>>602136 (Previous Thread)Retro 4K Ultra HD Edition
>>6050484K 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.
>>605049Check the image itself.I was making fun of Retro graphics being upscaled to 4K and being called "Ultra HD"
Lucas was /our guy/
>>605061Source of the image?
>>605066Some old Amiga CD I found in my closet.
>>605066>>605067I don't have the cover, but I think it's this onehttps://archive.org/details/artworx-cd-amigaJust one of many BBS / shovelware CDs of the day
>>605067>>605068What does "Lucas 93" mean? George Lucas?? Who made it?
>>605069Anon...really?A guy named Lucas, in 1993
>>605071I know, so it's just a shitty meme as I thought, np.
>>605067How can DAZlets even compete?
>>605048I 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-1Like I said, you only need to do lessons 1-5 to get answers to your questions.
>>605194texturing 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.
>>605211Nah dude, seriously - that Gnomon course clears everything up in like, an hour. It un-mindfucks the whole process really painlessly.
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.
>>605298Good taste in matcap.
>>605305I usually use this one or a skin colored one. Doesn't really matter.
I just finished the mars rover I posted in the previous threadhttps://www.artstation.com/artwork/4KaxY has sketchfab viewer and shit, made a game asset rather than just high poly art for once
>>605298Looks like final fantasy 7
>>605319Is that a good or a bad thing? I don't see the resemblance but ok...
Modeling kinda done, texturing and posing are gonna be done later.https://youtu.be/-Ttz_l3euvI
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?
>>605395And the only concrete texture I finished so far. I really enjoy this one, but give critique if it's not that good yet.
>>605310Looks 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>mfwhttps://www.artstation.com/artwork/JBbzRI 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.
>>605393T H I C C
>>605048More Construction Site Props
>>605048And also a lowpoly aluminium case for the background.
>>605435Well 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.
trying to get into hardsurface-stuff and struggling to get shit done in a reasonable timeI'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-edgeshow long does it take you guys on your stuff?
>>605691It 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.
>>605691what did you render with?
Stuck on a 1366x768 screen because of >>Mexicoso 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.
>>605704Mental Ray in max 2016
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.
>>605718Well, I think it's time to start working on the fox models.
>>605694>since it won't animate anyway so topology is not that importantthat's not why topology is important in hard surface though
>>605718Coming 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>artistI'm no artist, nor will I ever be. I don't have the patiences to spend 20+ hours designing a object.
>>605724Thanks for explaining why, anon.
>>605728You 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
>>605729Try 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.
>>605729Look for the effects of bad topology with, for example, subdivision. Tris and ngons fuck your shit up.
>>605732I 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>>605734What do you think about Tor Frick's method then?
>>605073Is DAZ users competing in anything?
>>605739Please 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.
Been working on this for about 5 hours now, fuck me re-topology 2 slow.
>>605748I'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.
>>605748Is this for a game? Why not just use an alpha texture?
>>605729Clean 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>subdividingThat's the main issue, yep.>unwrapping, texturingwhat?
>>605738His 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.>>605739Ignore this poster, he's a retard.
>>605812Well, you can retopo and reproject on bool mesh.
>>605812So 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
>>605828most 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.
>>605847Who is doing the concept art? What if I want to be a concept artist?
what should I make
>>605847What 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 modelingBoolean-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.
>>6058731. 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.
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
>>606124Well 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.
>>605691Quick 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".
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
>>605714bit of progress on this guy.
Eh, I should have been asleep an hour ago. Few detail passes to go.
>>606124Inuyama a slut
>>605393Can we see them quads?
>>606199why is her tooth on her lip??
>>606623It's meant to be a cute thing, I guess.
>>606623it'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
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?
>>606682Go 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.
>>606749I'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
>>606757How do they find you? On the ArtStation and Polycount?
>>606760I didn't make a thread on polycount, just posted in WAYWO. But the artstaion post got a lot of traction
>>606763It's my next goal. Maybe I stop hating myself every day when somebody notices my work.
>>606692I tried painter until I couldn't handle the random crashes anymore. I switched to >3D program of godafter 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 abouthttps://3dcoat.com/company/our-voice/
>>606788You 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....
>>606788I 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.
>>606792I 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.
>>606732It 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.
>ctrl+s>maya has crashed>scene.ma>0 bytes
>>606860too many polys too soon. block out the shapes first
>>606862got a tutorial on a workflow which is similar to what you suggest?
>>606866pretty 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
>>606876That’s a sculpt I think, so the topology bit doesn’t apply. But the rest, spot on.
this night's sculpttomorrow im gonna finish other detail
ue4 thingy im working on
>>606899one more, fixed the hair abit
Ritual Dagger, for the character I'm working... (which I posted in prev threads)Finally I have some free time T__T
>>606903will it have a cave?
>>606552make a waxoff wax stripper can in blue.
>>606882I'm sorry but it does apply.
>>606952looks 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
>>606978Not until he retopologizes.
>>606788Op for substance question here, what are your specs, cause ive had it for 2 weeks and i havent had a single crash
And to think it only took me like 2 weeks to do topology. Im in the home stretch boys.
For a costume, to be 3D printed.
>>607191I sallute your patience, looks really nice!>>606876I dislike working in lowpoly and moving vertices around. Either way I get what you are saying.Here is another face.
>>607217Goddamn that will be a cool costume.
>>607224Thanks brotenheim. Here's the full suit - I'll probably throw up the armband and shoulders when they're done here too:
looks like warframe
>>607229Horns 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>607223Wtf is that quad flow
>>607269Oh 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.
hey guys 1 or 2?? (pic Releted)
>>607327that belongs up my ass
>>607327For me, 1 wins because of proportions. Though 2 seems able to inflict more damage. Perhaps get somewhere in the middle?
>>607344Actually 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.
>>607351Then 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.
Witch leg posing better? (pic Related)Context: animating idle pose for third person game.
>>607409Left 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 :(
>>605194Get xnormalWatch 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
>>607421does 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...
>>607416Can some one explain what I am doing wrong here?
>>607474Wrong UV map, I believe. Go into your UV editor and check this menu, you should have more than one map, select the right one.
>>607475I have never encountered this.
>>607476Like, 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.
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.
>>607478WTF MAYA YOUR DRUNK GO HOMEGoing for a beer run before store close for sunday/monday
>>607492Am I pretty senpai?
>>607490Are you using a tablet?
>>607544more like cute.
>>607544YES NOW GET ON MY DICK!But really. Where the nudes at?
>>607490Is 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
>>607490Oh 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
Old future mining equipment. I wanna say "they're done now" but I feel like something is missing with them.
>>607490It 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.
>>607596Better 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.
>>607601>>607602Pic 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")
>>607548>>607553I think I know what I`m doing now.Thanks to the Anon that help me with he UV map problem.
>>607596I 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.
>>607625There was a rat waifu thread on /tg/ and I thought of you anon.
Wanna make a Warhammer 40K sword, how do the materials look so far?
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.
>>607723when I'm making small wrinkles etc, I'm turning off Lazy mouse
>>607723Those 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.
testing my bust in BI with AO, need a few corrections
>>607725>>607741Thanks for the advice.
How the fuck do I even do realistic skin.
>>607743how the fuck did you do thisit looks like years of job
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.
>>607721Material aside those hilt guards are very unwieldy, they'll obstruct the wrist while swinging the sword
>>607794Everything in 40K is unwieldy
>>607788Multi layered subsurface scattering
>>607795What? 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 ))
>>607800it i sororitas, yeah
>>607791yeah, 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)
>>605048just a placeholder sword right now, and hands are a bit fucky
>>605748i dont understand why people make stuff with giant tits. it looks sooo unprofessional and just stupid
>>606692get rid of the lensflare. please>>606952holy shit nice! got pics of the character?>>6073271>>607474why is your screen resolution so low? how can you work like that?>>607721needs more roughness variation, grease, etc, maybe some subtle scratches. think where the sword has been put down etc>>607791use 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
>>607721If anything, you made it look like a cosplay sword instead of a battle-ready sword
>>607743lol anon that looks like one of those doom 3 npcs.
>>607789it took a few days but i still have lots of work to do when it comes to scarping/smoothing the mesh
quick warm updid I make the eyes too long horizontally?
>>607919Not an animu expert, but I find it cute.
>>607919The 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.
>>607863Using a Wacom Intous Draw. I'll look into the bastion thing.
>>607905the 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
>>607863What resolution should be working with in maya and desktop?
>>607960It's 2018, hopefully above 1920x1080. If your computer can handle it 2560x1440 is an excellent resolution for working today.
>>607963I 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).
Just fucking demolish me i know i'm terrible.
>>607985the face looks alright but you should defining the bust
>>607985looks good, no need to fish for compliments
>>607985That'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.
>>607985Looks great so far.
>>607985Its ok I know the pain, just bite down and keep pushing forward. We can make it.
please insult me guys i know im really shitty at this 3d thing but i wanted to try it tell me what you think
>>607985do 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
>>607979Buy a monitor son. Your GPU can handle it.
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.
>>607905These upside down wings tho ))
>>607863I'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..
>>607919It looks like she(?) has no teeth in her mouth
>>608013looks 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..
>>608004Looks 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".
>>608034is 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.
>>6079631080p is just fine if you put your scaling to 75%
Working on the base texture painting! Sub painter shaders and rigging to go!
>>608028>>608030Thanks 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.
Making an alchemist room>furnace on a wooden flooringI know, I know. I'll make a stone base for it, I just want a furnace in my render
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 meSo have I waste all my effort?Can I get my mesh back with posable symmetry?
>>608013Consider adiing parallax if you go into such details.Also too shiny and so thin it will will get destroyed by aliasing.
>>608116Before 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.
How could I make this look more realistic, aside from the lips and eyes? I think the anatomy is fine
>>608116Use 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.
>>608133Yeah, it's too dark>>608136>Use Filmic colorspaceI am. I think I'll probably add other lightsources instead of adjusting gamma
>>608135what program are you using?
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.
>>608148i can't answer because i don't know the specifics.but general rule is: if it looks good then use iti 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.>>608151depends 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!
Fattened these boys up.
>>607327next asset.. Book of chaos! ))
>>608189Did you do hard surface modeling or is it all zbrush?
>>608160Thanks for the tutorials on environment. That's probably going to help me more than the donut one.
My first model via blender from scratch!
>>608198You 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.
>>608217How do you make low poly after sculpting hp?
>>608220depends on an asset, but mainly controlled Zremesher. with polygroups you cancoltroll polyloops as you want and use Zremesher very effectivly, then edit with ZmodelerI have even retopoed faces, with fairly good topologyor 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.
>>608211Don'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 separatelyThe 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 countsTry 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
>>608228I 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!
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.
>>608237Used 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).
>>608235>Also I love blender! It's fun!Be careful. Saying something like this here will attract the hordes of trolls.
>>608237>>608238>>608239When 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.
>>608211I think it's cute. Welcome to our world.>>608245Dude, 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.
>>608247Thanks, 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?
>>608249he's trolling imself... and trying to bait shitty discussion here, why do you even reply to BS like that?
>>608252Did 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)
>>608229That makes sense. Thanks for the feedback. I'll do my best.
>>608260I 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.
>>608276nice mood, is that volumetric fog or something?For some reason I cant get fog to look nice in my scene
>>608285Tune 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
>>608285Yeah, 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.
Trying to sculpt Sean Connery.
>>605397looks great desu
>>605397Too 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.
>>608360Yeah, 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?
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.
>>608399And from the back.
>>608364Concrete 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.
>>608399Nice design, I like it.
>>608411Let'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.
>>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>>608400I don't think women wear skirts up to their rib cages.
>>608418So 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?
>>608430Thanks 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.
>>608434That 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.
>>608435I 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.
>>608436If 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.
>>608437Basically 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.
>>608438Have 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-asphaltAlso 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.
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.
>>608478it'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.
>>608486Yes, 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
Modelling this thing wasn't difficult, but i really fear the amount of work when unwrapping. I hate this puzzle-shit.
>>608428I have a number of high-waisted skirts actually. Some almost come up to my boobs.
>>608490Can you show the topo?
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.
Now to brush up on rigging skills and set a quick pose for sketchfab.
>>608399>>608400The 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.
>>608528I got wet down there just looking at it. Good one anon.
>>608417Is this that new Animal Crossing spin-off, Human Crossing?
>>605393Those shoes are retarded for a fighter. Give her boots.
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.
>>608531What 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/MeT5kMan, 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.
>>607788Those ears look weird even by Amish standards.
>>608004Spare 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.
>>608560Thats one of the things I'm in the process of fixing. I didn't pay much attention to that part.
>>608490Could you give us a sneak peak of the corridor environment? Really looking forward to it
>>608601Oh my. Do you do this for fun or for a project of some sort? Looks fucking awesome.
>>608603Both.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
>>608514Isn't it more of a dress at that point?>>608521So it's a cat girl, with squid hair?
>>6086042 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?
Not sure what i set out to accomplish TBO
>>608607dude... socialise more..
>>608601Fuark boi, that's hot.
>>608611p e r k y
>>608608I'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.
>>608478add 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
>>608568Just 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.
>>608600It'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.
Making some cliffs
>>608682What is your general workflow?
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.
>>608687Probably 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.
>>608694I 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.
Working on some gory softbody rnd.
>>608704the 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.
>>608686Well 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.
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?
>>608704Is there a particular reason why are this vomit-inducing flesh simulations popular? I never see some cool twister, fireworks or sea waves.
>>608715Thanks for the crit. Wasn't too focused on the characteristics just yet, more on just getting the behaviours to work>>608728I'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.
>>608611It seems like there is a vagina there already. For me then it’s ready enough.
>>608728>tfw want to make twister sims but have an i5 3450
>>608612Splatoon parody?I don't know what you are talking about. Is it a parody of some popular character that people talk about, while socializing?
>>608148Continued. 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.>>608732That looks weirdly tasty.
>>608800i 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
>>608814Yeah 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>stupidroastie 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
>>608839are there distributed dynamics sim?
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.
>>608794Nah the other guy/girl replied to you about the skirt.Mines based off of some fanart I found of marina>>608833Sex sells idk why people think you should be a starving artist. Its ok to make art for others too.
>>609061I didn't even cross my mind it could be about the skirt.Marina is love
>>606562You fucking monster.