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



Thread archived.
You cannot reply anymore.



File: 4KWIP.png (741 KB, 3840x2256)
741 KB
741 KB PNG
>>602136 (Previous Thread)
Retro 4K Ultra HD Edition
>>
>>605048
4K is retro now? I just upgraded to HD. Heck, I don't even have eyes good enough for UHD. Years of staring at screens fucked me up.
>>
>>605049
Check the image itself.
I was making fun of Retro graphics being upscaled to 4K and being called "Ultra HD"
>>
File: DINNER.png (511 KB, 736x566)
511 KB
511 KB PNG
Lucas was /our guy/
>>
>>605061
Source of the image?
>>
>>605066
Some old Amiga CD I found in my closet.
>>
>>605066
>>605067
I don't have the cover, but I think it's this one
https://archive.org/details/artworx-cd-amiga
Just one of many BBS / shovelware CDs of the day
>>
>>605067
>>605068
What does "Lucas 93" mean? George Lucas?? Who made it?
>>
File: 1446605028549.png (157 KB, 350x350)
157 KB
157 KB PNG
>>605069
Anon...really?
A guy named Lucas, in 1993
>>
>>605071
I know, so it's just a shitty meme as I thought, np.
>>
File: 3DJOG.gif (80 KB, 640x480)
80 KB
80 KB GIF
>>605067
How can DAZlets even compete?
>>
File: china lake render.png (431 KB, 1920x1080)
431 KB
431 KB PNG
>>605048
I SUCK at baking and texturing , how do i even bake? like does the lowpoly have to be exactly touching perfectly with the highpoly?
>>
>>605194
>> like does the lowpoly have to be exactly touching perfectly with the highpoly?

Not necessarily. It depends on your max front/back distance settings, which in 99% of all cases should just be left at default settings.

Learn what a cage file is, and how to make one (it's easy) and how to use one (also easy). This will improve your bakes and your understanding of baking a great deal.

This Gnomon course covers the essentials of baking and understanding normals in the first few lessons. It really helped demystify a lot of that stuff for me. I strongly recommend it if you're having a hard time understanding the bake process:

https://www.thegnomonworkshop.com/tutorials/creating-props-for-games-vol-1

Like I said, you only need to do lessons 1-5 to get answers to your questions.
>>
>>605194
texturing and uv is kinda simple, but normals are complete mindfuck and you need time and practice. one day, after a week of failing your bakes, you suddenly wake up and understand everything, but before that you need a lot of reading and practice.
>>
>>605211
Nah dude, seriously - that Gnomon course clears everything up in like, an hour. It un-mindfucks the whole process really painlessly.
>>
File: blockouts.jpg (160 KB, 1393x957)
160 KB
160 KB JPG
Blocking out some scene, playing around... Do you think this can work in a Cyberpunk setting?

I'm going through other people's works and trying to think of some interesting area which has not been so overused. I'm also thinking about shifting my focus to some poor district similar to Kowloon. Give some tips if I already fucked up with something, e.g. direction of the architecture etc. I know it's all about the details here. It'll probably be very challenging because I don't think I'm very creative with sci-fi hard surface designs. All of this is pretty basic for now.
>>
>>605298
Good taste in matcap.
>>
>>605305
I usually use this one or a skin colored one. Doesn't really matter.
>>
File: Rover_01_Square.jpg (1.5 MB, 1920x1920)
1.5 MB
1.5 MB JPG
I just finished the mars rover I posted in the previous thread
https://www.artstation.com/artwork/4KaxY has sketchfab viewer and shit, made a game asset rather than just high poly art for once
>>
>>605298
Looks like final fantasy 7
>>
>>605319
Is that a good or a bad thing? I don't see the resemblance but ok...
>>
File: dimaria-3.jpg (897 KB, 2952x1754)
897 KB
897 KB JPG
Modeling kinda done, texturing and posing are gonna be done later.
https://youtu.be/-Ttz_l3euvI
>>
File: test1.jpg (127 KB, 1220x1032)
127 KB
127 KB JPG
Quickly dropped some pieces in the engine just to give me some feeling of how it might look like in the end. Still not sure if I should go with a narrow alley, or a wide open street.

Insecurity started to kick in again, don't know how to get rid of it. Every time, I feel I'll fail with a project. Do you guys have this problem as well?
>>
File: textures.jpg (175 KB, 1920x806)
175 KB
175 KB JPG
>>605395
And the only concrete texture I finished so far. I really enjoy this one, but give critique if it's not that good yet.
>>
>>605310
Looks pretty good, but I wouldn’t call it a rover. It’s just the base – all scientific equipment is missing. Not to mention an engine, power source/battery, etc.

Build it, man.
>>
>>605395
>>605397
>mfw
https://www.artstation.com/artwork/JBbzR
I quit until I get more experience, this is very intimidating. I wasted a full week on this vanilla-ass, boring blockout already.

Btw, is it better to model a whole building as a single piece? I think the guy worked with modular assets, but I'm baking the scene and because I use modular walls, every wall has a different shade, so I don't think that will work for me. It's a completely different process though because I can't use Substance Painter at all for the buildings.
>>
>>605393
T H I C C
>>
File: Assets_1.jpg (1.53 MB, 1500x1500)
1.53 MB
1.53 MB JPG
>>605048
More Construction Site Props
>>
File: Render_ediz.png (2.93 MB, 1920x1080)
2.93 MB
2.93 MB PNG
>>605048
And also a lowpoly aluminium case for the background.
>>
>>605435
Well as you mentioned it's just a blockout. Just find yourself some references (real photos something like japan or other works like you have linked) find what you like in them and do it. From general to finer details. Then refine, refine, refine. If you begin to feel frustrated try looking back at what you used to have. But remember to push it even further. It helps me personally to keep up the work. Hope it will help you too.
>>
File: 0802_Render_04_2.png (2.79 MB, 1194x720)
2.79 MB
2.79 MB PNG
trying to get into hardsurface-stuff and struggling to get shit done in a reasonable time
I've never done anything super serious in max before and don't use any hotkey/shortcuts yet, but pic related took me around 14 hours to get to, including fixing bad topology and cutting in thousands of support-edges
how long does it take you guys on your stuff?
>>
>>605691
It looks nice and clean. Some people would probably just use booleans and finish it in like an hour, since it won't animate anyway so topology is not that important afaik. I'd do the same probably, can't into topology anyway.
>>
>>605212
which one?
>>
>>605691
what did you render with?
>>
File: VampireWIP.png (123 KB, 622x501)
123 KB
123 KB PNG
Stuck on a 1366x768 screen because of
>>Mexico
so my eyes are all screwed up.
If I'm ever able to make some money from my concept art or 3d stuff first thing i'm getting is a super expensive monitor that will go easy on my eyes. Currently following a new tutorial on creature sculpting by Tom Newbury, it's pretty good.
>>
>>605704
Mental Ray in max 2016
>>
File: Fox_Hammer_Working.png (61 KB, 856x884)
61 KB
61 KB PNG
I had wanted to start coming up with my own ideas to do stuff, started reading about using Matrix to generate ideas. I kind of like the concept for it. Now I just need to start working the details.
>>
File: Fox_Hammer_Working 2.jpg (22 KB, 442x888)
22 KB
22 KB JPG
>>605718
Well, I think it's time to start working on the fox models.
>>
>>605694
>since it won't animate anyway so topology is not that important
that's not why topology is important in hard surface though
>>
>>605718
Coming up with your own ideas =! making shit up purely from your mind without doing any research.

You gotta look at more reference. Even for something cartoony, the shapes of this design could be worked a lot more, they don't evoke anything particularly interesting or functional. Look for both real-life refs and stylized refs (to see how good artists abstract some details). The damage of the hammer's head doesn't look like anything that would make sense and is another example of something you need to find refs for.
>>
>>605726
>artist
I'm no artist, nor will I ever be. I don't have the patiences to spend 20+ hours designing a object.
>>
>>605724
Thanks for explaining why, anon.
>>
>>605728
You posted your shit here, expect to get criticised. Also don't chicken out with such an idiotic excuse, work on your skills or stop whining
>>
>>605729
Try unwrapping, subdividing and texturing something that was made with booleans.

It doesn't work, don't even get used to not working with proper topology.
>>
File: 29e.jpg (35 KB, 600x885)
35 KB
35 KB JPG
>>605729
Look for the effects of bad topology with, for example, subdivision. Tris and ngons fuck your shit up.
>>
>>605732
I posted my shit here because its a "What are you working on" thread. Not anything else.
>>
>>605718
>you aren't a artists unless you steal all of your styles from other artists who stole all of their styles who stole all their ideas from mother nature
>>
>>605733
>>605734
What do you think about Tor Frick's method then?
>>
>>605738
2slow
>>
>>605073
Is DAZ users competing in anything?
>>
File: torfrick.jpg (31 KB, 1013x569)
31 KB
31 KB JPG
>>605739
Please give a legit answer, I'm interested. I just started doing one gun course in Modo by him today and now I don't know if I should continue or not, since he obviously uses bools.
>>
>>605714
Neato
>>
File: cd8d15c012[1].jpg (153 KB, 834x636)
153 KB
153 KB JPG
Been working on this for about 5 hours now, fuck me re-topology 2 slow.
>>
>>605748
I've been using a combination of zremesher, topo gun and maya for my retopology and it works wonders, such a shame it's such a tedious yet vital part of the process.
>>
>>605748
Is this for a game? Why not just use an alpha texture?
>>
>>605729
Clean topology is important for creating high polys in a subdivision workflow. When you boolean blindly, you won't get quads and edgeflow needed to subdivide your mesh.

Granted, sub-d isn't the only viable technique anymore. You can send your HP in Zbrush to add bevels, or use the rounded edge shader. But it has nothing to do with animation.

>>605733
>subdividing
That's the main issue, yep.
>unwrapping, texturing
what?
>>
>>605738
His technique is good for game meshes, specifically hard surface. You can model very fast and not care about topo, then you bake the rounded edge shader onto your LP, which is very easy to obtain because it already has the same topo as your HP (look up his speeder vehicle tutorial for the full workflow).

It's not good for film, because the rounded edge shader doesn't have high enough quality for super high res stuff. It also doesn't replace sub-d modeling for anything organic, though if you watch Tor Frick's most recent youtube videos, you can see he mixes the rounded edge shader with subdivided meshes to get more organic shapes (it works on subdivided geo too).

100% viable for games, little to no use for film.

>>605739
Ignore this poster, he's a retard.
>>
>>605812
Well, you can retopo and reproject on bool mesh.
>>
>>605812
So it is good for games and concept art, that's not a small thing. And can you not retopo if needed? Because that bool workflow seems like it is retardedly fast. Whenever I read some breakdown articles, people often say how they retopo the original model anyway, so why wouldn't you just concentrate on the design first and do it in whatever way you like?
>>
>>605811
>unwrapping, texturing
>what?

Stuff like curvature and normals rely on proper UV layouts, something you can't really do when you have ngons with hundreds of vertices
>>
>>605828
most 3D artists do not make their own concept art. because that's how most studios work.
So if you are only looking to make a finished 3D model, bools are an alright workflow. But should be avoided when can be because you will most likely have to do some amount of cleanup that could have been avoided with just regular box modeling.
>>
>>605847
Who is doing the concept art? What if I want to be a concept artist?
>>
what should I make
>>
>>605847
What are you talking about? Booleans are much preferred over sub-d modeling in concept design because they allow for quick iteration and live editing. Changing anything in a mesh full of control loops is a massive pain.

>cleanup that could have been avoided with just regular box modeling
Boolean-based workflows require the least amount of cleanup (that's one of their main selling points). Subd modeling requires a lot more planning and cleaning up which makes it slower.
>>
>>605873
1. Look around, assign numbers (starting from one) to objects you find interesting.
2. Throw dice, note the resultant number.
3. Pick the object with that number, model it.
4. Post results.
5. Go to 2.
>>
File: 01.png (568 KB, 1536x825)
568 KB
568 KB PNG
What's the best way to drag out more working area to make a bust without turning into a spazz with the move brush, creating a valley of mountains on my mesh and dynameshing everything to the point where I can't even recognize the face anymore? Pic related is what I'm trying to get to a ballpark of:

https://imgur.com/a/MeT5k
>>
File: front.png (3.8 MB, 1528x868)
3.8 MB
3.8 MB PNG
>>606124
Well nevermind I did it.

Fubuki guy, if you are still out there I hope I could've made you at least a little bit proud.
>>
>>605691
Quick question about hard-surface since we're here, is there any real point with all these grooves, triple-holes and all these little details? Are they just for the artistic value? If so, are there any tutorials out there that talk about where they go and how they should be used? I always have a lot of difficulty wondering where they go or even how to detail hard-surface in general, since I can't imagine a real practical use for them rather than "lol looks cool".
>>
File: Capture.png (469 KB, 959x540)
469 KB
469 KB PNG
>>
I'm making a 3d printable sculpture in ZBrush with the intention of making my own garage kits.

How do I separate the mesh into parts that will be convenient to assemble later?

Blender is going to shit itself if I load a super high poly sculpt in it.
>>
>>605853
>Who is doing the concept art?
/ic guys
>>
>>605714
bit of progress on this guy.
>>
File: VampHeadWIP.jpg (109 KB, 478x582)
109 KB
109 KB JPG
>>606443
forgot pic.
>>
File: screenshot000.jpg (163 KB, 1280x720)
163 KB
163 KB JPG
Eh, I should have been asleep an hour ago. Few detail passes to go.
>>
File: 1491463785160.jpg (55 KB, 510x1340)
55 KB
55 KB JPG
>>606124
>>
>>606562
hidoi
>>
>>606124
Inuyama a slut
>>
>>605393
Can we see them quads?
>>
>>606199
why is her tooth on her lip??
>>
>>606623
It's meant to be a cute thing, I guess.
>>
>>606623
it's basically an anime meme.
>>
Trying the substance painter demo, is there anything better? this was after literally watching no tutorials and never really having textured before with a program like this. It seems easy enough but everynow and then the layers dont act like i would expect them to, or something of that nature. but im sure ill figure it out
>>
File: 1420099814802.jpg (13 KB, 250x239)
13 KB
13 KB JPG
I'm kind of confused. why do the maya lights work better than the arnold lights? they render faster and produce superior volumetric scattering. is there any reason for the ai area light to exist?
>>
>>606682
Go look for figurine photos and refs.

A figurune would have a fang sculpted inside the mouth beghind the lip.
>>
>tfw that guy got an article on 80lv about his underground tunnel
>tfw there are professionals lurking and posting here, yet I never see them give CC
>tfw most of people only get insults by amateurs and get called "blendlets"
I don't know who I hate more, desu.
>>
>>606749
I do
[spoiler]Myself[/spoiler]
>>
>>606749
I've got an invitation to do an article for 80.lv a while back, but I declined because I was literally mostly following a tutorial
>>
>>606757
How do they find you? On the ArtStation and Polycount?
>>
>>606760
I didn't make a thread on polycount, just posted in WAYWO. But the artstaion post got a lot of traction
>>
>>606763
It's my next goal. Maybe I stop hating myself every day when somebody notices my work.
>>
>>606692
I tried painter until I couldn't handle the random crashes anymore. I switched to >3D program of god
after that, it's very similar to painter.
There are others, but I don't know them off hand. Just look up PBR painters or something on google.
>inb4 what program are you talking about
https://3dcoat.com/company/our-voice/
>>
>>606788
You are an unlucky guy, in my 2-3 year long usage of Substance Painter it did crash maybe 3 times.
I never heard of people complaining about the stability of the program. Maybe its your system....
>>
>>606788
I really appreciate 3D Coat as a software, but man, that manifesto is… well, I don’t know how to describe it. You read it, then go into their gallery expecting to find Inspired by God™ art, and what you get is plenty of beasts and war machines.
>>
>>606792
I used it when it was first hyped up.
System was fine at the time, I really didn't have a powerful card though, so that's probably why.
>>
>>606732
It wasn't meant to be a figurine or ever be 3D printed, anon (I have no clue how to do these things). Just something I made for fun since I like the show and the character. I personally thought the fang on the edge of the lips looked pretty good and at that point there was no reason to move it back.
>>
File: 1408147012252.jpg (28 KB, 320x256)
28 KB
28 KB JPG
>ctrl+s
>maya has crashed
>scene.ma
>0 bytes
>>
File: Untitled-2.jpg (92 KB, 686x587)
92 KB
92 KB JPG
>>
>>606860
too many polys too soon. block out the shapes first
>>
>>606862
got a tutorial on a workflow which is similar to what you suggest?
>>
>>606866
pretty much all of them. It's not really specific advice, but a general principle to follow. you always start out by getting the shape and silhouette of your object as good as possible before adding more polys. if you add too many at an early stage it becomes unmanageable and leads to artifacts like in yours.
from the looks of it, it also seems like your topology is all kinds of fucked. In general your edgeflow will be following the muscle groups of a real face. This is also a lot easier to do when you have fewer polys, so it's important to do it right from the start. post wires
>>
>>606876
That’s a sculpt I think, so the topology bit doesn’t apply. But the rest, spot on.
>>
File: newsculpt.png (612 KB, 1198x759)
612 KB
612 KB PNG
this night's sculpt
tomorrow im gonna finish other detail
>>
ue4 thingy im working on
>>
File: 454355334.png (377 KB, 751x663)
377 KB
377 KB PNG
>>606899
one more, fixed the hair abit
>>
File: dagg.jpg (137 KB, 1631x953)
137 KB
137 KB JPG
Ritual Dagger, for the character I'm working... (which I posted in prev threads)
Finally I have some free time T__T
>>
>>606903
will it have a cave?
>>
>>606552
make a waxoff wax stripper can in blue.
>>
>>606882
I'm sorry but it does apply.
>>
>>606952
looks nice, I'd be interested how it looks like whit shapes more defined/sharper edges, but maybe I'm wrong depends on textures you'll be using
>>
>>606978
Not until he retopologizes.
>>
>>606788
Op for substance question here, what are your specs, cause ive had it for 2 weeks and i havent had a single crash
>>
File: 0bfdba37a2[1].jpg (147 KB, 792x820)
147 KB
147 KB JPG
And to think it only took me like 2 weeks to do topology. Im in the home stretch boys.
>>
File: nezarac_wipturnaround.png (1.73 MB, 2590x918)
1.73 MB
1.73 MB PNG
For a costume, to be 3D printed.
>>
File: 311sd.jpg (395 KB, 1757x915)
395 KB
395 KB JPG
>>607191
I sallute your patience, looks really nice!

>>606876
I dislike working in lowpoly and moving vertices around. Either way I get what you are saying.

Here is another face.
>>
>>607217
Goddamn that will be a cool costume.
>>
>>607224
Thanks brotenheim. Here's the full suit - I'll probably throw up the armband and shoulders when they're done here too:
>>
looks like warframe
>>
>>607229
Horns look like they might break due when 3D printed, also kinda looks unbalanced like the helmet might have a tendency to slide forward, all depends on how heavy it ends up being

If it's for you to wear (like cosplay), I hope you have an awesome physique so you can pull off that coat.
>>
>>607223
>607223
Wtf is that quad flow
>>
File: 32423443.png (311 KB, 1180x585)
311 KB
311 KB PNG
Anon... I...
>>
File: wallshelled.png (1.17 MB, 1462x512)
1.17 MB
1.17 MB PNG
>>607269
Oh yeah, it's gonna be pretty topheavy. I'm going to try to do a couple things to fix this: add padding inside which restricts the rocking movement and maybe a chin-strap, if the padding isn't enough.
As for breaking - these parts shouldn't ever see huge stresses, but I'll probably back-fill the horns themselves with expanding foam, and the parts will be printed something like the attached, so two layers of several wall thicknesses with some interstitial material to begin with.

I'm 6'2" and ~190lbs, hopefully I can sew the coat well. It's true there are no chubby guardians.
>>
File: Capture.jpg (107 KB, 1490x794)
107 KB
107 KB JPG
hey guys 1 or 2?? (pic Releted)
>>
>>607327
that belongs up my ass
>>
>>607327
For me, 1 wins because of proportions. Though 2 seems able to inflict more damage. Perhaps get somewhere in the middle?
>>
>>607344
Actually this is supposed to be more of a ceremonial/saccrifficial dagger for a warlock..
more for spell casting and blooodsacrifices,
damage is not it's main thing,,,
>>
>>607327
#1, but maybe with some damascus textures or blade engraving? You should print this.
>>
>>607351
Then go with 2 for sure. The wavy blade looks like a kris, which holds very strong ceremonial/ornamental connotations for most people.

Design number 1 looks more like your generic fantasy demonic dagger, design number 2 has more potential to become something with a distinct identity.
>>
warlock anon here again, shoulders roughed in. some divots and topology problems, edge treatments to go.
>>
File: poses.png (65 KB, 1210x336)
65 KB
65 KB PNG
Witch leg posing better? (pic Related)

Context: animating idle pose for third person game.
>>
File: body_hair.jpg (256 KB, 1050x1050)
256 KB
256 KB JPG
>>607409
Left looks better. gives the stance of ready to move. Looks more dynamic and easier to read.

Right looks like a in-between of standing and the pose to the left.

I heard silhouetting your model makes it easier to see if the pose is dynamic and reads well.

Unrelated- Today I learn how to texture :(
>>
>>605194
Get xnormal
Watch the baking tutorial of mudashidanmcgrath (the one tutorial with the sword)
Helped me quite well with getting my normals right. If you happen to get errors in your results, try baking single objects piece by piece
>>
>>607421
does X-Normal bake better than Substance??
I'm doying this for two years but I'm baking with substance or with marmoset, but settled for Substance this last tries...
>>
>>607416
Can some one explain what I am doing wrong here?
>>
>>607474
Wrong UV map, I believe. Go into your UV editor and check this menu, you should have more than one map, select the right one.
>>
>>607475
I have never encountered this.
>>
>>607476
Like, select just the head geo, then instead of "head_geoShape uvSet1", select "head_geoShape map1".

You have a default UV set for your head and hair, you just gotta select the other one. Sometimes this happens and it's a royal pain in the ass because Maya doesn't let you delete the default UV map.
>>
File: 15189847195740.png (541 KB, 1932x1359)
541 KB
541 KB PNG
Using Zbrush is absolute fucking suffering.

I am now completely certain that this program was intentionally developed as a filter to keep the newfags from entering into othervice would be easy business of sculpting.

This program is literally the most unituitive and the least friendly to the user and using it is nothing but intense suffering.
>>
File: WTFMAYA.jpg (242 KB, 1360x768)
242 KB
242 KB JPG
>>607478
WTF MAYA YOUR DRUNK GO HOME

Going for a beer run before store close for sunday/monday
>>
File: clown.jpg (204 KB, 1360x768)
204 KB
204 KB JPG
>>607492
Am I pretty senpai?
>>
>>607490
Are you using a tablet?
>>
>>607544
more like cute.
>>
>>607544
YES NOW GET ON MY DICK!

But really. Where the nudes at?
>>
>>607490
Is that a hot Ayanami Rei sculpt?

Zbrush's default interface is kinda terrible and will take you a few projects to get used to. An anon posted a link to an MDN book where a guy walks you through his entire sculpting process for a figurine, complete with his interface and custom hotkeys. It might be worth taking a look setting up your zBrush like his and following some steps to get familiar with the tools and the steps for the body?

>>600912
>>
>>607490
Oh sure it's the program's fault you suck.
>>
>>607546
>Are you using a tablet?
Yes.
>>607568
>Is that a hot Ayanami Rei sculpt?
Yep, although I'm trying to hit closer to the original perhaps I overdone it with the hips
>>
File: newhavoc75per.png (860 KB, 1342x728)
860 KB
860 KB PNG
Old future mining equipment. I wanna say "they're done now" but I feel like something is missing with them.
>>
>>607490
It does take a few weeks of active work to get used to (or for me, a few months of spending the bare minimum amount of time in it to get what I needed, then get out).

But once you get a bit more familiar with concepts such as tools/subtools, the menu systems, subdivisions, etc. it gets easier. And the program is 100% usable, it just has a steeper learning curve on entry than others.
>>
>>607596
Better modeling/design, to begin. These have cartoonish proportions and details (they aren't really bad in that regard, tbqh), but I'm under impression from your textures you're aiming towards realism.

If you look at (modern) mining equipment you'll see a lot of extra detail in comparison to your current design. And most of that detail has a purpose you can easily figure out or guess: joins, reinforcements, pivots, etc.

You're inventing something in a fictional universe, true, but to become believable, your design has to be ingrained in reality. It is crucial to analyze details gathered from real-world reference, and figure out a way to adapt them to your sci-fi designs to give them added complexity and believability.
>>
File: excavator_bucket.jpg (43 KB, 550x544)
43 KB
43 KB JPG
>>607601
>>607602
Pic related, look at how much detail can be found on something as simple as an excavator bucket (something our mind will abstract as "a hollow half-cylinder with some spiky teeth")
>>
File: TestRenderFace_01.jpg (415 KB, 1126x844)
415 KB
415 KB JPG
>>607548
>>607553
I think I know what I`m doing now.

Thanks to the Anon that help me with he UV map problem.
>>
>>607596
I feel like the biggest issue with this is that it doesn't seem "mining" at all.
It looks like a kid's toy, honestly. There's no explanation to how it works, as in all I see are two claws strapped onto a ball. Take reference to some images of other claw-like machinery (search "crane claw" and go to images), they usually have hydraulic systems that push the claw, allowing it to pinch. Otherwise, they have extensions that draw the area of force further away from the fulcrum.
Besides the lack of detail that this anon (>>607602) pointed out, the claws are also horribly designed. They don't seem to be able to grip with such a smooth design. They need teeth, some rough material and the ends that can show that it can hold on to things. Furthermore, their tips appear to be concave, which just makes it even more confusing as to how it holds onto things. This makes the maximum pressure points at the sides of the claws, and it looks like the middle won't even touch, which would be horrible for trying to pick up things as a claw would suggest.
One final thing is the choice of texture. Why are the tips all rusted? Does it commonly dip into water to pick up things? The tips should show large scratching and oxidation rather than severe rusting. The groove at the back also suffers from the same issue, why is rust collecting in specifically that groove and nowhere else on the band of metal?
I understand that it's "supposed to be art", but if you're designing equipment, even if fictional, you at least want it to look functional and plausible so your audience can give in to your world better.
>>
>>607625
There was a rat waifu thread on /tg/ and I thought of you anon.
>>
File: ardent blade wip.png (1.27 MB, 1280x1280)
1.27 MB
1.27 MB PNG
Wanna make a Warhammer 40K sword, how do the materials look so far?
>>
File: WIP.jpg (519 KB, 1366x693)
519 KB
519 KB JPG
Any tips on how much intensity/lazy mouse on or off I need to do tertiary details? I'm struggling specially with wrinkles, I'm trying to use the damn standard.
>>
>>607723
when I'm making small wrinkles etc, I'm turning off Lazy mouse
>>
>>607723
Those look more like muscles, I use an alpha to get realistic looking wrinkles yours are a bit too strong, if anything they look more like muscles. Also wrinkles form based on the underlying muscles which I notice in your eye area they look like they go from the nose outward this isn’t quite accurate.
>>
File: brehs.png (80 KB, 960x540)
80 KB
80 KB PNG
testing my bust in BI with AO, need a few corrections
>>
>>607725
>>607741
Thanks for the advice.
>>
File: 1507998831805.png (2.27 MB, 2048x2048)
2.27 MB
2.27 MB PNG
How the fuck do I even do realistic skin.
>>
>>607743
how the fuck did you do this
it looks like years of job
>>
File: Camp_Camp_Working.jpg (246 KB, 3492x768)
246 KB
246 KB JPG
Texturing is harder word than I thought it would be. Anyone have any advice? I've just been looking at other basic wood textures and trying to match it to the simple design.
>>
>>607721
Material aside those hilt guards are very unwieldy, they'll obstruct the wrist while swinging the sword
>>
>>607794
Everything in 40K is unwieldy
>>
>>607788
Multi layered subsurface scattering
>>
>>607795
What? Actually almost everything in 40k is wieldy, especially weapons which are not daemon weapons (of course).
You could have made these aquilla wings in a better way )
Also is it sororitas sword?

As materials go it looks sick ))
>>
>>607800
it i sororitas, yeah
>>
>>607791
yeah, hand paionting textires is really hard, for me sculpting was much, much easier than painting textures.
and I had experience with drawing, but mostly in fine arts (pencils or oils)
>>
File: walk0028.jpg (32 KB, 800x600)
32 KB
32 KB JPG
>>605048
just a placeholder sword right now, and hands are a bit fucky
>>
>>605748
i dont understand why people make stuff with giant tits. it looks sooo unprofessional and just stupid
>>
>>606692
get rid of the lensflare. please
>>606952
holy shit nice! got pics of the character?
>>607327
1
>>607474
why is your screen resolution so low? how can you work like that?
>>607721
needs more roughness variation, grease, etc, maybe some subtle scratches. think where the sword has been put down etc
>>607791
use a drawing tablet if you arent already, look up reference like bastion (the game)
also try to add some variation to those rocks around it. anyone can see thats just half of a sphere
>>
>>607721
If anything, you made it look like a cosplay sword instead of a battle-ready sword
>>
File: ardent-blade.jpg (2.1 MB, 1920x1080)
2.1 MB
2.1 MB JPG
>>607721
>>
>>606444
Nice.
>>
>>607743
lol anon that looks like one of those doom 3 npcs.
>>
>>607789
it took a few days but i still have lots of work to do when it comes to scarping/smoothing the mesh
>>
File: animo.png (388 KB, 1280x596)
388 KB
388 KB PNG
quick warm up
did I make the eyes too long horizontally?
>>
>>607919
Not an animu expert, but I find it cute.
>>
>>607919
The top part of the head should be a giant balloon. Trust me if it looks too large to be accurate then you have the right shape.
Good nose btw.
>>
>>607863
Using a Wacom Intous Draw. I'll look into the bastion thing.
>>
>>607905
the metal on the blade is messed up. Think of how the weapon is used and apply your distress with that in mind. like why would deep gash marks be going across the entire surface of the angled blade. there wouldnt be any marks by the skull because another weapon hitting that area would hit the skull and not the metal
>>
>>607863
What resolution should be working with in maya and desktop?
>>
>>607960
It's 2018, hopefully above 1920x1080. If your computer can handle it 2560x1440 is an excellent resolution for working today.
>>
>>607963
I have a Nrvida Geforce Gt440 and a 32inch flat screen RCA TV. I could only find it the max setting to currently be is 1360x768 (recommended).
>>
File: girl sculpt.png (184 KB, 1280x720)
184 KB
184 KB PNG
Just fucking demolish me i know i'm terrible.
>>
>>607985
the face looks alright but you should defining the bust
>>
>>607985
looks good, no need to fish for compliments
>>
>>607985
That's not so bad just keep practicing and maybe use a different matcap. I definitely recommend you look up longhi sculpt matcaps, they're free.
>>
>>607985
Looks great so far.
>>
>>607985
Its ok I know the pain, just bite down and keep pushing forward. We can make it.
>>
File: 2009AvatarFox-920x612.png (769 KB, 920x612)
769 KB
769 KB PNG
please insult me guys i know im really shitty at this 3d thing but i wanted to try it tell me what you think
>>
>>607985
do you have a background in drawing or did you just work on your sculpting-skills a lot?
curious to see your other stuff, especially what you worked on to get to your level
>>
>>607979
Buy a monitor son. Your GPU can handle it.
>>
File: screenshot002.png (2.45 MB, 1920x1080)
2.45 MB
2.45 MB PNG
Made myself a chain link fence material because all the ones I could find were bad and didn't look like actual chain link. So here's this.
>>
>>607905
These upside down wings tho ))
>>
>>607863
I've posted the character in previous threads, bird-man with many eyes. I'll make couple of accessories and then detail the character and armor..
>>
>>607919
It looks like she(?) has no teeth in her mouth
>>
>>608013
slick
>>
>>608013
looks slick as anon above me said, but you should make rods thicker, because in 3d we see things in monitors, not in real life sizes so we must exaggerate things like stitches, links, buttons, nails, cables etc... because from far away and also in monitor size, details like that are not readable anymore..
>>
>>608004
Looks fake. I can tell by few pixels...
>>
One of these days I'll summon up the willpower to tackle something slightly more challenging than "model standing upright".
>>
>>608034
is it the willpower/motivation problem, or lack of courage and knowledge?

bu the way, if you squint your eyes, she kinda looks like a color swapped santa hat.
>>
>>608034
it cute
>>
>>607963
1080p is just fine if you put your scaling to 75%
>>
File: f39efa3a92[1].jpg (146 KB, 644x854)
146 KB
146 KB JPG
Working on the base texture painting! Sub painter shaders and rigging to go!
>>
>>608028
>>608030
Thanks guys, and you're right. As I started to build some fences with this material it became invisible pretty fast. Just a bummer because it's not 100 percent procedural.
>>
File: alchemist lab.png (798 KB, 960x540)
798 KB
798 KB PNG
Making an alchemist room

>furnace on a wooden flooring

I know, I know. I'll make a stone base for it, I just want a furnace in my render
>>
File: Untitled.jpg (615 KB, 3840x2160)
615 KB
615 KB JPG
Apparently I ruined it.

So What I did was
>Make a high poly detailed model
>Drop all detail to make Transpose Master work
>Well fuck at least I preserved the posable symmetry
>make the action pose I wanted
>Try and apply that pose to my mesh
>It wants someything from me

So have I waste all my effort?
Can I get my mesh back with posable symmetry?
>>
>>608013
Consider adiing parallax if you go into such details.
Also too shiny and so thin it will will get destroyed by aliasing.
>>
>>608116
Before you model anything else adjust your gamma and exposure. If you're on a mac you need to make things extra bright so people with real computers can see them.
>>
File: eike3d.png (123 KB, 960x540)
123 KB
123 KB PNG
How could I make this look more realistic, aside from the lips and eyes? I think the anatomy is fine
>>
>>608116
Use Filmic colorspace to avoid completely blacking or whiting out anything.

Also the window if supposed to be much brighter considering it's the only light source in a dark room.
>>
>>608133
Yeah, it's too dark

>>608136
>Use Filmic colorspace

I am. I think I'll probably add other lightsources instead of adjusting gamma
>>
>>608135
what program are you using?
>>
File: Scene wip.jpg (94 KB, 1000x554)
94 KB
94 KB JPG
First time trying modeling. I could use some general pointers. For example I don't know if I'm supposed to make my objects with a single mesh or if it's okay to make several parts for a single object. And I don't know if the modifiers should be added later or not.
>>
>>608146
Blender
>>
>>608148
i can't answer because i don't know the specifics.
but general rule is: if it looks good then use it
i recommend oliver villar/gleb alexandrov/cg geek if you want to focus on environments.
don't push it friend, it will all come together in the end.

>>608151
depends on how you prefer to make your characters.
i recommend darine lile/yanal sosak for character creation, keep in mind that you would have to plow through tutorials before achieving desirable results, as characters are not easy.
good luck!
>>
File: screenshot003.png (2.88 MB, 1920x1080)
2.88 MB
2.88 MB PNG
Fattened these boys up.
>>
File: buq.jpg (129 KB, 905x815)
129 KB
129 KB JPG
>>607327
next asset.. Book of chaos! ))
>>
>>608189
Did you do hard surface modeling or is it all zbrush?
>>
>>608160
Thanks for the tutorials on environment. That's probably going to help me more than the donut one.
>>
File: SEAL.png (429 KB, 1920x1080)
429 KB
429 KB PNG
My first model via blender from scratch!
>>
>>608198
You can hard surface model in zbrush BTW. And It has better tools than many other program.. (depends on what you do)
My workflow is: make lowpoly with Zmodeler and then sculpt on it.
>>
>>608217
How do you make low poly after sculpting hp?
>>
>>608220
depends on an asset, but mainly controlled Zremesher.
with polygroups you cancoltroll polyloops as you want and use Zremesher very effectivly, then edit with Zmodeler
I have even retopoed faces, with fairly good topology

or in Maya with Quad Draw(I think it's one of the best retopo tools out there.) but I do this only if I want to animate character.
>>
>>608211
Don't ever admit to using Blender on this forum.
It's cute, but get back to tutorials. Obviously you don't know how to texture so you tried to make up for that weakness by semi-modeling details, but you don't quite know how to do that either.

You have a lot to learn still, but you're creative, and you've got good taste or at least a sense for what's appealing which are things you can't learn from a tutorial
>>
>>608148
>should I extrude or should I join meshes?
Whatever is fastest; some things you can extrude and model, some things you're better off modeling as separate parts.
A good way to know is by using real world references (even for fantasy or stylized things, having some real world reference gives your piece authenticity and grounding), if a component is seamless then you should probably extrude it ("all one piece") but if it's not seamless, you should probably make it separate.
Example: an aircraft body you would mostly model as all one piece, but then the cockpit you would model separately

The only reason to apply modifiers is if you want to make an optimized version ("low poly") out of the highly detailed ("high poly") models that have modifiers. That's mostly something you do for video game assets where every bit of memory counts

Try not to over complicate things. Just do tutorials, lots of tutorials, and everything will come to you. The worst thing you can do to yourself is to start trying to "skip ahead"; you've just flat out got to put in the time learning tutorials
>>
>>608228
I have substance painter 2.0 and I love to texture. What's wrong with the way I modeled the facial features?

Also I love blender! It's fun!
>>
File: bake.jpg (21 KB, 729x482)
21 KB
21 KB JPG
What could be a cause of a bake like this?

I used booleans and a bevel shader in Modo, then baked a normal map from it. Vertical edges look really nice, but horizontal ones have a dark line over them. I admit I just used a simple automatic unwrap, but it unwrapped nicely, so I'm not sure if that could affect the bake somehow. I can post UV, too.
>>
File: uv.jpg (60 KB, 722x682)
60 KB
60 KB JPG
>>608237
Used booleans in Blender btw, just applied bevels in Modo (I would do everything in Modo but atm I have no clue how to extrude the edges of the windows inwards, it just doesn't want to work at all).
>>
File: bake_normal.jpg (127 KB, 2048x2048)
127 KB
127 KB JPG
>>608238
>>
>>608235
>Also I love blender! It's fun!

Be careful. Saying something like this here will attract the hordes of trolls.
>>
>>608237
>>608238
>>608239
When you auto UV unwrap, go into the operator panel and set a margin for your UV islands. You are baking to 2K, so a margin of 16 pixels should be enough.

If you don’t leave a margin, normals will get mixed between close edges, leading to artifacts.
>>
>>608211
I think it's cute. Welcome to our world.

>>608245
Dude, let him be. I think you take shit on this board too seriously. Trolls are not a problem if you just ignore them. Saying to be careful with words, because some mean people are going to show up in a thread is stupid.
>>
File: whatisthis.jpg (65 KB, 1841x826)
65 KB
65 KB JPG
>>608247
Thanks, it seems better, but now I realized something else - those seams are still visible based on the position of lighting. Just see pic related, it will explain it better. Wtf is going on?
>>
>>608249
he's trolling imself... and trying to bait shitty discussion here, why do you even reply to BS like that?
>>
>>608252
Did you bake in blender and then imported to unreal? If so, you need to flip green channel (there should be an option in ue4's texture panel)
>>
>>608229
That makes sense. Thanks for the feedback. I'll do my best.
>>
File: verynice.jpg (59 KB, 1360x1013)
59 KB
59 KB JPG
>>608260
I actually baked it in Modo and flipped the green channel there because I saw it in tutorial, but now I flipped it back and it works perfectly! Thanks.
>>
>>608276
nice mood, is that volumetric fog or something?

For some reason I cant get fog to look nice in my scene
>>
>>608285
Tune scattering to the max, boi. Just add exponential height volume to the scene, crank every parameter to the maximum until you notice which one does something.

Unironically that's how I learned to use it
>>
>>608285
Yeah, volumetric fog. And inside the light settings you can turn up the scattering amount, like the guy above mentioned. Honestly, I tend to feel retarded when I look back and realize that there were never some secret tips how to make stuff look better in UE4. I always did the same basic shit, but at one point everything looked horrible, and at another, it looked much better. It all comes down to details and getting a better taste for it I guess.
>>
File: face1234.png (127 KB, 595x597)
127 KB
127 KB PNG
Trying to sculpt Sean Connery.
>>
>>605397
looks great desu
>>
>>605397
Too dark and shiny for me. Concrete has either lots of bumps or it's smooth but not glossy at all and has some holes due to air bubbles escaping. Also even in bad and colored lighting it is not as dark.
>>
>>608360
Yeah, I do need to make it brighter. The material does have a lot of bumps and scratches on it, there are a lot of decals overlaid on that image so it can't be seen well. I know it's not glossy, but it's supposed to be wet, so what else should I do?
>>
File: Cropped Top 1.jpg (76 KB, 1000x1250)
76 KB
76 KB JPG
Haven't done anything in over 2 months because I've been busy with so many other things so it felt good to start making clothing again.
>>
File: Cropped Top 2.jpg (72 KB, 1000x1250)
72 KB
72 KB JPG
>>608399

And from the back.
>>
>>608364
Concrete becomes a bit darker when it gets wet. It is a porous material and soaks a lot of water, that's why you don't see much concrete floors on the outside. Even if there are puddles, concrete has to have a dent in it's surface for water to get trapped in, and even then it would be the puddles that gloss on top of totally not glossy darker concrete.
Just get outside and spill water on any concrete surface you can find.
>>
>>608399
Nice design, I like it.
>>
File: myroom.png (1.78 MB, 1920x1080)
1.78 MB
1.78 MB PNG
>>
>>608411
Let's pretend I'm retarded and explain to me pic related. How is it different from my material? What is even stranger to me, is that 80% of my sidewalk is not glossy at all, so i don't get the point. It's a dark, wet sidewalk with layers of dirt on top of it.
>>
File: download.jpg (4 KB, 269x187)
4 KB
4 KB JPG
>>608418
(1)
First of all that is not concrete on your picture, it's asphalt. The first one is made of mostly cement, sand and water, sometimes with rubble in it. It is a porous sponge-like material, the topmost layer of which is structurally the weakest and prone to crumble on microscopic level upon impacts, under weather influence, such as heat and wind. Also in the process of mixing concrete it catches air and air bubbles escape from it's surface when it dries, creating little holes. All of this creates something really similar to sponge and when it rains for example, concrete soaks water in the topmost layer, becoming wet and dark as shown in my previous pic. If the surface in not leveled well or it has dents, eventually water starts to hold in it, because lower under the surface concrete is solid enough to not soak any more. What creates gloss on concrete is puddles, even really small ones, the size of holes from air bubbles. Wet concrete is not glossy.
>>
>>608418
(2)
What you have on your pic is asphalt. It is made of rubble, sand, mineral powders and bitum, which is essentially a byproduct of oil refining. It is laid in a few different ways, the most frequent being one where boiling mix is laid by a paver under pressure of it's weight, thus creating very dense structure where every possible air pocket is pushed out or filled by boiling bitum and sand. It is specifically maid to not trap any water anywhere inside of it, because that would mean that it will lose it's structural integrity and break easily. The surface of it is either almost black or somewhere close to it, because bitum. If you look really close, it's surface is covered in crevices and wrinkles and all sorts of bumps, which can and do trap water easily, because it doesn't soak any, thus creating feeling of it being glossy, but it is water that glosses on it's surface, and if the puddle is deep enough eye can make a distinction and you'll see that it is water surface that reflects light and refracts asphalt surface underneath it.
>>
>>608399
>>608400
I don't think women wear skirts up to their rib cages.
>>
>>608418
So just make your mind what your surface actually is and do some tweaks to represent it. Also what would I personally recommend is "less is more" principle. You have way too much different overlapping decals and stuff, it becomes a mess. Define your core surface, imagine it being your surface without any context to it and under normal conditions. Then put some decals where you want it to be cracked, dented or dirty. Not just random patterns, because it is really obvious to an eye that is used to see such deformations.
Also is it rain or a light drizzle on your scene? Do you simulate water or create the feeling of it being there?
>>
>>608430
Thanks for detailed explanations. Okay, I'm a brainlet and this is asphalt, but when I google "wet concrete" I get hundreds of images just like that one. Anyway, whatever it is called, that material exists in that setting and I wanted to use just that, and it matches my references.

It's clean in most areas, that's why I posted this part around the door and a trash, where I wanted it to be more dirty/dusty. It's raining heavily.
>>
>>608434
That could be because it is sometimes called asphalt concrete for some reason, but that is just some brain fart if you ask me.

You can't really have both heavy rain and dust piles/patches. What do you do to to wash your hands? You put them under really heavy rain from the tap. And even without any soap it is really efficient.
>>
>>608435
I know, I'm not sure if I can make it like that. I wasn't able to find wet dirty roads like that one, but I was thinking it got some dense matte dirt or... Something on it which wasn't glossy like the rest of the sidewalk. Whatever it is called. Let's not name things because we will misunderstand each other again. Is it possible in real life? Good. It isn't? Then I'll remove it, or tweak the parameters.
>>
>>608436
If the rain wasn't "heavy" you could go with muddy puddles, but with a lot of water coming down it would just wash away everything: mud, dust, sand, food scraps, cardboard, even small rocks.
>>
>>608437
Basically what I wanted to do was to break all the glossy surface with some dirt decals, because the reflections are not always even in the references. Maybe I should just completely match the color of the decal to the asphalt so it doesn't look off, but I'll still get some variations which I don't have in the material itself. Idk, it just looked nice.
>>
>>608438
Have a look at this one, you could reverse engineer it and make something more fit for your purposes.
https://vwartclub.com/?section=xfree3d&category=materials&article=xfree3d-materials-wet-asphalt

Also do you simulate water or just "draw" it? Because if you simulate, you could just make very high res floor, simulate your water running over it, getting in all the crevices and holes, and save that animation, then replacing the floor with low res one using material and maps from high res.
>>
File: alchemist.png (874 KB, 960x540)
874 KB
874 KB PNG
No matter how I do it, the stone base always looks awful. I've tried making a rough stone, a flat stone, but it still looks off.

I liked the wooden flooring so much. I guess I'll have to change it.
>>
File: file.png (2.05 MB, 1896x968)
2.05 MB
2.05 MB PNG
>>608478
it's too flat in multiple ways. open up google and look at stone fireplace bases. They usually aren't just one massive perfectly cut slab of rock.
>>
>>608486
Yes, of course, I deleted the stone base and then added it just for a render, I wouldn't leave a material-less gray cube as the base.

But well, I hadn't considering making a detailed base
>>
File: machine04.jpg (72 KB, 1024x1024)
72 KB
72 KB JPG
Modelling this thing wasn't difficult, but i really fear the amount of work when unwrapping. I hate this puzzle-shit.
>>
>>608428

I have a number of high-waisted skirts actually. Some almost come up to my boobs.
>>
>>608490
Can you show the topo?
>>
File: alchemist.png (836 KB, 960x540)
836 KB
836 KB PNG
This does look better. I'll mess around with it to make it look more stone-like and then continue filling the room with objects.
>>
File: 5ddb6cda6e[1].jpg (38 KB, 582x640)
38 KB
38 KB JPG
Now to brush up on rigging skills and set a quick pose for sketchfab.
>>
>>608399
>>608400
The bangs should never be perfectly symmetrical, hair should be a little more floofy natural hair has a slight bounce to it, only when wet does it stick to our scalp.

One last thing, fabric folds come from compression and from stretching. Think about which parts of the cloth is being the most stretched and compressed from its default position. The fold at the wrist make sense because its bunched up, good work. But there should be some stretching at the shoulder because the arms are being raised. Lastly the folds at the hip shouldnt be so prominent if shes just standing up. unless the skirt is being bunched down from its default position.
>>
>>608399
>sideburns
>>
File: wires.jpg (202 KB, 867x851)
202 KB
202 KB JPG
>>608517
>>
>>608528
I got wet down there just looking at it. Good one anon.
>>
>>608417
Is this that new Animal Crossing spin-off, Human Crossing?
>>
>>605393
Those shoes are retarded for a fighter. Give her boots.
>>
File: 1501996366503.jpg (1.08 MB, 2048x2048)
1.08 MB
1.08 MB JPG
I gave my spede a proper roughness map and it started to look better. I think I only need to fix a few more things.
>>
>>608531
What is it about hard surface topo that makes you guys wet?

t. boolean/floating geometry brainlet so maybe I can't understand
>>
>>607191
>https://imgur.com/a/MeT5k

Man, I would have probably just sculpted the top without holes, retopoed it as a complete top and then added the holes to the completed top with bools and fixed the geometry where needed afterwards.

I am not a patient man.
>>
>>607788

Those ears look weird even by Amish standards.
>>
>>608004
Spare us your pity, alien. You gush about your connection with nature, your primal wisdom, but what has it brought you?
Where are your marvels of engineering? Your voyages of discovery? Your great insight into the nature of the universe? Even at our basest, when we dressed as you do, dwelt as you do, hunted as you do, lived as you do, we did more than merely survive. We built wonders. We made great journeys. We forged epics. You have not.
You speak so proudly of the plugs dangling from your skulls, little realizing that they are but strings and you puppets. What little you have accomplished you attribute to the wisdom of your goddess, who is nothing but the voices of your dead echoing for all eternity. She moors you to the past, serving as a leash that keeps you as little better than apes, sad parodies of civilization that lack that special spark to become something more.
We have come to your world in search of resources. Whether your actions drive us back or we take what we want and move on, the outcome is the same. We will depart from your wretched planet, leaving you behind. And in a thousand years, you will not have changed from this contact with another world. You will remain in your trees, hunting your prey, communing with your goddess, until your sun burns out and your world dies.
And above your tomb, the stars will belong to us.
>>
>>608560
Thats one of the things I'm in the process of fixing. I didn't pay much attention to that part.
>>
>>608490
Could you give us a sneak peak of the corridor environment? Really looking forward to it
>>
>>608399
Where’s face?
>>
File: HighresScreenshot00022.jpg (228 KB, 1920x914)
228 KB
228 KB JPG
>>608587
>>
>>608601
Oh my. Do you do this for fun or for a project of some sort? Looks fucking awesome.
>>
File: HighresScreenshot00024.jpg (198 KB, 1920x860)
198 KB
198 KB JPG
>>608603
Both.
I am not quite sure what exactly i will do with it besides an environment showcase which will go into my folio with the intention to get jobs.
Maybe i model an alien and a space marine next and do an animation.
I am currently also learning FPS animation, so i could do maybe an FPS mock-up.
I am not quite sure, i am not planning that far ahead.

PS: 100% modeled in Blender, Textured in Substance Painter and rendered in UE4
>>
>>608514
Isn't it more of a dress at that point?

>>608521
So it's a cat girl, with squid hair?
>>
>>608604
2 questions: how do you make your materials? If you use premade ones, I'd like to know the source. And is that smoke a default one from UE4 or a custom one?
>>
File: hmmm.png (248 KB, 602x686)
248 KB
248 KB PNG
Not sure what i set out to accomplish TBO
>>
>>608607
dude... socialise more..
>>
>>608601
Fuark boi, that's hot.
>>
>>608611
p e r k y
>>
>>608608
I'll take those which come with SP, but i customize them to my liking. I also got some from Substance Share, but i actually haven't used them yet in the scene. Only a couple of textures from textures.com used. A couple of materials are ripped straight from Quixel and then applied in SP.
The actual work is painting, masking, blending...smart filter effects applying, nothing out of the ordinary.
I did maybe 3 or 4 materials completely in Substance Designer using a procedural workflow, but nothing complex just mashing noise together.

The smoke is from the UE4 starter content.
Looks good, i will probably use it but I'll do my own in addition because i need some more variation. Also because i want to use Houdini.
>>
>>608478
add more roughness variation. texture it in substance painter or designer, the stones all look the same as well, fix your normalmap.

wood looks decent, also needs more roughness variation.

Keep working on it! you'll get there
>>
>>608568

Just remember, due to genetic drift the Amish do not have free earlobes. Their earlobes are attached.

See mom! My degree in anthropology wasn't a waste. I'm helping people on /3/ with weird bits of population biology trivia.
>>
>>608600

It's a painted on texture. I use this figure mostly for cel shaded rendering. Although I do have geografted facial anatomy for the figure too if I need it.
>>
File: screenshot005.png (3.15 MB, 1920x1080)
3.15 MB
3.15 MB PNG
Making some cliffs
>>
>>608682
What is your general workflow?
>>
File: anvil.png (1.35 MB, 1541x621)
1.35 MB
1.35 MB PNG
What is this shit? How do I fix this? What causes these normal glitches? I tried to set different ray distances, but this is the best one I've got.
>>
>>608687
Probably something in your modifier stack. I know solidify modifier really fucks things up. Try and uncheck the render button on the modifiers (camera symbol) and test which ones is causing the problem. If you really need the modifiers then in some cases you might need to apply them. I noticed that applying the skin modifier was the only way to bake it.
>>
>>608694
I applied all of them. On the left is actually the low poly with normals baked from the right one, no modifiers whatsoever.
Actually I realized I have a UV seam right there in the black spot so that may be just some render fart.

Anyway, what's up with normals? Is there a comprehensive Normals 101 worth a look? As you can guess I've watched Andrew's, but I can't quite get it how do I fix my shit.
>>
File: blud.webm (627 KB, 1378x1136)
627 KB
627 KB WEBM
Working on some gory softbody rnd.
>>
>>608704
the flesh seems like it breaks too easily, stretches too much, and weighs too much. The blood looks too viscous. This looks more like pizza sauce inside a bag of raw dough than blood inside flesh.
>>
>>608686
Well I'm building these for use in a ue4 scene, so I start with a quick blockout mesh in maya to get the scale right, then making sure I've got some nice control loops for smoothing I bring that obj into zbrush, after sculpting I use decimation master to get a lowpoly mesh which I bring into maya for UVing. After I'm all set with that I bake down the high poly in xNormal, along with an AO map. This whole cliff is actually 7 or of the same mesh, just duplicated a few times.
>>
File: 1510349993300.png (2.29 MB, 2048x2048)
2.29 MB
2.29 MB PNG
I fixed the spec map, i found out that it was inverted. Added some microdisplacements too. The spec made him shiny again but doesn't look as bad as last time. Does anyone who have experience with face modelling give me some pointers?
>>
>>608704
Is there a particular reason why are this vomit-inducing flesh simulations popular? I never see some cool twister, fireworks or sea waves.
>>
File: wo3-Redshift_ROP1.webm (1.2 MB, 1280x720)
1.2 MB
1.2 MB WEBM
>>608715
Thanks for the crit. Wasn't too focused on the characteristics just yet, more on just getting the behaviours to work

>>608728
I've done plenty of stuff like that too, I posted a beach sim here a couple months back. I already do normal stuff at work now, I'd rather experiment with weird and gross shit on my own time.
>>
>>608611
It seems like there is a vagina there already. For me then it’s ready enough.
>>
File: 1439410489330.webm (2.1 MB, 800x600)
2.1 MB
2.1 MB WEBM
>>608728
>tfw want to make twister sims but have an i5 3450
>>
>>608612
Splatoon parody?

I don't know what you are talking about. Is it a parody of some popular character that people talk about, while socializing?
>>
File: Render3.png (440 KB, 640x360)
440 KB
440 KB PNG
>>608148
Continued. I guess i'll be working on materials and lighting now. I'm having a hard time deciding between glowing materials or using spots inside translucent materials. I want my scene to be much darker but still readable.

>>608732
That looks weirdly tasty.
>>
>>608800
i can see you put quite a bit of work on lightning and atmosphere, good job.
i hope you are using the tutorials i gave you
>>
>>608814
Yeah I like to watch a few tutorials before I start working so I can apply some of the theory I learned. But there is a LOT of ground to cover in 3d. I come from 2d animation which is way more intuitive to me than 3d so those tutorials help me a lot.
>>
>>607862
>giant tits
>stupid
roastie detected
>>
>>608790
>Its like you haven't scoured craigslist, friends and family for old and useless computers to create your very own unholy render farm
>>
>>608839
are there distributed dynamics sim?
>>
File: Case4q.png (2.32 MB, 1920x1080)
2.32 MB
2.32 MB PNG
Any comments/suggestions? Will probably try to make a simple background for this but I think I'm pretty much done with the object itself.
>>
>>608794
Nah the other guy/girl replied to you about the skirt.

Mines based off of some fanart I found of marina

>>608833
Sex sells idk why people think you should be a starving artist. Its ok to make art for others too.
>>
>>609061
I didn't even cross my mind it could be about the skirt.
Marina is love
>>
>>606562
You fucking monster.




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

[Enable Mobile View / Use Mobile Site]

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