Post your last render.
>>603533>finally turning pro in blenderits just like saying you're competing in the special Olympics
>>603534ITS FINALLY HAPPENING BOYS
>>603536NO MORE NOISENO MORE SHITTY ASS SPOTLIGHTSAREA LIGHTS AND HDR ONLY
>>603539>>603503The fromt lights look like giant ass.If you want to make them actually glow and not be some simple whited out dots try this1 add some ribbed details on the reflectors so they are not some plain cones but do reflect some light back at camera2 add an invisible cube with volumetric scattering in there or to the entire scene3 make an another render pass rendering only the lights and add glare to them4 always use filnic and only filmicturn 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
>>603548>add an invisible cube with volumetric scattering in there or to the entire sceneNot OP, but still a total noob. How do I go about making cubes like that?
>>603563make a cube or any mesh reallyadd a transparent shader to the surface and volumetric scattering to it's volume.
>>603548Wow, 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.
>>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
>>603579Yeah, 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.
>>603503try 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
>>603548filmic render?How do I do glare realtime in the cycles preview?
Need to work on my modeling.
>>603632the grass clipping through the ledge is giving me conniptions
>>603503Never done any modeling or rendering before and just taught myself UE4 yesterday, be gentle pls
Designer is fun.
>>603698Good job!!! Seriously, as someone just starting, I'm inspired by pics like this!
>>604311Good job dude!!! I like it!
>>603632I 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!
>>604318Thanks anon. :D
>>604316Awe thanks anon-kun
>>603698Did you model/texture these or?
>>604471Only the ground, rock, and lilipad textures and models. Not the mushroom.
>>604528Just the mushroom, the lilipad assets are from megascans as well but the texture is my own as theirs was fairly blurry
>>604534Should have clarified here>>604533
Took an hour and forty minutes to render on my PC. Maybe I should get a better CPU.>>603537Love it.
>>604576Intel i7 6700. I used my laptop because my desktop is even worse.
>>604580Oh shit, yeah you need a better CPU
>>604581Shows that 3D is just a meme to sell more shitty PC upgrades to gullible sheep :D
>>604580>>604581Wtf 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?
>>603503I only make porn and this is a worksafe board.
>>604619Parts censorship, is it not allowed?
>>603503I don't render much, but this is my most recent.
>>604627Pretty cool. Gives me a StarCraft vibe.
>>604634looks more resistance 3 than SC
>>604634Thanks. 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.
>>604620Is it or is this the equivalent of telling me to delete system32
>>604613I rendered with Mental Ray. (I know it's outdated, but we were required to use it for a school assignment.)
>>604675Just 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.
>>604719Calm 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.
>>604612>>604613Literally 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.
>>604753I have i5 6500 and there is no way that image would render that slow on my PC.
>>604755Depends on polycount and ray-traycing, you don't know everything about the image
>>604761What 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.
>>604764I never said to buy the most expensive CPU in existence anon
>>604766You know what I mean...
my first modelmy first rendercontrolling the camera around is annoyingbut it's just like moving around objects so i guess i'm just a newfag not used to anything
>>604778>controlling the camera around is annoyingSelect 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.
>>604778>>604803PS. Forgot to say, you must be in Camera view for that.
>>604803oh that's nice and convenient, thanks
>>604723What 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.
>>604769Could 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.
>>604824ah, you're one of those Dazlets. makes sense that all you make is porn
>>604574>>604842no conceptno symbolisminconsistent modeling qualitypoor texturingbasic shadingvery poor lighting/renderingyou can't label it "surrealism" just because it doesn't make sense, anonyour image ain't art, its an accidentit would have barely made the cut for Abbotsford, Wisconsin's psychic enthusiasts fundraiser calendar of 1992
>>604955Piss off, wannabe art critic
>>604960>anon asks for critique>piss off art criticwell done kid
>>604962I'm not that anon, but you are a massive faggit
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 leastA world was revealed
>>605138Keep it up, anon! You'll have a ton of fun with 3D.
I still can't believe the graphic design teacher at my school gave me a 96 for this.
>>604955Can 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?
>>605157>why does stuff like Un Chien Andalou get so much praiseIt 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.
>>605157>shitty early 90s CGIWhat you consider top-tier today will be a joke in 10 years. Ultimately it's all meaningless.
Fiddled around with photogrammetry today, rendered in redshift, processed in agisoft photoscan, baked in marmoset, polished in sub designer and ps
>>605246time does this?
>>605259Thanks>>605263Eehh 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.
>>605246It 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!
>>605306Thanks! 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!
>>605246Your normal might have some issues
>>604574Don'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
>>605318Love those vague replies.>"uhm something in this image might or might not look wrong huhhh"
>>605318No, 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.
>>603503I wanna post my first indoor unreal scene but I know I'm gonna get my ass torn cause it's got issues
>>603503i has made 360° virtuel reality vodio>https://youtu.be/Kl__Oy9NOeUhas to be watched on max resolution. took 3 hours to render using blenders opengl rendering (playblasting).
>>605148Were the 4 points off for not softening your damn normals
>>604846have you saw income of porn industry lately ?
>>605390You are pathetic. I feel sorry for you.
>>605390DAZ3D INDUSTRY GRADE :DD:DD
>>605205>Dali>jokepick one rtard
>>605157>Can you post some pictures from the calendarkek obviously this was a figure of speech meant as an insult
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.
>>605612Yeah 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.
>>605788>>605789There's something wrong with both of those.>>605788Topo 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.>>605789There'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.
>>605821not 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 picturealso 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
There are 256 colors in it. You can count them.
made in blender
>>604824Damn that looks good, any advice for a novice?
>>605947stop using blender.
>>605950I wont just to spite you
>>605906Why are you lying
>>605951you'll never make it, you know shit about human anatomy or basic proportions. lol just look at those horribly long arms and huge head.
>>605953Here is a face i did in blender to spite you. Basic proportions and anatomy is easy bruh, U think you are special?
>>605955Not 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.
>>605955yeah 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?
>>605949That’s DAZCRAP and there’s no way it fucking looks good.[I came nonetheless]
>>605957No 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.
>>605962What does dazcrap even mean?>>605960unfortunalty i dont obsess over trivial details like that especially on a quick sculpt.
>>605965You could even just give it red eyes and dark skin and call it a dark elf from skyrim
>>605968>>605960sorry for being such an asshole to you op, you should get anatomy of facial expressions, it's a pretty good book for references.
>>606000shit you're not OP sorry i'm drunk.
>>603503Not exactly a render but I took my first shot at photogrammetry yesterday and I got this
>>606002So 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
>>606002>>606003It 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.
>>606005These 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 gotwut
>>605952Well... 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.
>>606005I genuinely don't understand what you're saying
>>606003Looks damn good!
>>606046Thanks anonDoes anyone have any suggestions to make it smoother in blender?
>>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
>>606058Thanks anon I'll try it out soon
I'm doing the creative shrimp space vfx tutorials. Really nice stuff, too bad i can only understand and reproduce like half of it.
Failed at the 3d printing tho' ;(
>>606202use supports for the ears
I love blender!
>>606898Without a face? Do you fap to that?
B-But my NDA
>>606202>>606201fuck 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
>>604574This 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
>>606901Yes. I fapped to worst things than that.
first time modeling, wanted to make something easy
>>607063Psst! I heard kids totally like this pseudo-retro pixel shit.
nostalgic fap material
rather proud of this stormtrooper model i made
>>607324did shrek take a shit?
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.
>>607561forgot my pic
wasted my fucking 30 minutes for this
>>608465Fuck, posted the thumbnail
>>608466Kek, are you really still working on it? Jesus, I saw that render the first time when I started learning 3D months ago.
>>608469No, 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.
>>608477Is this you or not? I don't see that corridor here, though.https://www.artstation.com/artwork/8g3AEBut 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.
>>608479No, 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.
>>608480I 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.
took me a whole year
>>608487You'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...
>>608492Oooh shit, nvm. I had to google reverse search. You're a different guy with those beige/green sci-fi corridor, I remember you.
>>608493yeah sorry for the confusion, i am not a 3d god.
>>608496T b h I love your work, that pic related looks even better than Matthew's piece.
>>608497hahaha oh wow. You're supposed to shit on it not give me compliments.
>>608487I'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.
>>608501Well 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.
>>608502Do 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. >>608503It was a joke, its great that you like it. >>608505exactly
>>608508I know, I'm joking as well. :)
>>608508>Do copy, do steal, don't work from your imagination when modelling.AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>603503Had to compress it a bit from it's 4k output, needs work but I like how it's looking
>>608544is this in 3dsmax?
>>608544congrats on the displacement map? is this your first time opening 3d software? fucking hell
>>603539>no more noise!!!>image literally covered in noisereally makes you hmmm
Just a simple project for some sci fi heavy munitions.
Something I made in blender this arvo.
>>607063I really dig it
getting fucking cancer working on this feelsgoodman
>>608702No just blender>>608718Why so mad?
working on a train
>>605968Trivial 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.
>>609342If 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.
>>609346I'm glad you recognize it
>>609346what does that shitty game have anything to do with this
Diffuse painting in Substance Painter is made pretty easy.
>>609536I tried to remake the old start screen to the game.
this render engine does not cope well with giant terrain scenebuilds
>>609553What 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?
>>609568I 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 renderrender time: 1 year
>>606009>>606007I 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 aweird dot filter across the images? Is thathow blender renders things?
>>609930Are you talking about noise/fireflies? Yeah, that is what happens when people don't know how to optimize their renders, which is often.
>>609930Blender 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.
>>607317swear to god i've seen this in a discord somewhere
>>609929Anon that's meThat'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.
>>610484>>609929Apple-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.
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.
This weird shit.
>>610591Doctor Strange 2 confirmed
The nice thing about this render is its a half decent wall pape
>>610675My bad, here's a better resolution one
if youre not optimizing youre models for ue4 or unity youre wasting your time
>>605205embarrassingly 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
>>610677What made you think we don't? That being said, not everybody works in a game industry.
>>610587I 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?
>>610691real life have more color depth and real light is a mix of hard and soft light
>>610693ps. also the light paths in 3d are way off. even if the lightning is "correct" scenes will look more lit than they should.
>>610693>>610694So 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.
Just playing around / getting to know Magic Voxel. It is a fun little change from the usual ZBrush/3dsm work I do.
>>610696could 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.
>>610706Additional context (sorry it’s noob)
>>610676>half decent wall paperI 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).
Still a while till its finished
>>607525this image just sounds like "SSHSHHHSHSHHSSHSHSHSHSH"
>>610861First time sculpting in blender, turned out rather well i think
>>610861>>610862Looks like a brain tumor
>>610096Yeah you probably have. I post my stuff around.
Making a short but I'm struggling really hard to decide of the artistic direction
>maya software 720p first shitty render of a course
yeah i think i'll just port trees from SFM instead
>>611209The plane looks tiny :/
i posted it already but now with minor changes
>>611247I 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?
There's a dark triangle that bothers me above the right eye, but apart from that it's pretty done.
>>611577Don’t be a lazyfag and fix the triangle in post if it bothers you.
>>610587first 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 iconsforth 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
>>611596You're looking at the old render, fyi, but let's continue:>briefcase looks unrealistic and so does the tableBoth modeled after the references. Table is from 18th century, correct. What is your point?>door hinges look fuckedOld 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 thisGood tip, wasn't aware of that.>glasses colour and transparency are all fucked upI know, I had problems with a simple glass shader in Blender, fixed later (kinda).>chairs make no senseModeled to a T following the reference. Ignored.>cupboard makes no senseModeled to a T following the reference. Ignored.>wall outlets make no senseModeled 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 pagesThat 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 wellhttps://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 iconshttps://www.amazon.com/Small-Zuluf-Hanging-Cross-Bethlehem/dp/B00AYE039U>wall is too close to cupboardYou 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 cleanThis 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.
>>608491Post wireframe fagget
>>610691Needs more bevel
>>608491Looks suspiciously real...
>>603503Happy boi <3
>>608491Here’s a bigger “render”.
>>611743Pretty 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.
>>611744We (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”.
>>611758Show the wires.
>>611794Is this supposed to be a tiny or a toy space ship? The patina and foreground pebbles suggest it's very small.
>>611758Awesome, 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 :)
>>611758There's more than something wrong with you Blender people.
>>604574is this BRYCE ?
>>611820Of course, I’m glad you asked. You are more than welcome to refer my work. And thanks for following me!
>>611247Z fighting ftw
>>611871>my workSo 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 retardHeh...
>>611818Well...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
>>611758>>611743This is decent bait actually, almost fully bit downReverse image search guys
>>611952It 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.
>>612070don't be harsh on the guy, autismness is expected around 'ere
>>603503Plants for a short
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.
Model was given by our teacher tho. It was a texture and painting practice.
>>612675friendly reminder that you will never make it in the industry as a weeb.Stop acting like a child and do something usefull.
>>611860Pretty 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
>>611869Was made in Maya, rendered with Mental Ray.
>>605241Not 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.
aaaa look at me im so quirky and cool i can copy a tutorial
>>612758The loop jitters a bit when the bg changes from blue to green again. Look at the ball.
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?
>>612675Well-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.
>>612844Aaaaaand 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.
>>612868your 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.
>>612869go 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
>>604985look at it go
First time using Unreal and Substance DesignerI didn't like the lighting that much, going to refine it after work today
Render in 3ds Max for a school assignment
>>613189lol 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.
>>613238Idk, desu I just googled 'tokyo bars' and picked a random nameI 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)
>>613188Fixed itIt's MUCH better now IMO
>>613188>>613289Did you design the whole scene or only assemble from prefabs and light? Looks nice but a tad too "fuzzy", IMO
>>613301I tried giving it a more Blade Runner kind of vibe, I liked itI did everything in this scene, from models to texturesUsed maya, substance designer and painterThe only stuff in the scene that I didn't made were those ads on the wall and the Kirin logo
>>613307How 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.
Just made this using blender and zbrush and SP for textures, does it look any good?
>>613340It 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.
>>613361The 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.
>>613361I'd try making the chipped/exposed areas a bit different color, but it looks nice.
>>613369>>613372Thanks 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.
>>613450It 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
>>613456Mostly 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.
>>613467I don't have a artistic eye for color either, but I found that these breakdowns help a lot
>>613450How 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)?
>>613530You can just use masks like in photoshop. Nothing special about that.
>>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.
>>603503Just a tiny scene I made it Unreal 4.19 to check out the Paragon assets they released
Figuring out how to uv map a mercator projection on a sphere
>>613702It's hardOne thing I'd focus on first is whatever caused that staircasing artifact
>>613712It’s the terminator issue. Typical with path-tracers, unfortunately.
>>613757Use directional lighting sources to break them up or decrease the opacity of shadows and fix it in post
>>610709Theres something about the material on the window-frames that kills it for me.
Hard to see the 3D, but it's fun.
>>604824Is that fucking proncess peach, but lord i need those lips around my cock