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/3/ - 3DCG



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so recently i made this thing here, It was a dream i had were i walked up this mountain only to see a valley type topography with a sunrise and i saw these pods just swaying back and forth, i don't know why, i also don't know what compelled me to make this.

https://www.youtube.com/watch?v=yjv1qsnIceI

what do you guys think also what should i do next?
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>>599755
its pretty boring desu. Texturing is horrible. Honestly this is embarrassing. Even as anon I wouldnt post this, even ironically
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>>599757
well thanks for the feedback
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>>599757
this
its atrocious and embarrassing
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>>599759
care to explain your side of it?
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>>599760
This is joke, right?
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>>599761
no its not, you said atrocious and embarrassing care to explain why you think that? ive only been working on modeling and texturing for about 10 months so i like to take in all the feedback i can get, so just bashing my work and saying its bad does not help
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>>599762
its not realistic and its using some kind of really baby-ish borderlands-ish style

its really terrible
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1> that's not textured I think, not sure
2> don't know what was that looks like need some kind of support work on that
3> that should do some kind of erosion in the white paint I think
4>both parts looks like panels, need more job individually
5>I don't know what is that but doen't looks good
6>that need more work
also too much bum mapping to me for that scale, I don't know what size is that thing, according to the texture job could be something arround 1mt tall, if is some kind of construction scale the white texture and reduce the bump
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>>599764
im not sure if you're trolling me or your just being toxic for no reason, thanks for the input anyway bud
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>>599767
why would you think you're being trolled? This is a harsh place, the same level of crit as /ic/. Get used to it and stop making threads like this instead of posting in the WIP. Nobody wants this shit.
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>>599762
first - unrealisic design. top roundy things just drown into casing when they could be single item with facets. sure it's harder, but you learn when it's hard. middle part is just wtf. why there a bricks? how people would get into that door with no supports? design overall isn't good.
textures are bad because they are plain diffuse without any maps. if you render it with raytracing you should have set up separate materials for metal/paint. you could also use pbr workflow and texture your stuff in substance/3dcoat/quixel. you wouldn't even have to edit it because procedural "machinery" texture preset would do a decent job right away after applying.

that's for the modeling.

video part/animation - i kinda like it honestly, it has atmosphere. but the model and textures itself are dumpster fire if you look it up close.

learn subdiv modeling, learn substance painter or quixel, abandon raytracing and render your shit pbr in unreal.
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>>599766
Thank you so much! THIS is what is as looking for in feedback i really appreciate it
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>>599770
yw, the animation looks cool
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>>599769
hey thanks, i do use substance painter, and all of the objects with texture have a diffuse and a normal on them "i was using renderman atm"

also the bricks and all im not sure why i added it in, desu it was part of the dream so i just made it that way

thanks for the feedback though. really appreciate it!
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>>599769
>subdiv modeling
also thanks for pointing me to a more specific workflow in modeling, im 100% self taught and im trying my best
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idk why people are giving you so much shit for trying to replicate something you saw in a damn dream. probably looks better than what you actually saw lol
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>>599774
sometimes dreams leave such impression you can't forget them in years
problem is that you never actually "see it". when you wake up you are left with subjective feels of a thing and the feel is so strong you are sure this is good and try to replicate the thing. and sometimes it works, sometimes not.

you know when you had a dream of a girl and she's super pretty but you can never describe the face?
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>>599774
I literally thought the same thing, its art
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>>599775
this is kinda what i was thinking when i started to make this, it was a dream that really intrigued me into recreateing it before i lost the mental image,
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>>599755
Dear anon, let that be a lesson to you. Never ask the retards of /3/ for anything.
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>>599783
haha yeah no i knew what i was getting myself into but i also got the feedback that i wanted so the mean comments are absolutely irrelevant
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Hey I think that's pretty cool, I especially like the video. If you really like doing this stuff post on Polycount or CG Society, /3/ is mostly for shitposting.
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>>599792
/3/ is the same as /ic/.

Polycount is shit
CGS is shit
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>>599792
thank you and yeah i love doing stuff like this
>>599794
were do i go then, all i have is a deviantart and an instagram
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>>599794
/3/ is not the same level of autistic screeching as /ic/. on ic you could be award winning illustrator, but simply because your style isn't soviet academic school, you'll get shitposted and memed to death.
on /3/ people appreciate skill and usually don't give a shit about the content itself. you could post dickgirls and animu and if it's good quality everyone will like it.
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>>599797
>you could post dickgirls and animu and if it's good quality everyone will like it
not sure I would m8
but yeah other than that, it's true that /3/ can enjoy quality shit once in a while
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>>599795
Polycount and CGS are both where the pros hang out, trust me. DA and IG are fun for getting an audience but for pro-level critique go to one of the other places.
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>>599804
all you get on those boards is cookie cutter posts from scrubs. If you want real crit, here and /ic/ is the real place.
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>>599806
You must be trollin.
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>>599824
Huh?
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>>599825
he might be trolling but on 4chan you get brutal honest answers
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OP, please try to understand that /3/ is an incredibly slow board. Consequently, the first replies are almost always going to be from bored children trying to "troll".

It's really hard to critique your work: your video doesn't really tell any sort of story, the objects are not particularly ominous (they look like weather balloons).
They look a little out of place relative to the rest of the scenery in that they're man made, and they kind of look like they're made of "junk" (as opposed to sophisticated equipment often attached to weather balloons or various government atmospheric monitoring / spy sensor packages like the balloons used in the 40s and 50s) which is a little odd, but they aren't like garbage junk that makes me think "why is this trash floating above this valley?" more like something conjured up by a mind unable to understand or fully recall something it saw at some point in its life.

In terms of the actual model, which it's somewhat irrelevant to critique given it's a model meant to be viewed from far away, some parts are poorly textured, it lacks normal mapping (or the relevant geometry), some objects look extremely artificial or "3d" in that they're clearly comprised of primitives bool'd together (or just clipping together). The wear and tear looks random, consequently it fails to "tell" me anything about the object (part of composition is telling a story with your visuals) other than that they're kind of beat up / slapdash. The object's form doesn't really look practical or believable, the solar panels aren't large enough, the transmitter isn't large enough and is made of the wrong sort of material to do anything, the metal pipes and things are too thin and look function-less but yet deliberate (in a bad way).
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>>599755
Sort of looks like a mini living capsule. That black part is a window. Sort of gives me an apocalypse vibe with the video. As if it were too dangerous for humans to even touch the ground or something. Alot of those bars look like they are for traversing the capsule mid-flight.
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>>599755
is that Garrys mod/
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>>599840
Good review, but you dont tell him any ways to improve.
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>>600572
Well, I didn't chew his food for him. He needs to take all the observations I made and treat them as problems to be solved. So:

1) Come up with a story you want to tell. Or at the very least, decide how the dream made you feel then try to make the viewer feel the same way when they look at it.
If you arrange shit in a deliberate way, the viewer can come up with their own story

2) Decide on a tone. Is it supposed to be a lazy twilighty evening? Should I feel relaxed?
Maybe I'm supposed to feel like this is a world where this sort of thing happens, like if it were a mushroom planet and there were huge spore clouds floating around, or if these were some sort of teraforming objects and this is a colony planet in its early state.
Is it supposed to be fantastical, should I be observing a bizarre fantastical juxtaposition of the ordinary (the forest) and the extraordinary (the floating widgets)?
Is it supposed to be unsettling/oppressive? Maybe I'm supposed to feel like nature is being ruined by technology, or like even the trees and are being scrutinized by Big Brother.
Or maybe I'm supposed to feel like this peaceful place is about to be invaded, or like it's already been invaded.

Cont.
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>>600926
Cont.

3) Decide what these floating things are supposed to be, or what they were in your dream. If you can't remember, then don't let the audience "remember" either; make them vague.
This goes back to making the viewer feel what you felt in the dream; make something that makes them feel how you felt.
If these objects were vaguely technological in nature, make them vaguely technological. As for what techniques to use to achieve that, you'll have to look at other work and also think hard yourself. You could do things like make things exaggerated, lacking detail and definition (aka "stylized"), or you could literally obscure the objects with mist or distance or blurring or whatever, or you could have say 75% of the screen space be the trees and 15% the sky and then the remaining space be objects (so, a completely different camera angle).

Once you decide what the objects ARE, find real world reference images of similar objects. Even if you decide to make them exaggerated or vague or whatever, you still want them to be sufficiently grounded in real world things such that they are relate-able to the viewer. Or not; you could make them totally bizarre.

4) Compose the scene. As in the way a photographer composes the shot. Video related:
https://www.youtube.com/watch?v=O8i7OKbWmRM

TL;DR is make the viewer feel what you felt in the dream, design the objects so that they match that goal using some real world reference images, "compose" the scene and everything that goes into that scene to tell your story / make the viewer feel what you felt.

Effective art is about feeling, you want the viewer to feel something, think something, notice (if only subconsciously) all the thought and effort and planning you put into the piece. Even if they don't have the "tools" to consciously be aware of it, subconsciously they'll be influence and notice it; arguably that's the essence of what it is to feel.
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What does the dual 9 mean?




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