG
Working on this little scene here
>>
File: HighresScreenshot00017.png (3.46 MB, 2560x1410)
3.46 MB
3.46 MB PNG
>>
>>587262
>>587263
Why is there zero GI? Can't see shit and the shadows are too sharp.
>>
File: pixar top secret.png (791 KB, 960x540)
791 KB
791 KB PNG
What do you think of this scene I'm working on? It's for the next Pixar movie.
>>
>>587275
You are fired.
>>
>>587277
You're mad because you don't want to recognize the power of Blender.
>>
>>587271
In his universe the sun is just one inch diameter and is only twenty feet away.
>>
>>587303
Why are you implying that red light source is the sun? it could be a light coming from another room.
>>
Well guys Sony finally approved my application to develop on the PS4 and Vita. Time to really crank away on this stuff, what a motivator.
>>
>>587312
>White space casual
das rasist
>>
File: HighresScreenshot00019.png (3.32 MB, 2560x1410)
3.32 MB
3.32 MB PNG
>>587312
Thats awesome! When you release this, it'll probably be the first thing I've purchased for my vita in a year or two.
>>587305
Thats what I was going for
>>587271
Thanks for the feedback, I was hoping to have the space be a bit more moody, but I agree you cant really see anything. I guess I'll add mood in the post processing.
>>
>>587206
>Should I make her more lewd? As in give her nips?

If you are planning on releasing the model to the public then someone WILL make it lewd (and likely do a poor job of it), so if you have any urge to do so, you probably should just go ahead and do it yourself.
>>
>>587278
I made better 3D renders in a electric blender.
>>
File: 0163.png (79 KB, 960x540)
79 KB
79 KB PNG
>>587322
Haters gonna hate.

Here's another render of another scene.
>>
Done with the general exterior, now to just snap in the door and window frame prefabs and add the unique trim work (rear balcony/stairs, gutters, chimneys and such).
>>
File: girl.png (2.45 MB, 1920x1080)
2.45 MB
2.45 MB PNG
What do you think of my first 3D model of a female? It has 2000 vertices, and it took me only about two million hours to get this far. I'd very gladly hear about any tips or tricks to improve it or to make my life easier in the future. I'm using blender, because I'm poor and lazy.
>>
>>587338
that waist is too narrow to be realistic. if you don't care about realism then ignore this i guess. her wrist looks poorly defined. upper arm looks too swole.
>>
File: c137f98c8c[1].jpg (42 KB, 702x609)
42 KB
42 KB JPG
Finished painting my model, this is all unlit. I have almost no experience with shaders but its time to learn.
>>
>>587339
>that waist is too narrow to be realistic. if you don't care about realism then ignore this i guess
I would like to do a realistic character if I am able to.
>upper arm looks too swole.
I think there's something wrong with her upper torso as a whole, but I can't tell what. Modeling a human is increidlby hard, it seems. Minute changes, especially in the face, can cause it to look completely wrong.
>>
>>587341
i think it's a combination of her waist being too narrow and her armpit starting too low. try adjusting those things first and see if it doesn't look better
>>
>>587338
>>587342
Id say her chesticles are a little low as well and her abs are protruding too much.
>>
File: girl2.png (2.46 MB, 1920x1080)
2.46 MB
2.46 MB PNG
>>587342
>>587343
I think it looks better. I wonder if I should move her hips up now. Although I don't want to create a womanlet.
>>
>>587234
cinema 4D at the moment

>>587244
that was expected

>>587252
lol I'll take it
>>
>>587346
show us a picture of the whole body so we can better gauge proportions. it does look like her torso is maybe a bit too long but it's hard telling from just this
>>
Is there an Arnold shader trick to get this same black outline?

Had to duplicate the model and make it black reverse normals and tun on back face culling.
>>
>>587378
You have to set it up manually with the Facing Ratio node and a ramp, the built in toon shader doesn’t work in Arnold.

https://support.solidangle.com/display/A5AFMUG/Toon+Shading+with+the+Facing+Ratio+shader
>>
>>587230
Why does the Death Star have so little detail? At least put a higher res texture on it.
Also, where is that tie fighter coming from?
>>
File: HighresScreenshot00029.png (1.35 MB, 1613x815)
1.35 MB
1.35 MB PNG
Alright, its done
>>
File: couldnt resist.jpg (220 KB, 1224x672)
220 KB
220 KB JPG
>>587218
Couldn't resist making her 20% more lewd. Have an alternate hair style idea that I can switch in later.

So I think I got a workable boob rig concept (simple). It is 2 connecting joints, FK controls. Then have corrective blends shapes around the breast boarder to keep them from collapsing into them self's. Then if I want to go overboard I can add stuff later.

If I have to have her hang upside down I would re-model the hair so it looks more natural.

The butt I think will have to be blend shape for the translate and rotate.

re-reading my "Stop-Staring" book. Cant wait to start blend shapes.

Also made parts of the rig hide-able so it would not get in the way of animation. IE ears, hair and fk-ik controls if 100% on FK or IK.

Think I will go the distance and texture her too. That was 3 hours spent.....At least most of it was staring at tits so I guess win.
>>
>>587476
the lightning looks so unnatural and horrible. This is unity?
>>
>>587480
That's either Unity, Blender or both.
>>
>>587474
honestly I'm not that good at texturing it was just some random one I found off google, and it is supposed to be one of the hangars off the death star I know that in the movie they really don't show up from the outside but hey I had a week to do this and I work full time and have 2 kids so time was limited.
>>
>>587480
Would you mind elaborating on what looks unnatural?
>>
When modeling a character for a game, should i model the body and the clothes separately, or just make a single mesh with clothes and visible body?
>>
>>587493
Depends on the level of detail you want, whether you want to be able to change outfits, etcetera.

In general you can make everything one model except flowing cloth stuff you need to be moving as cloth (if it's that detailed), but you can always make it separately for the high poly and retopologise into 1 model later. For instance using marvelous designer to make the clothes for the high poly, then retopo into 1 mesh and project the detail.
>>
File: screenshot005.png (1.22 MB, 1886x1059)
1.22 MB
1.22 MB PNG
just finished hecate PMG II
>>
File: maxresdefault.jpg (104 KB, 1280x720)
104 KB
104 KB JPG
Finished this, Unity, Cinemachine free mocaps and some models. My best 3d narative-ish tho.

https://youtu.be/TJdZTXw9qhQ
>>
>>587503
That looks great. Is it for a game?
>>
>>587525
Not sure, client request - its possible it'll end up in some asset pack.
>>
File: bowWow8.png (627 KB, 960x540)
627 KB
627 KB PNG
Still working with this bad boy. Going to get rid of those two pine trees to put some swampy looking trees.

>>586845
I want to fuck those walls
>>
File: baking question.jpg (87 KB, 1286x1087)
87 KB
87 KB JPG
Hey, for everyone who knows how to properly bake normal maps. I know the general rule is to have 90 degree edges be separate UV islands, but what about edges with a bevel like this?
>>
File: 1508635952437.jpg (128 KB, 1286x1087)
128 KB
128 KB JPG
>>587626
just imagine how it would look in the uv editor
>>
>>587626
Basically the only reason you would have bevels like these is if you were doing the face-weighted normals technique, which is generally utilized to not have to use any normal maps.

In this case, what you can still do is simply put the entire mesh into a single smoothing group, or at least all the parts that are connected via bevel. The whole "separate UVs by edges" and "smoothing groups from UV islands" are more of guidelines than hard rules, and if you have problem geometry like this, you can of course ignore them as long as the end result looks good.

Alternatively, if the geo in question is not going to have any complex normal map work done to it, you can just follow through with the FWN method and smooth the whole object and then edit the normals of all the large faces to be perpendicular instead of normalized.
>>
>>587524
I hope this is ironic shitposting
>>
>>587670
>Basically the only reason you would have bevels like these is if you were doing the face-weighted normals technique, which is generally utilized to not have to use any normal maps
U wot m8
Normal maps do NOT smooth 90 degree angles very nice without at least one bevel.
>>
>>587727
Lol they do
>>
File: feedMeCheese.jpg (41 KB, 792x415)
41 KB
41 KB JPG
Rat Ninja teeth. keeping it low poly

So not quite sure how to go about blends shapes for the head. Should the jaw+teeth be a blend shape be connected to the jaw bone or be a blend shape. Currently UV-mapping (ugh)

Also I was thinking of giving her a gun. What kind?

Next model Idea I have is a WWII German Harpy that's "slightly" unhinged with twin MG42s gun harness. Would operate the guns with her feet, guns being mounted on to retractable metal arms.
>>
>>587647
>>587670
Thanks for the help! And regarding how much the normals will smooth a 90 degree angle, I have had success with beveling hard edges, but the camera is going to be fairly close to this object and I've heard that adding a geo bevel can help with a cleaner bake.
>>
>>587727
Bevels help keep a nicer silhouette, but any camera-facing geometry is essentially “overwritten” by the normals stored in the map, what the underlying topology looks like isn’t as important. If your 90° corners don’t look good when baking, chances are you didn’t set your UVs and groups correctly, or have poor UV edge alignment. Having bevels with one smoothing group can be advantageous in that the smoothness of the edge is not dependent on the resolution of the map and you’re free from distortion on curved surfaces. You can still use a normal map for detail, but you don’t really have to bake one out just to make the object look smooth.
>>
>>587727
>>587733
Prove it.
>>
>>587737
with humans your bottom teeth are the only ones that move so i can be parented to the jaw joint of your rig.
>>
>>587794
Thanks. Got nothing flashy to show. Just UV mapping. Was hoping to start blend shapes today so she wouldn't look so dead.
>>
>>587737
skin the everything in the mouth to your rig. Weight the top teeth 100% to the head, and the bottom teeth 100% to the bottom jaw bone. For the tongue I'd have a single bone to control its global rotation/position, and then use blends for the way it bends.
>>
File: harpy06092017.jpg (172 KB, 992x586)
172 KB
172 KB JPG
>>587842
Thank you. I'm taking a break, may get to it tomorrow or draw more of bird next 3D model idea....
>>
File: screenshot000.png (1.73 MB, 1920x1080)
1.73 MB
1.73 MB PNG
>>587747
>>
File: screenshot001.png (1.77 MB, 1920x1080)
1.77 MB
1.77 MB PNG
>>587858
>>
File: Capture.jpg (61 KB, 900x621)
61 KB
61 KB JPG
Trying to get the likeness, any tips to push it further?
>>
>>587883
Eyes don't match. Nose is too small. Lips are too small.
>>
>>587885
It's meant to be stylized, not a 1:1 match. Kinda like a caricature.
>>
File: 1498130457180.png (696 KB, 633x758)
696 KB
696 KB PNG
>>586363
>wacky, fun aesthetic
I felt my stone heart soften.
>>
>>586363
dude how do you not have 10k+followers?
>>
>>587888
So you DON'T want a resemblance? Why did you ask about the likeness then?
>>
>>587893
Obv hes taking artistic liberties but still wants it to look like the person.

>>587883
Eyes are too low and too close together, nose is spot on but make it slightly bigger by 10% probably. Lips also need to be puffed a little more, too thin also make them wider as well.
>>
>>587883
Nose should be wider, lower the upper eyelid so she isn't wide-eyed and raise the eyes, the sides of the lips look too sharp, bring the corners of the jaw in and down a little, round out the chin a bit, thicker lips, eyebrows need to extend outward and upward more and the outside ends don't have the right shape. The original eyebrows are like a trapezoid with half an oval cut out from the bottom side.

Should be able to do that and keep the stylized look.
>>
>>587919
>>587915
Thank you! That's very helpful
>>
File: gantz3.png (774 KB, 960x540)
774 KB
774 KB PNG
testing volumetrics, new to 3d modeling and rendering, using blender btw
>>
>>587937
Use bigger light sources to avoid the little fireflies.
>>
File: hangar.jpg (31 KB, 600x256)
31 KB
31 KB JPG
>>587490
the hangars are inside that groove on the death star i believe
>>
>>587953
yeah I know that, but due to time constraints I wasn't able to scale it up that big.
>>
File: samaronie.png (2.69 MB, 1920x1080)
2.69 MB
2.69 MB PNG
Im making fan art today cause Im lazy. I still need to add a foolish samurai struggling to solve one of those facebook math problems in the foreground maybe

>>587889
awwwww :D

>>587892
Idkk. I could be better at design to start with. I think thats what >>586232 might be getting at


>>587883
Sides of mouthn are a little sharp but looks p cute
>>
>>587206
Hey that rig looks really nice dude, where did learn how to rig like that? Ive been struggling to make a solid rig, Id love to improve my skills. Also thats a cute model, no furry.
>>
>>587969

Thanks. the left wrist i screwed up on and had to group the IK hand control and rotate that group 180 to fix it.

https://www.dropbox.com/s/okp09aked3pdnl8/rigDropbox.mb?dl=0 this is just my wip rig, eyes and teeth. I already posted most of what i used to rig her already. https://www.youtube.com/channel/UChGcRHrc2N0ym-0Aa163m-A
>>
File: Blastoise-Keyboard12.gif (26 KB, 196x189)
26 KB
26 KB GIF
Sweet, all done with this one. Time to move on to something new.
>>
Trying to get an anime-kind-of-look. I have no idea how to work with normals. Is there an easier way to do this or something? I'm working in Blender's internal render, so I'm not sure how to get rid of the blocky shadow bits there.
>>
>>588007
Not bad show us the topology, it might just be your shadow resolution is set super low.
>>
File: I tried.png (663 KB, 1916x1080)
663 KB
663 KB PNG
>>588013
I have no idea how to show the topology properly, so I just have what I have on the left. Right shows off what the shader loos like proper. And now that I see it this way, I think it might have something to do with how the faces are interpreting shadows. I have no idea how to go about this. Anyone have ideas?
>>
>>588016
Looks like your shader on the model is giving you trouble, you using a toon shader?
>>
>>588020
On the first image I posted, I didn't have any shaders on it, but the second one is. I'm using a sphere that's been placed in the head and then taking its normals and replacing the head's normals with them. I think the issue might be coming from how the normals are being transferred, and certain faces are just not interpreting how the shadows should be received, but it might also be an issue with one of the autosmooth functions I have turned on.
>>
File: alien_blood_test_1400px.png (2.07 MB, 1400x788)
2.07 MB
2.07 MB PNG
Testing some materials for an animation I'm working on, which is an alien spazzing out and bleeding in a cylindrical containment chamber. The alien material is gonna change, it's way too red.
>>
File: 1508843719455.jpg (795 KB, 1400x788)
795 KB
795 KB JPG
>>588058
ithink the problem is that you aren't adjusting enough in post. The chromatic abberation is a bit too subtle.
>>
>>588108
That's funny cos there's no chromatic aberration, just dispersion.
>>
>>588109
but dispersion causes chromatic abberation...
>>
>>588110
As in dispersion on the glass material, which is the only place in the image it is. There is no chromatic aberration, which is a lens effect caused by dispersion in the lens itself.
>>
I tried, but I still have no idea what I'm doing.
>>
>>588144
give it anime girl hair
>>
>>588021
are you trying to do this https://www.youtube.com/watch?v=u2GAHnDaUpU

>>588144
and now the nose is gone
>>
>>588058
Using chromaba in your renders is using a crutch. Just work on making it look so good you never need to use that shit.
>>
Open to critique, I suck at texturing which is why I'm only posting the matcap.
>>
>>588164
Yeah, I tried to follow that tutorial, but for some reason, Auto Smooth isn't working for me at all. I'm learning on how to get the Freestyle lines to work properly so that it doesn't look like a noseless monster.
>>
>>587319
Reminds me of Mirror's Edge a little bit
>>
>>587312
What are the requirements to develop for sony consoles?
>>
File: Render A0.jpg (303 KB, 720x720)
303 KB
303 KB JPG
>>588144
Might I suggest, that it looks weird and you don't feel confident in it because you don't really have a point of reference as to what is "right" or a clear vision in your head as to what you're trying to do?

Download pureref, then go browse danbooru/pixiv/whatever for drawings with the style of head you're trying to do. Put all the images that interest you or you think are relevant in the canvas. Then go to sketchfab/artstation/pinterest, and do the same thing. Whenever you're unsure of something, look over the canvas.

Even then, I do not recommend that you start with sculpting for this sort of stuff, assuming you're new. What the big boys are doing in blender and zBrush is not an anime-kind-of-look, and it's not a realistic look either, but a mix of both; it's sculpting unrealistic proportions onto a human body. You really gotta know what you're doing anatomy-wise, and it's hard.
>>
>>588144
>>588194

Here's what I recommend you do instead:

- Start out small. You can achieve the anime look with a relatively low amount of polygons.

https://sketchfab.com/models/4d1d6dd2013847ff9883172ac42819dc

https://sketchfab.com/models/5f57038b5f0b4082a658b7698db3630d

https://sketchfab.com/models/2a0fec6c16ad477ea49d1a80c5ad662c

- Assign an unlit/shadeless/surface shader to your mesh and focus on proper UV unwrapping and painting instead. Lighting is the biggest enemy these sorts of model have and it's better to paint the shadows yourself than to have rays bouncing where you don't want them to.

- Put a very basic hair and eyes on the bust ASAP. It looks weird because heads aren't just a skull. Anime characters are very easily recognizable as "anime" because of the hair and especially the eyes.

- If you must go down the lit sculpting route, download a free MMD model that looks good to you, import that into your scene and try to match your current head to it. This will give you a lot of insight as to why you think your forms look unnatural.

https://mmd-many-downloads.deviantart.com/gallery/30982807/MODEL-DOWNLOADS

Good luck! I expect progress updates, so please reply back if you think you've made a step forward.
>>
File: yey.png (55 KB, 222x146)
55 KB
55 KB PNG
Deviant art is far from the best source of MMD models. It's endless repeats of TDA Miku and obra primas like this.

https://rjmmd.deviantart.com/art/MMD-Newcomer-RJ-Ponytail-Miku-v1-0-DL-295226446

Better off elsewhere.
>>
File: test.jpg (82 KB, 640x480)
82 KB
82 KB JPG
Just another random thing I've made while working on the old Quest editor. Rendered in Povray.
>>
>>588194
>>588195
Yeah, after adding a bit more onto it, it just doesn't really look right at all. I think I need to have a better understanding of how the eyes should be.
>>
>>588202
Here's a couple of ideas on how to model eyes:

https://br.pinterest.com/pin/386535580505707703/

https://br.pinterest.com/pin/386535580508287677/

Eyelashes tend to be portrayed better as pointy so I would drop whatever smoothing it is you have going there, it looks like it's made of playdoh.
>>
>>588204
Any other tips? I'm trying to make something anime-esque and have it somewhat pleasant to look at. Or at least tolerable.
>>
File: hair.png (605 KB, 739x633)
605 KB
605 KB PNG
>>588205
Animu hair is best portrayed as hollow shells from giant almonds, with very pointy ends. It's usually made from simple plane strips.

I assume you did your hair with primitives, but the smoothing is ruining it. It's voluminous both inwards and outwards, and it's not pointy in the ends at all.

You can either re-do the hair using plane strips, or you can curve your hair a bit more outwards and remove the volume from inward. And get rid of that subdivision, you're saddling your model with a bunch of useless extra polygons AND making your job harder at the same time.
>>
>>588212
Wow. Doing what you said with the hair made a big difference. Any other tips? I'm at a loss with how I should shape my eyes. The eyelashes are something I'm working on right now, but the shape of the eyes as they are now just feels "meh".
>>
>>588190

You have to have a state registered company and paperwork to back that up. You also need an FEIN (Federal Employer Identification Number, free). You need a static IP address for access to Sony’s DevNET site. Finally, you need to have a writeup of the project(s) you are planning to develop for their hardware. I DDG’d some design document PDF’s, found one for SH2 and used it to base the layout of mine off of. You don’t have to be too specific, although mine contained a simple synopsis, a basic layout of the overall game loop (description, not code or pseudocode), a section explaining my reasoning for developing on the PS family of products, a section on the target market for the game, and a section of pre production art and WIP game assets. Probably overboard for what they ask, but it was actually a great exercise to solidify in my mind what the scope of my project actually is. Head over to developer.sony.com to sign up, and expect to wait a month for a response. Good luck, I finally got my DevNET access today and am pretty stoked to delve into the Vita/PSTV hardware.
>>
>>588216
Here i have a YT-channel for you. This guy is not doing real step by step tutorials but has some interesting workflow tips.

https://www.youtube.com/channel/UCTWcYEMuxFZIA6XSNNf5_fQ
>>
File: Body_Head_uv.jpg (534 KB, 2100x1050)
534 KB
534 KB JPG
Wanted to skip this part. But did it anyway encase I want to change anything later. Still got to do the rest. Teeth and her gear. Its coming along ether way. Not sure if she look good if I learned how to use fur dynamics.
>>
File: SunsetBears.png (1.87 MB, 960x1615)
1.87 MB
1.87 MB PNG
Nothing too fancy just stuff I've been working on this morning. Would love some feedback.
>>
>>588342
Increase the sample amount and put some more contrast in.
>>
>>588342
looks pretty. But I am poor at rendering
>>
>>588342
needs more bears
>>
>>588258
Woo! Thanks for the guidance. Managed to fix some things. How's it look so far?
>>
>>588395
looked better before. i don't think there's anything wrong with anime hair having volume to it, it usually has volume on anime figs and the like. old eyes looked better. also it looks like your right and left eyes don't match. that ear shape looks like it needs refinement. turn off your fake toon shading and use lambertian shading or something for now before you're sure about the shapes you've got, because right now you're just tricking your own eye. also face looks a bit fat from this angle. i'd recommend learning a bit more real facial anatomy and applying that to your stylized stuff. it might help if you figure out how to make a nice looking non-stylized head first, you might be able to better diagnose what looks wrong on your stylized model.
>>
File: 0040-0145.webm (240 KB, 768x432)
240 KB
240 KB WEBM
Im not sure I got the style right. Im gonna try renderinga high res version tonight

>>588342
These are really cool! The top one looks like they're underwater tho
>>
>>588395
The hair looks better but could use some smaller strands to break up the bigger ones.

The eyebrow on the right is different from the one on the left for some reason? Are they recessed into the eye sockets? If they are, pull that shit outta there.

The highlights on the eye look really bad, like someone splashed some white paint on the top of that guy's eye and then wiped it off. Put actual geometry in front of the eye if you're having trouble with that.

As >>588399 said, you might just be screwing yourself over with this toon shader thing you've applied, and should probably revert back to a more common shader for now. The ears definitely look a bit weird.You may want to add in a cyllinder for a neck if you're going to keep posting screenshots in this angle, the floating head is going to look weird no matter what.

It's objectively better than what you first posted, so keep at it, I guess.
>>
File: all_sims_flipbook.webm (1.08 MB, 800x717)
1.08 MB
1.08 MB WEBM
Viewport flipbook, got all my simulated elements together now.
>>
>>588517
squealer did nothing wrong
>>
>>588342
Look great, anon. Just needs a better render (more sampling?) and more trees and sharp mountains behind and maybe some in front (pic related). And maybe rocks. And make the bears brown. With a small nose.
>>
>>588517
wat u did dis with :v
>>
>>588517
This is cool. Would be sweet to see this with color in a simple environment.

also, what
>>588528
said
>>
>>588517
Great work. What do you render with? Redshift, Mantra, Arnold?
>>588528
>>588532
Obviously Houdini.
>>
File: low_poly_test.jpg (54 KB, 800x600)
54 KB
54 KB JPG
I once made this simple low-poly for fun in 5 minutes, but I prefer photorealism, so that's all I have. Posting because... No reason, it's just sitting in my folder with old renders.
>>
>>588533
>Obviously Houdini.
>What do you render with? Redshift, Mantra, Arnold?

Shouldn't that be... obvious to you. I guess thanks for the answer or whatever tho if it's correct.
>>
>>588539
Recognizing a 3D viewport is easy.
>>
>>588399
>>588517
Okay, trying to slowly work my way through things this time. Am I on the right track or should I skip back some steps?
>>
File: v.jpg (355 KB, 869x546)
355 KB
355 KB JPG
>>588568
>Recognizing a 3D viewport is easy.
It is with certain identifiers. Recognizing what program a viewport is from with no clear indicators isn't. Every 3D modeling program let's you customize your grid/background colors. You can make any programs viewport look like another in a few clicks.

I get it. You use the program and it looks familiar to you, but if someone is asking what program is being used and it's not clear from the content inside the post, it's not obvious to anyone except people that also use that program with the default color scheme. Hence asking a simple question.


Since it's obvious at a quick glance what program someone uses, what program did I screen shot for this post?
>>
>>588524
;_;7
>>588528
It's done with Houdini
>>588532
Cheers, I'll be starting on rendering as soon as I finish the environment textures today hopefully
>>588533
Thanks! I will be rendering with Redshift
>>
File: br_eve01.jpg (41 KB, 1280x533)
41 KB
41 KB JPG
>>588575
You are right, but with a little bit of deductive logic and google images you could have find it in a minute or 2. The menu in the top right gives it away and there are not that many 3D tools to check. Its way faster than waiting here for an answer and you might not get one every-time.

Your image is obviously Blender. You should have turned off the mini axis, but even then i would have guessed it because Blender doesn't fade it's grid out to the horizon.


I am currently working on a Blade Runner 2049 environment.
One of my monitors died and i am left with the shittiest one, my color profile is not really correct.
Is the Image too dark? Can you see the Tyrell-building in the background?
Done in Blender, rendered with Eevee.
>>
>>588619
It's dark but you can see it. a few questions, hope you don't mind. How do you do the lights on the buildings? Do you do each individually or what?
>>
>>588619
Can you show one building model? How much detail does it have? And how long did it take to model all variations?
>>
File: lights_EM.png (183 KB, 1024x1024)
183 KB
183 KB PNG
>>588623
At first by hand. Created B/W masks then painted the lights in.
But then i used Substance designer and the tile generator with noise as cutout.

pic related, these are the hand-painted. you can use them if you like.
>>
File: city_block.jpg (157 KB, 1024x816)
157 KB
157 KB JPG
>>588625
I did a couple of sets in Sketchup like in the picture. Probably took me 20 minutes per set, maybe less. (UV included). This was an exercise in speed.
I created the other 30 unique ones over the course of a couple of weeks while watching boring stuff on TV (probably stoned while doing so), with 10-45 minutes per asset.
This was more like an enduring contest.
>>
>>588627
for clarification, i modeled these sets in sketchup imported into Blender and did the UV.
The rest of the models are done in Blender.
>>
File: Nearly_Done.jpg (2.68 MB, 6984x3816)
2.68 MB
2.68 MB JPG
Almost done with the modeling, just various crap like utility boxes and gutters now.
>>
File: why.jpg (278 KB, 1545x1091)
278 KB
278 KB JPG
>>588638
Looks bredy good. But why these triangles?
>>
>>588663

To fix ngons left by booleans. Triangles aren't even a problem for hard surface.
>>
>>588663
What >>588666 said. This is for mobile (Vita) so it’s also for poly reduction and so I have control over how vertex lighting falls on the surface.
>>
>>588666
>>588672
Oh, now I see it. Thanks!
>>
File: v2.jpg (823 KB, 1583x831)
823 KB
823 KB JPG
That city map render looks pretty neat
>>588619
> Its way faster than waiting here for an answer
haha true. even starting with no clues you can usually crush the response rate here

>Your image is obviously Blender.
Goteeeeem. It's a screen shot from Rhino.. =]
>>
Doing some game animeshit.
>>
>>588711
needs some sort of baked or painted shading if you're going to go that route. impossible to read forms otherwise.
>>
>>588713
I paint the shadows on by hand after I'm done with the mesh entirely. "Normal" shading on models like these actually bothers me, shadows get where I don't want them to get and it looks awkward, causes me to get caught up and waste a bunch of time trying to fix stuff that doesn't needs fixing.
>>
>>588715
>, shadows get where I don't want them to get and it looks awkward
are you sure it doesn't look awkward simply because the forms you've made are awkward? or because of topology, etc. i think anime can look pretty decent with actual shading if you put in the effort. but so can hand painted textures, so you do you i guess
>>
>>588717
I am not really concerned with it looking good with actual shading or not, I'm just not trying to make that kinda model (I tried and I'm bad at it). Again, once I'm done with the mesh, I'll just put shading exactly where I want it to be.

Here's what it looks like with boring ol' lambert, if it's that important.
>>
>>588517
Are you going to add colour there? Looks cool af
>>
File: smokedec.png (1.06 MB, 1000x1125)
1.06 MB
1.06 MB PNG
Which color smoke looks better? Or a different color altogether? I'm leaning more towards white or somewhere in between the two
>>
>>588721
it all looks pretty good except for maybe the nose. but anime noses are pretty tricky to pull off with actual shading so i can't blame you there. mind sharing an example of a finished work with hand painted textures you've done?
>>
File: Modeling_Done.jpg (2.08 MB, 3426x3746)
2.08 MB
2.08 MB JPG
Modeling finally done, time for Headus and a shitload of painting.
>>
File: bowWow11.png (741 KB, 960x540)
741 KB
741 KB PNG
>>587575
Almost finished. Still needs more work. Any ideas to improve this? (the sampling is bad just to render quickly)
>>
>>588836
looks a lot better with stuff in the background and the trees being smoother. now add link somewhere. also give the sky some fluffy clouds
>>
>>588836
sublte fog for depth
>>
>>588836
a subtle depth of field effect with the chain chomp in focus might be nice too.
>>
File: bowWow12.png (727 KB, 960x540)
727 KB
727 KB PNG
I'm really impressed with /3/. You guys are always giving feedback and helping when asked. Thanks!

>>588840
Yeah, that sky needs some clouds. I'll definetly add them. Link is going to take a little more but i'll try too.

>>588843
Subtle mist added ;^)

>>588861
This is the first time I play with the cycles camera. I think it looks more...real now. I'll experiment more with the camera options.
>>
>>588865
Looking a lot better from the first versions. Don't know much about this sort of thing, but I wonder how it would look with a more realistic textures on the chain/head only? Probably goes against your whole idea. Was thinking that could make it look more like it's coming in from a different world to take something

/420
>>
>>588869
i think the chain chomps are pets in link's awakening.
>>
>>588865
Is it supposed to look like everything is made of paper? Lighting and camera angle are better, but the chain looks plasticy, while the rest looks like a colored paper, too flat IMO. Why don't you do some go with stylized metal for chomp?

The mountain in the BG is also flat. Did you paint on a plane or what? This can't work like this, only if you maybe add a shitton of fog, but it needs to have some shadows and depth. The scene literally looks like it was made with miniature pieces of paper now. Everything is super flat and lacks specularity and reflections IMO.
>>
>>588869
As >>588871 points out I'm making a zelda (cute)character so I'm going towards a videogame-ish style. The chain texture needs some changes, yep. Thanks for the feedback, man!

>>588881
Now that I see I've skipped most of the gloss on nearly everything in the bg (holy shit). I guess the lack of reflections are killing the volume feeling. The mountain is 3d but I see what you are pointing here: it doesn't have many sharp angles so it's not projecting shadows. I'll definetly fix that. I'll google for other chomp versions out there to see how to make it more metal looking. Thanks for the help :)
>>
>>586307
The framing is terribl;e because of positioning and variation in model detail:

The eye doesn't know where to look. I'm drawn to the very detailed flower, but the Chomp is framed to be the centre of attention, and the arc of the chain only being partially in-frame ruins is distracting.
>>
Game Animeshit: Chapter 2

>>588820
https://sketchfab.com/models/c59476da354b4260ab6694a0ba0519d2
>>
>>588925
cute, i like it. should have textured the girlpucci
>>
>>588924
Thanks for the help. I followed some anons advice and now it looks like this >>588865 . Does it still look unfocused? Maybe I'll add another flower to highlight the chomp.

>>587937
Try using the cycles mist pass. The volumetric light absorption always leaves a grainy image.

>>588802
The green one makes it more alien. I like it.
>>
>>588925
Keep going. Anime 3D relise on textures or a BAJILLING Polys
>>
>>587492
The light rays are a little too sharp and refined I think. There needs to be some more diffusion to it. Overall I like it a lot though.
>>
This thread has reached its limit, there is a new one but it has fallen off the front page and the catalog is broken.
>>
Character I'm working on for Uni boi, need some feedback. I struggle so much with keeping consistency in theme, kinda feel like stuff doesn't feel right. Some space suit dude, still to add neck shit and other pieces.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.