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File: miata.jpg (329 KB, 1536x864)
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Post your last render.
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>>603533
>finally turning pro in blender
its just like saying you're competing in the special Olympics
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>>603534
ITS FINALLY HAPPENING BOYS
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>>603503
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>>603536
NO MORE NOISE

NO MORE SHITTY ASS SPOTLIGHTS

AREA LIGHTS AND HDR ONLY
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>>603539
>>603503
The fromt lights look like giant ass.
If you want to make them actually glow and not be some simple whited out dots
try this
1 add some ribbed details on the reflectors so they are not some plain cones but do reflect some light back at camera
2 add an invisible cube with volumetric scattering in there or to the entire scene
3 make an another render pass rendering only the lights and add glare to them
4 always use filnic and only filmic

turn on the denoising reature.
Its not your awerage PS blyrry filter it is actually aware of what is what and only blurs the caustics and glares while leaving
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>>603548
>add an invisible cube with volumetric scattering in there or to the entire scene
Not OP, but still a total noob. How do I go about making cubes like that?
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>>603563
make a cube or any mesh really
add a transparent shader to the surface and volumetric scattering to it's volume.
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>>603548
Wow, thanks for the tips, man, this is my first time using blender on my own without following a donut tutorial. Also, the denoise was fucking up the quality of the render.
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>>603577
>the denoise was fucking up the quality of the render.

Try playing around with it.
even very minimal amounts of denoising are helping a lot and allow you to have nice pics with much less samples.

Also to make shit faster the donut guru has a very good tutorial on how to speed up cycles and his subway tunnel video has another great trick nobody knew about.

it is amazing how there's a bunch of stuff even the experienced blenders enthusiasts dont know about.
And that's some 100mb software that can do literally fucking anything in 3d including painting and sculpting.
Crazy shit
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>>603579
Yeah, I do sound like a retarded for complaining about denoise not looking good when I didn't even changed its settings. And I did saw the guru video, especially the subway one since that one looked amazing and now I'm always using the Simplify option to speed up the cycles.
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>>603503
try to get rid of those dark parts , fix the background a bit. Your model has a nice flow, so try to highlight that with a better light setup
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>>603548
filmic render?

How do I do glare realtime in the cycles preview?
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Need to work on my modeling.
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>>603503
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>>603632
the grass clipping through the ledge is giving me conniptions
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>>603634
Kek'd
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>>603503
Never done any modeling or rendering before and just taught myself UE4 yesterday, be gentle pls
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Designer is fun.
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>>603698
Good job!!! Seriously, as someone just starting, I'm inspired by pics like this!
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>>604311
Good job dude!!! I like it!
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>>603632
I like it! Totally needs some work but hey, I know how much time it takes to make this stuff. Good job so far! Seriously! Looks awesome!
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>>604318
Thanks anon. :D
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>>604316
Awe thanks anon-kun
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>>603698
Did you model/texture these or?
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>>603698
Megascans assets?
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>>604471
Only the ground, rock, and lilipad textures and models. Not the mushroom.
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>>604528
Just the mushroom, the lilipad assets are from megascans as well but the texture is my own as theirs was fairly blurry
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>>604534
Should have clarified here>>604533
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Took an hour and forty minutes to render on my PC. Maybe I should get a better CPU.

>>603537
Love it.
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>>604574
What CPU
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>>604576
Intel i7 6700. I used my laptop because my desktop is even worse.
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>>604580
Oh shit, yeah you need a better CPU
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>>604581
Shows that 3D is just a meme to sell more shitty PC upgrades to gullible sheep :D
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>>604580
>>604581
Wtf are you talking about, that's a great CPU, you don't need to upgrade. What did you render it with? Maybe it's a GPU renderer?
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>>603503
I only make porn and this is a worksafe board.
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>>604619
Parts censorship, is it not allowed?
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>>603503
I don't render much, but this is my most recent.
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>>604627
Pretty cool. Gives me a StarCraft vibe.
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>>604634
looks more resistance 3 than SC
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>>604634
Thanks. I remember we were actually listening to "A Zerg, A Shotgun and You" that day.
It was a collaboration for a game I'm working on. Friend sculpted/textured it and I rigged/animated it.
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>>604620
Is it or is this the equivalent of telling me to delete system32
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>>604613
I rendered with Mental Ray. (I know it's outdated, but we were required to use it for a school assignment.)
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>>604675
Just post the nudes, willfully ignoring the stupid decision to make an art board blue, which is fucking stupid if you ask me.
If it gets banned, it gets banned, but until then people will have seen it and any minute it is online is a victory over this fucking censorship.
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>>604719
Calm your tits, anon. There is a difference between art and pornography. The latter shouldn’t be posted here, but the former is okay. Even in the workplace nudity (of models, lol) is to be expected, so what.
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>>604612
>>604613
Literally a 4 core CPU, it's not a great CPU for rendering. You're either defending it because you own it or because you own worse. If he sticks with a 6700 he'll be stuck with long as shit rendering times. Don't stray other anons away from better hardware because you too are stuck with garbage.
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>>604753
I have i5 6500 and there is no way that image would render that slow on my PC.
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>>604755
Depends on polycount and ray-traycing, you don't know everything about the image
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>>604761
What I know is that it is probably completely unoptimized. Buying the most expensive CPU in the existence won't help if you throw 10 trillion samples at it.
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>>604764
I never said to buy the most expensive CPU in existence anon
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>>604766
You know what I mean...
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>>604574
fucking cringe/10
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my first model
my first render
controlling the camera around is annoying
but it's just like moving around objects so i guess i'm just a newfag not used to anything
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>>604778
>controlling the camera around is annoying

Select the camera. Go into fly mode (Shift-F). Use FPS controls as usual.

You can also use local movements (double tap x, y, z) for fine adjustments.
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>>604778
>>604803
PS. Forgot to say, you must be in Camera view for that.
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>>604803
oh that's nice and convenient, thanks
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>>604723
What about nudes that are erotic nudes? There's a difference between "the naked female form as art" and "the naked female form as an instrument of sexual arousal"

Anyway here's a face I rendered years ago.
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>>604769
Could you at least tell me why? Is it because it isn't a realistic looking render, or is it just because you don't like surrealism? I can't improve if you don't give me critique.
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>>604824
ah, you're one of those Dazlets. makes sense that all you make is porn
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Simple models.
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Latest render
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>>604574
>>604842
no concept
no symbolism
inconsistent modeling quality
poor texturing
basic shading
very poor lighting/rendering

you can't label it "surrealism" just because it doesn't make sense, anon
your image ain't art, its an accident

it would have barely made the cut for Abbotsford, Wisconsin's psychic enthusiasts fundraiser calendar of 1992
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>>604955
Piss off, wannabe art critic
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>>604960
>anon asks for critique
>piss off art critic
well done kid
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>>604962
I'm not that anon, but you are a massive faggit
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just went through a tutorial and this is my first non tutorial render, I know it's just a fucking cylinder with a shader and a lamp inside, but damn this is funny, I haven't had this much fun for the last 5 or 7 years at least

A world was revealed
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>>605138
Keep it up, anon! You'll have a ton of fun with 3D.
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I still can't believe the graphic design teacher at my school gave me a 96 for this.
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>>604955
Can you post some pictures from the calendar? I want to see some shitty early 90s CGI but I can't find anything about it on google.

Also if surrealism absolutely HAS to have symbolism, then why does stuff like Un Chien Andalou get so much praise despite being confirmed to be meaningless?
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>>605157
>why does stuff like Un Chien Andalou get so much praise
It doesn't. Dali is not taken seriously by any artist/art student/ art historian over the age of 15. He's pretty much considered a joke.
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>>605157
>shitty early 90s CGI
What you consider top-tier today will be a joke in 10 years. Ultimately it's all meaningless.
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Fiddled around with photogrammetry today, rendered in redshift, processed in agisoft photoscan, baked in marmoset, polished in sub designer and ps
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>>605246
terrible
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>>605246
time does this?
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>>605259
Thanks

>>605263
Eehh no not exactly, i just quickly threw the textures on something, to test out the maps. I should've been a little more specific, the things on show here are textures, not complete models. I'm still not sure how the grassy shit on the floor came out, but I like the bricks.
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>>605246
It looks like there's a bubble distortion perhaps due to a bad UV map. Not sure if that's intentional but that's what it looks like to me. Nice texture though!
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>>605306
Thanks! The bubble distortion is due to me using the maya sculpting thing to make some bumps in the wall etc, not in the texture itself!
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>>605246
Your normal might have some issues
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>>604574
Don't listen to these queers that's as classic tradition 3D general surrealist as it gets, my 60 trad art teacher use to paint that kind of stuff in college
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>>605318
Love those vague replies.
>"uhm something in this image might or might not look wrong huhhh"
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>>605318
No, I totally get what you mean though. The normals are fine, the black part of the texture is an actual feature of the wall I took my initial photos of.
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>>603503
I wanna post my first indoor unreal scene but I know I'm gonna get my ass torn cause it's got issues
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>>603503
i has made 360° virtuel reality vodio
>https://youtu.be/Kl__Oy9NOeU
has to be watched on max resolution. took 3 hours to render using blenders opengl rendering (playblasting).
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>>605148
Were the 4 points off for not softening your damn normals
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>>604846
have you saw income of porn industry lately ?
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>>605390
You are pathetic. I feel sorry for you.
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>>605390
DAZ3D INDUSTRY GRADE :DD:DD
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>>605205
>Dali
>joke
pick one rtard
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>>605157
>Can you post some pictures from the calendar
kek obviously this was a figure of speech meant as an insult
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>>604574
Fukken surreal
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Just modeled muh first shitty model in Modo - vanilla ass cup. Everything is right there and ready when you need it, I can't believe how great and useful that is. Nice lighting already set up (compare that to Max and having to adjust 10 camera settings and add and position the lighting, tweak the values until it is not overblown or pitch black etc.); model already has basic UV; camera nicely positioned in a separate, rendering workspace, and you can easily move it with same controls you usually use in a viewport; press tab and you already get a nice subdiv with a perfect level of smoothing etc. etc., everything is just so comfy and fast and it's like the program knows what you need and is already set up in the optimal way for you to get your shit done as fast as possible. Wtf I can't believe this. Prepare for Modo shilling posts.
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>>605612

Yeah I really like Modo, but the rigging/animating part sucks big time and TF are doing nothing to improve that part. But for modeling it's very good, makes you wonder why people are still wasting time with max, especially since modo is used in the industry.
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>>605788
>>605789
There's something wrong with both of those.
>>605788
Topo is shit, it looks like it's all just one mesh with all verticies connected, no matter the cost. There's absolutely no bevels and smooth shading. It looks like the body was done in low poly and you just applied subsurface mod to it.
>>605789
There's no bevels and there's some bunch of weird lines going across the surfaces. Looks like there are some faces inside the mesh, and it makes the model look like shit.
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>>605821
not bad, but the tree's topology really ruins the low-poly as an artistic intent - the edges show that you struggled and breaks consistency with the rest of the picture

also the lighting is very flat considering you probably wanted to make the fire the main light source.. the fact that the moon and fire are equally bright doesn't help, they are conflicting. Make the fire primary and get shadows that make sense. You could even have some depth of field.

finally, the scale of the objects is a bit strange and your scene would favor of having its camera at a lower angle, like a person near the fire instead of some random height
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There are 256 colors in it. You can count them.
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made in blender
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>>604824
Damn that looks good, any advice for a novice?
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>>605947
stop using blender.
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>>605950
I wont just to spite you
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>>605906
Why are you lying
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>>605951
you'll never make it, you know shit about human anatomy or basic proportions. lol just look at those horribly long arms and huge head.
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>>605953
Here is a face i did in blender to spite you. Basic proportions and anatomy is easy bruh, U think you are special?
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>>605955
Not him but have you taken any anatomy classes? It might help a lot since your faces look a little alien in nature. Besides that I think they're great.
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>>605955
yeah sure you don't see the glaring flaws? like the weird angle of your brow line, your non existent temporal line and weird fucking zygomatic bone, and the fucking ears haha what is that?
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>>605949
That’s DAZCRAP and there’s no way it fucking looks good.

[I came nonetheless]
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>>605957
No I haven't and thanks senpai. Yeah they might look a bit alienish. Particularly detailed areas like eyes I struggle with right now its a hole lot different from drawing details which im used to.
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>>605962
What does dazcrap even mean?

>>605960
unfortunalty i dont obsess over trivial details like that especially on a quick sculpt.
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>>605965
You could even just give it red eyes and dark skin and call it a dark elf from skyrim
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>>605968
>>605960
sorry for being such an asshole to you op, you should get anatomy of facial expressions, it's a pretty good book for references.
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>>606000
shit you're not OP sorry i'm drunk.
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>>603503
Not exactly a render but I took my first shot at photogrammetry yesterday and I got this
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>>606002
So I decided to take another shot at it this morning and do everything I did wrong better and I got this which I'm pretty proud of
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>>606002
>>606003
It wasn't your first shot. I've been going on with this nonsense for about a year now and that's all you've got. And you're proud of it.
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>>606005
These senteces don't make sense when combined. What do you mean?
>I've been going on with this nonsense for about a year now and that's all you've got
wut
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>>605952
Well... I was wrong. BTW if anybody's interested, that's actually a screenshot of a Python replica of the Quake 2 engline I'm writing.
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>>606005
I genuinely don't understand what you're saying
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>>606003
Looks damn good!
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>>606046
Thanks anon
Does anyone have any suggestions to make it smoother in blender?
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>>606047
>Does anyone have any suggestions to make it smoother in blender?

You can multiply the bump map value with the math node. Multiplying by 0.5 will make it smoother, multiplying by 2 will make rougher
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>>606058
Thanks anon I'll try it out soon
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I'm doing the creative shrimp space vfx tutorials. Really nice stuff, too bad i can only understand and reproduce like half of it.
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Failed at the 3d printing tho' ;(
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>>606201
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>>606201
Hello, Joel.
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>>606202
;(
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>>606202
use supports for the ears
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I love blender!
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>>606898
Without a face? Do you fap to that?
>>
B-But my NDA
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>>606202
>>606201
fuck you and this pop culture pop junk food equivilant of funko bullshit god your not only whats wrong with this board but the world. fucking highschool nigger
>>
>>604574
This is honestly really awesome, if you want to meet a bunch of others that create and enjoy art like this stop by this discord https://discord.gg/5zJNsYy
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>>606901
Yes. I fapped to worst things than that.
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>>605950
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first time modeling, wanted to make something easy
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>>607063
Psst! I heard kids totally like this pseudo-retro pixel shit.
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nostalgic fap material
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rather proud of this stormtrooper model i made
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>>603503
meh.
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>>607324
did shrek take a shit?
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Decided to take a crack at that SMG someone posted a little while back.

Did my best and got lazy AS FUCK with the grips and trigger area. Probably going to revisit that.
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>>607561
forgot my pic
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wasted my fucking 30 minutes for this
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>>606008
Fpsc?
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>>608465
Fuck, posted the thumbnail
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>>608466
Kek, are you really still working on it? Jesus, I saw that render the first time when I started learning 3D months ago.
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>>608469
No, of course not, I'm not that much of an autist. My pc broke since last august and been saving for a new one since then.

I've been modeling props and other things during the time on my shitty laptop, but i couldn't run substance or unreal so couldn't render shit.

That render was because I just had some nostalgia towards it after getting my new pc few weeks ago, and wanted to try the new volumetric stuff.

Currently working on pic related, though I don't have much free time now that I'm studying again.
>>
>>608477
Is this you or not? I don't see that corridor here, though.

https://www.artstation.com/artwork/8g3AE

But if you're not, I want to ask why don't you try designing something completely original instead of replicating others. It's just that there are already so many similar sci-fi scenes like this and when you add recreations of those same scenes on top, you get completely lost in a mass.
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>>608479
No, I'm not him, I will just recreate his artwork the same way I did with trevelyans starfarer scene.

I have tried many times to make something my own, just to miserably fail: everything looks good in my head, but when I start to model it I realize I had no idea what I actually wanted and always end up with undetailed, horrible looking shit.

I'm not a good artist and probably never will, at least I'm a good programmer so I can still get a job.
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>>608480
I remember you. Are you DeathstrokeFTW, Menchen or Axel?
I also know the reason why you can't design for shit: you've never learned it properly and never done it properly.
You can't just start with a model if you don't know how it will look like in the end. If you don't have a clear vision, you are going nowhere.
I can do that but i have studied graphic design and have lots of practice doing this, but more often than not i design shit and have to start all over.
Having a plan, a drawing or something to steal from is always better.
I believe you can get much better, but you have to push it and leave your comfort zone.

Btw. I am sci-fi corridor guy and i just completed a new corridor some weeks ago. Still working on the big one.
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took me a whole year
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>>608487
You're Matthew? I'm surprised professionals visit /3/. Would be nice hearing a critique from some gods like you in WIP threads. Now I wonder who was giving me critiques all this time. I always take everything with a grain of salt since I thought we're mostly a bunch of amateurs. Maybe I should become more active on Polycount...
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>>608492
Oooh shit, nvm. I had to google reverse search. You're a different guy with those beige/green sci-fi corridor, I remember you.
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>>608493
yeah sorry for the confusion, i am not a 3d god.
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>>608496
T b h I love your work, that pic related looks even better than Matthew's piece.
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>>608497
hahaha oh wow.
You're supposed to shit on it not give me compliments.
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>>608487
I'm menchen.

An yeah, that's quite the problem, I haven't studied anything related to this, I'm actually a computer scientist who dreams about art in his free time.

I'm still thinking about doing previous pic as next project because I'm being currently assfucked by exams and essays so I want something "quick" to model without having to think much.

But yeah, after that I'm definitely giving another try to making my own designs because I really need to practice, I will start sketching and thinking from now, to approach that with a solid foundation. Just a quick question, do I have to 100% get it out of my mind, or can I get some reference? Or course, not copying anything like I've been doing, just keeping some various references.
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>>608501
Well fuck you, I like it. Deal with the compliments, faggot.
>>
>>608502
>do I have to 100% get it out of my mind, or can I get some reference? Or course, not copying anything like I've been doing, just keeping some various references.
Not that guy, but fuck no. Of course you should be using references, nothing is 100% original. Spend hours analyzing other works and building library of all the ideas in your head and mix and match it together with your own twist. Boom - you created your own, original work.

That's why I was telling you that it's better to work on your own thing. And it's sci-fi, honestly a lot of it looks same-y anyway, just a bunch of (desu) pointless details everywhere, angles and smooth, metallic surfaces. It shouldn't be hard to mix a bunch of ideas and come up with something new.
>>
>>608502
Do copy, do steal, don't work from your imagination when modelling.
But if you steal change 30% of it, add to it, leave things out, make it your own.

Draw stuff, if you can't imagine something new, go over your reference folder and just look at what other people did, then change some details and steal things together.
But better than taking it from other artists is when you take it from real-life things like actual machines and industry stuff.

I have a 30Gb reference folder with concept drawings. Its about 20000 images. I have it for years and i am not even done sorting it. When i am tired from modelling i sometimes just browse through it for an hour to load my brain with patterns and things.

The better you get, the less you have to load your brain, its just practice.

>>608503
It was a joke, its great that you like it.

>>608505
exactly
>>
>>608508
I know, I'm joking as well. :)
>>
>>608508
>Do copy, do steal, don't work from your imagination when modelling.

AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
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>>608511
EEEEEEEEEEEEEEEEEEEHHHRRRGHHHHHHHHHHHHHHGHGHGHHHH
>>
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>>603503
Had to compress it a bit from it's 4k output, needs work but I like how it's looking
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>>608544
is this in 3dsmax?
>>
>>608544

congrats on the displacement map? is this your first time opening 3d software? fucking hell
>>
>>603539

>no more noise!!!

>image literally covered in noise

really makes you hmmm
>>
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Just a simple project for some sci fi heavy munitions.
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>>608734
Sweet.
>>
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Something I made in blender this arvo.
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>>607063
I really dig it
>>
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getting fucking cancer working on this feelsgoodman
>>
>>608702
No just blender
>>608718
Why so mad?
>>
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working on a train
>>
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Blast away
>>
>>605955
AYY
>>
>>605968
Trivial details like actual human anatomy when sculpting an actual human head?

Seriously, your face looks like a High Elf from Morrowind. Not that that's a bad thing, mind, but it certainly ain't human.
>>
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Neet
>>
>>
>>609342
>>
>>609342
If PUBG's graphics actually looked that good and ran really well at the same time maybe itd be more fun to play. But until that day, potato graphics ahoy.
>>
>>608467
>no homo
>>
>>609346
I'm glad you recognize it
>>
>>609346
what does that shitty game have anything to do with this
>>
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Diffuse painting in Substance Painter is made pretty easy.
>>
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>>603503
>>
>>609536
I tried to remake the old start screen to the game.
>>
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this render engine does not cope well with giant terrain scenebuilds
>>
>>609553
What program and renderer? I want to learn how to make ivy as nice as this. Also, are those wood planks a texture on a flat wall, or are they individual pieces?
>>
>>609568
I use Cinema4D, and just the regular render.
The planks are individuel planks with just a flat texture on it, but this is just a background prop.
The ivy's is made with a plugin called 'Ivy Grower"
>>
>>609570
>regular render
render time: 1 year
>>
>>609600
?????????
>>
>>606009
>>606007
I think he means to say the anon that posted that second pic of the good looking apple has been working on this "apple project" for a year now. After a year of work all he has to show is this apple. That's what I assume.
>>
Why are there so many images with a
weird dot filter across the images? Is that
how blender renders things?
>>
>>609930
Are you talking about noise/fireflies? Yeah, that is what happens when people don't know how to optimize their renders, which is often.
>>
>>609930
Blender is free and has a lot of inexperienced or hobbyist users as a result.

This is good and bad, good because it can provide an excellent entry into 3DCG world and bad because it makes the software look bad with all the shitty renderings.

Cycles renders just as good as any other render engine, it's all about knowing your shit.
>>
>>609092
kek
>>
>>607317
swear to god i've seen this in a discord somewhere
>>
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>>609929
Anon that's me
That's my apple, I just did it in a day, I wasn't lying in my post. I tried it out the day before, improved, then got that the next day. That was my second day of teaching myself photogrametry.
>>
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>>610484
>>609929
Apple-kun is still alive and well if any of you cared, still got same bruise and fucked up stem. I think this is the same one I had three and I bought them all the day before I made that post.
>>
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Life's too short to be a perfectionist. Tried my best in these 10 to 15 hours and moving on to other things. If there is anything that really needs some additional tweaking, do tell me, though.
>>
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This weird shit.
>>
>>610591
32deep64me
>>
>>610591

Doctor Strange 2 confirmed
>>
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The nice thing about this render is its a half decent wall pape
>>
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>>610675
My bad, here's a better resolution one
>>
if youre not optimizing youre models for ue4 or unity youre wasting your time
>>
>>605205
embarrassingly poor diagnosis/example of a critique, equivocating the grounds of a constructive dialogue with judgments like "no concept, no symbolism", don't take this poser seriously
>>
>>610677
What made you think we don't? That being said, not everybody works in a game industry.
>>
>>610587
I want to ask you guys something about this. Please say what you think, I'm killing myself over it for the last few days.

What exactly makes this render... Realistic, but not quite? I used mainly materials from SP and Substance share, which are pretty good IMO. I can't say the problem is with models because they look pretty much the same in references.

I THINK it is because of the strong lighting. Tell me if I'm wrong.

I've seen photos taken with a flash which made everything look like a video game. It produces strong, sharp shadows and washes out some of the details, and I was trying to emulate that with a huge light intensity because my reference had a lighting like that as well. But if that is the case, why can't people realize it's supposed to be a flash?

I'll animate the turning on and off, hopefully that will make more sense since, yeah, it's true that you can't actually see lighting like that IRL, it only happens for a moment when a flash goes off.

But is that really the only reason?
>>
>>610691
real life have more color depth and real light is a mix of hard and soft light
>>
>>610693
ps. also the light paths in 3d are way off. even if the lightning is "correct" scenes will look more lit than they should.
>>
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>>610693
>>610694
So you're confirming that lighting is what makes this not so photorealistic?

But then what am I supposed to do? Look at the reference, it's not CG. That IS a real light afaik, it's just a fast flash that is lighting the scene at that moment. Did I nail it? I guess it is supposed to look fake then.

But I'll have to increase the size of the spotlight cone, though, the flash is supposed to illuminate the whole room, I did it correctly in some of the previous renders. But other than that, I only see strong shadows in both my render and a reference. Same for the desaturated colors and a dry wood.
>>
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Just playing around / getting to know Magic Voxel. It is a fun little change from the usual ZBrush/3dsm work I do.
>>
>>
>>610696
could be, there is some camera glare on the bottom left too.
also, look at the rocks and dust on the foor
>>
Messing about in Shapr3D on iPad Pro
New to CAD so this is early work. Making it for a music video for myself.
>>
>>610706
Additional context (sorry it’s noob)
>>
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testing lighting
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>>610676
>half decent wall paper
I have to disagree. I find it too distracting, mainly because of the burnt out highlights. Render in higher dynamic range, then export for sRGB space (using e.g. Filmic in Blender or whatever is the equivalent in other programs).
>>
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Still a while till its finished
>>
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>>610750
noice
>>
>>607525
this image just sounds like "SSHSHHHSHSHHSSHSHSHSHSH"
>>
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>>603503
>>
>>610861
First time sculpting in blender, turned out rather well i think
>>
>>610861
>>610862
Looks like a brain tumor
>>
>>610096
Yeah you probably have. I post my stuff around.
>>
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Making a short but I'm struggling really hard to decide of the artistic direction
>>
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>maya software 720p first shitty render of a course
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yeah i think i'll just port trees from SFM instead
>>
>>611209
The plane looks tiny :/
>>
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>>611230
optical illusio
>>
>>607525
gpu render?
>>
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More practice.
>>
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i posted it already but now with minor changes
>>
>>611247
I thought maybe because of the trees, but I’m not sure. What focal length are you using? Are you working in actual dimensions or to scale?
>>
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There's a dark triangle that bothers me above the right eye, but apart from that it's pretty done.
>>
>>611577
Don’t be a lazyfag and fix the triangle in post if it bothers you.
>>
>>610587
first look - table and briefcase look super strange, briefcase looks unrealistic and so does the table, nobody built tables like that in the 50s or 60s soviet union. This looks like it's from an 18th century drug store. Look to references.

second look - door hinges look fucked, shadows not crisp enough for so much light, shadow angles are fucked up, put the light right where the camera is at, the reference photo is well light, the shadow angles from the camera's point or near it, but not like yours is.

third look - lamp top transparency shouldn't exist in a setup like this, glasses colour and transparency are all fucked up, chairs make no sense, cupboard makes no sense(too thin, too modern), wall outlets make no sense, book looks fake, old books pages become yellow and in your picture you can't even see if there are pages, no text on the side and top of the book is strange as well, cross looks out of place, who the fuck places a cross like that, protestants? catholics and orthodox christians put very complex crosses on their walls or icons

forth look - wall is too close to cupboard, shadows make no sense, what is that aura of blackness surrounding the middle of the shot, you need to tint it in post(the render looks gray), no dust on the floor, everything looks clean
>>
>>611596
You're looking at the old render, fyi, but let's continue:

>briefcase looks unrealistic and so does the table
Both modeled after the references. Table is from 18th century, correct. What is your point?

>door hinges look fucked
Old render.

>shadows not crisp enough for so much light, shadow angles are fucked up...
How can I control how the program calculates the lighting physics? I know how to control the shadow crispness and all that, but it doesn't make sense for you to say it's not possible. I didn't play with anything in post, the renderer calculated the shadows based on how I setup my lighting, which is a single point light (which IS right next to the camera). I didn't want to recreate the reference to 100% so let's ignore it.

>lamp top transparency shouldn't exist in a setup like this
Good tip, wasn't aware of that.

>glasses colour and transparency are all fucked up
I know, I had problems with a simple glass shader in Blender, fixed later (kinda).

>chairs make no sense
Modeled to a T following the reference. Ignored.

>cupboard makes no sense
Modeled to a T following the reference. Ignored.

>wall outlets make no sense
Modeled to a T following the reference. Ignored.

>book looks fake, old books pages become yellow and in your picture you can't even see if there are pages
That is because I made the lighting overexposed on purpose, so, naturally, very white colors will get burned. The pages are yellow.

>no text on the side and top of the book is strange as well
https://www.gettyimages.com/photos/old-book?sort=mostpopular&mediatype=photography&phrase=old%20book

>cross looks out of place, who the fuck places a cross like that, protestants? catholics and orthodox christians put very complex crosses on their walls or icons
https://www.amazon.com/Small-Zuluf-Hanging-Cross-Bethlehem/dp/B00AYE039U

>wall is too close to cupboard
You are right, should be fixed.

>shadows make no...
I already said it, it's a point light with a small cone.
>>
>>611596
>>611632
>no dust on the floor, everything looks clean
This is the only thing that hurts because all my texturing work is supposed to imply the oldness of the place. Have you ignored all the decals on the walls? Dirt on the ground? Furniture, briefcase, dusty painting and mirror frames? Door full of scratches, all grayed out? You're not the first one to mention that, so I don't know why I failed to represent that when in my eyes, everything is dusty, dirty and old.

I'm sorry I had to disagree with some things, but it looked like you didn't fully understand what you're talking about in some parts. I appreciate the lengthy response, though.
>>
>>608491
Post wireframe fagget
>>
>>610691
Needs more bevel
>>
>>608491
SHOW TOPO
>>
>>608491
Looks suspiciously real...
>>
>>603503
Happy boi <3
>>
>>608491
Here’s a bigger “render”.
>>
>>611743
Pretty nice. Did you use Eevee or Cycles? Nice touch with that "photography" logo on the bottom to make normies think it's just a photo.
>>
>>611744
We (my dev friend and I) used Cycles, but with some changes he made in some shaders to give almost photo-like results.

You are spot-on about the “photography” bit. I once modeled a likeness of a female friend and put the face on a naked body, then we rendered a couple “photos” with her in lewd poses, and showed her. Many lulz were had that day. I’m sure she still remembers the name we chose for the “studio”, “Cycles of Eros Photography”.
>>
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>>611758
Show the wires.
>>
>>611794

Is this supposed to be a tiny or a toy space ship? The patina and foreground pebbles suggest it's very small.
>>
>>611758
Awesome, my man. Do you mind if I link your work to people when I'm in arguments about Blender vs Autodesk? It's always good to have as much proofs as possible to show how great Blender actually is.

Btw, followed you on ArtStation :)
>>
>>611758
There's more than something wrong with you Blender people.
>>
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Before
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>>611859
After
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>>604574
is this BRYCE ?
>>
>>611820
Of course, I’m glad you asked. You are more than welcome to refer my work. And thanks for following me!
>>
>>611247
Z fighting ftw
>>
>>611871
>my work
So you are that dude who made that photo in that museum on the Canary Islands?
Because IT IS a photo and you are an fucking retard if you think people in 2018 are not able to use reverse image search.
>>
>>611878
>you are an fucking retard
Heh...
>>
>>611818
Well...I can see why you'd say that. It wasn't intended to be. I've only been doing this for about a week, so what could I do to improve this, in your opinion?
>>
>>611878
>being this foolish
>>
>>611894
https://krissimon.deviantart.com/art/Ara-Ararauna-200164937
>>
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>>611952
>>
>>611758
>>611743
This is decent bait actually, almost fully bit down

Reverse image search guys
>>
>>611952
It was a chain of sarcastic replies, you dumbo, okay? Half of this board is roleplaying and trolling, yet some of you still haven't realized it.
>>
>>612070
don't be harsh on the guy, autismness is expected around 'ere
>>
>>603503
Plants for a short
>>
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Made a simple traffic cone to practice stuff other than the actual modeling. Using this to better understand manually merging texture sets made in Substance Painter as well as trying to dip my feet into manually setting up a UV map rather than just using the smart unwrap that I have been. Also playing with lighting and HDRI maps.
>>
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Class project
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>>603634
>>
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Model was given by our teacher tho. It was a texture and painting practice.
>>
>>612675
friendly reminder that you will never make it in the industry as a weeb.
Stop acting like a child and do something usefull.
>>
>>611860
Pretty good modeling, but if you could use better textures it would be way better imo. Lighting is also somehow flat, but it's nice overall
>>
>>604947
neat
>>
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golden friend
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>>611869
Was made in Maya, rendered with Mental Ray.
>>
>>605241
Not really, good art direction and design always stand the test of time. Hence why master paintings from hundreds of years ago still hold up, despite digital technology and workflow improvements/discoveries.
>>
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aaaa look at me im so quirky and cool i can copy a tutorial
>>
>>612758
The loop jitters a bit when the bg changes from blue to green again. Look at the ball.
>>
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I made this in a day a few months ago and now wanted to refine it, but sadly, my Zbrush file got fugged. I have fbx I can import and continue working with that, although I'll lose polygroups, but oh well... Anyway, made some tweaks in SP and rerendered it one more time with Iray.

It may look nice from this distance, but it's not as detailed as I wanted it to be up close. What do you think of it?
>>
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>>612675
Well-textured, but if you use such a non-stylized font, it makes your art less cool desu.
I don't know how Westerners see them, but we rarely use Windows default fonts when it comes to designing something, because they look stiff and bland.
>>
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>>612844
Aaaaaand I had to try it one more time with Cycles. It's been enough now.

I dream of a day when my renders/models will look as good as they do in thumbnails, lol.

Btw, I need some better iron materials, this one is the best I have. If somebody knows of some good source, please share.
>>
>>612868
your problem is that you over-detail your axe to exaggerated levels.
you need to keep the detail mild.
for example, make more wear and tear on places where the axe (possibly) was used in combat.
in substance painter (and other programs) you have damage masks, these help you define the edges a little more accurately, obviously that will require you to bake your model first.
also try to play around with color variation (albedo). if the weapon is worn then the iron won't stay the same for long. there are masks for that too.
>>
>>612869
go to the allgorithimic page in youtube. they have good tutorials on how to use masks (particularly smart masks). take your texturing skills to the next level
>>
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>>604985
look at it go
>>
>>610750
nice

>>610709
coo

>>610704
soooooo close
>>
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First time using Unreal and Substance Designer


I didn't like the lighting that much, going to refine it after work today
>>
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Render in 3ds Max for a school assignment
>>
>>613189
lol dude if its not a webm dont post it alright
>>
>>613188
にわつどり? what does it mean?
The lighting is believable enough. Gotanda at night is pretty much like this.
>>
>>613238

Idk, desu I just googled 'tokyo bars' and picked a random name

I wish it was darker and the DOF was better (I solved the DOF problem by rescaling the scene and I'm working on the lightning, it's much better IMO, I'll post it later tonight)
>>
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>>613188

Fixed it

It's MUCH better now IMO
>>
>>613188
>>613289
Did you design the whole scene or only assemble from prefabs and light? Looks nice but a tad too "fuzzy", IMO
>>
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>>613301

I tried giving it a more Blade Runner kind of vibe, I liked it

I did everything in this scene, from models to textures

Used maya, substance designer and painter

The only stuff in the scene that I didn't made were those ads on the wall and the Kirin logo
>>
>>613307
How long did this take you, in total? I always see people make these huge scenes and say they banged them out in under a week, but I just don't see how they can have high detail AND do it fast, so I keep thinking there's some sort of compromise on the modeling or something.
>>
There is nothing in that scene that complex. Doing it in a week should be easily achievable.
>>
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Just made this using blender and zbrush and SP for textures, does it look any good?
>>
>>613340

It took me a week or two for modelling and maybe another 2 weeks for texturing and rendering.

The fact that I made the model last year just for fun without the intention of going to Unreal made things much more difficult as I had to adjust and redo so many things. Also I made it in my spare time, so I had maybe 4 hours a day to work on it.

But if I had to do it all over again I think it would be doable in one week, specially if I worked on it like a full time job.
>>
>>613361

The model is nice but the textures are too uniform, it should have other colors in there, remember it's a pretty old pillar, it's dusty and damaged, the original paint certainly isn't good anymore. Also the top should be different, as you're showing the insides.

I recommend you check out substance designer, you could make a nice material pretty easily there.
>>
>>613361
I'd try making the chipped/exposed areas a bit different color, but it looks nice.
>>
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>>613369
>>613372

Thanks for the replies.

Here is an attempt at coloring with SP. I know the lighting isn't the best and you can barely see the dust and dirt but to me it looks like an improvement.

By the way, I did check SD and it looks interesting, however, I have just started learning SP I would rather stick with it for now since I'm too lazy to learn two things at the same time.

Feel free to criticize this too, its very much appreciated.
>>
>>613450

It got better but it still feel a little off.

Are you using reference or doing this from imagination? If not, I suggest using as much reference as you can, then try to replicate the colors you see there.

I know you don't want to leard SD right now but take a look at this video (jump to the part where he talks about color if you want), he does a breakdown of the material and you can see easily how this kind of thing is colored.

https://www.youtube.com/watch?v=n3D1XasCTec
>>
>>613456

Mostly imagination and i knew that color is off, never had an artistic eye for colors and what goes with what.

Thanks for posting that video, id be sure to check it. Will post new results in a couple of days if this thread lives.
>>
>>613467

I don't have a artistic eye for color either, but I found that these breakdowns help a lot
>>
>>613450
How did you paint the "inside" and "outside" different colours? Assigned different textures to them in 3DS, or does SP work differently than I think (which, I don't really know how it works, so this is the more likely option)?
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>>613530
You can just use masks like in photoshop. Nothing special about that.
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>>613530
just like >>613532 said, put the corroded bronze material on the whole thing, erased it on the "inside" parts and added a new material with black mask and painted on those "inside" parts.
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>>603503
Just a tiny scene I made it Unreal 4.19 to check out the Paragon assets they released
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Figuring out how to uv map a mercator projection on a sphere
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>>613702
It's hard
One thing I'd focus on first is whatever caused that staircasing artifact
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>>613712
It’s the terminator issue. Typical with path-tracers, unfortunately.
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>>613757
Use directional lighting sources to break them up or decrease the opacity of shadows and fix it in post
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>>610709
Theres something about the material on the window-frames that kills it for me.
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Hard to see the 3D, but it's fun.
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>>614162
Ayyy
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>>604824
Is that fucking proncess peach, but lord i need those lips around my cock




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