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File: 1521901153423[2].jpg (604 KB, 1500x882)
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Don't have the original pic edition
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Reposting
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>>616523
Gonna try starting a Lamborghini Countach. I have done a Delorean twice, my last attempt was ok, but I really fucked up the tires. I think this time I have something decent looking. Topology on the rims is pretty damn ugly, but at least this looks better than my last stab at a tire.
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>>616523
thought you could get snuk past by us, huh?
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Hand-painted it. Wish there was a way to create and shrink/expand a mask based on edges or the wireframe in SP.
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>>616438
Oh, and I forgot to mention, now that you posted this, it's pretty clear that you got some parts of the head wrong. It's just nitpicking for the most part, but I think the eyes and mouth look smaller, the cheeks are a bit less puffy, and the strands up front are kinda puffy and sitting farther away from the forehead than they're supposed to.

Again, it's just nitpicking and I'm not gonna hold it against you, since I tried following that same book/playlist from sasaki for creating a head and I know how much of a nightmare it is to get a head sculpted exactly as it is in the reference, plus you may have just wanted to leave it this way and it doesn't look bad either way.
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>>616560
MODS
O
D
S
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I added slightly more to her legs and snippers.

but I wanna move on, don't wanna linger on it to long. I'll come back to it with a fresh pair of eyes.
feel free to give some suggestions about the style or something else.

But I'm gonna start working on her arms, I would like fingers, I think I like this style, but Not super sold on the idea of 5 fingers, I was thinking three. but give me some suggestions.
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Wew lad, my cars got featured in the OP.
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>>616523
>Don't have the original pic edition
I like the idea of putting all the previous threaders into the image.
However shame on you for not having the original.
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>>616660
actually this is not previous thread images, it's previous previous, he just used that one...
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Modeling cat toys to get used to some modifiers and whatnot. Having too much fun right now.
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>>616693
t. cat
Nice one, but it seems house walls lack any depth, they're just one side of a polygon wide each, aren't they?
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>>616699
Yes.
Tbh, I completely forgot about it. I was focusing too much on the outside that I ignored the inside. Thanks.
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>>616700
Also try cloth simulation for the hanging thingy. I've no idea what a cat could do with this except tear it apart though.
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How's my anatomy /3/? idk how the fuck to do eyebrows / lashes.
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>>616523

Low poly Jurassic Park gate for a GZDoom mod, aiming for a late 90's kind of aesthetic. 352 tris. anything I should fix before I move on to UV unwrapping and texturing?
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>>616702
Cut the head and import from ready model and it is porn ready. Fapped twice while typing it.
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>>616710
Is there some source of 3d models called ready model that i'm just too retarded to find on google, or do you just mean any pre-made model that isn't ugly?
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>>616712
I mean steal someone's model or just take a free one wherever you can and slap it's head on your own. You could look for skyrim character presets for ece (pic related), load them ingame and rip model with ninjariper or something.
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wip birb
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did purely with texture paint.

I know how to edit normals but which way do you actually make normals face? such that a toon shader will replicate the current result?
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Good news I got bored and I don't want to work any further on it.
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>>616732
The low detail anime nose clashes with the rest of the relatively high detail face (for an anime-like stylized thing), consider giving it a more defined (but still stylized and demonic) nose
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>>616738
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>>616738
damn I bet it gives great succ
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>>616709
I think it'd be fine if you slap the right textures on it.
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Hmmm ok so Im at the point where im planning to skin the skeleton and I have this low poly version to help keep things running quickly in maya, but Im thinking ahead of time here... if I skin the low poly one and give it key frames how do I transfer that over to the high poly version later?
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What would be the best way to lay out the topology for the side-face of this blade to avoid ngons etc?

Obviously the basic way would be to bake the saw-edge in as normalmapped geo, but I'd like to try and create it with the ridges as seen in the pic.
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>>616660
Sorry for being a newb, but what's the history behind this image? I looked into the archives, I saw it being used for WIP threads since the beginning, but nothing more beyond that.
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>>616766
Legend has it that a client spent over 20 grand total over this project until they finally realized they had made a horrible mistake and then sued the anon and he went to jail.
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>>616766
As far as I know it's just an image that some anon spend forever working on, was basically in all the threads so eventually it became the OP image.
Not entirely sure, I think I joined /3/ when we were still counting the thread's "version number".
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>>616822
>o
wow! you are antique, man!!
jokes aside, nearly how many years have passed since this board exists?
I'm here like two years (since I started 3d). this sticky was my first motivation.
I'll never leave /3...
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>>616848
I started coming around 2010 or 2011, that was after the death/rebirth.
I don't know when /3/ first was here, but I think it died and then popped back up around 2009? My history might be a bit off.
It's hard to find details on /3/ because nobody gives any shits about it.
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>>616851
/3/ has so little shits given about it, we actually lost our sticky in a raid somehow.
Some faggot or faggot's group just started spamming threads with the same image. We lost every thread currently up, so a mod just mass deleted the whole fucking board, including the sticky. I think it took us over a year to get it back.
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>>616854
We are probably the most forgotten board on the site, and Im proud of it.
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>>616876
I'm lurking since day one. /3/ was always shit and about shitting on each others preference for software. you can't take this group wank here seriously.
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>>616591
Nice work
>>616722
Cute, now make nude version
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>>616523
I'm looking for 3d artist to hire for 3d commisions.

I need the complete work, 2d concept and 3d design... the style of my game is stylized so Fortnite, Nords are good references.

reply prices.
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>>616897
Ill do it but whats fortnite
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tomorrow I'll finish clothes ... I want t stylise them a bit...

>>616897
that'skinda my thing. 500$ first character.
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>>616593

thanks anon, and yes i've noticed all those you mentioned from the start, especially the hair strands on the back, it's just there for show, but i'll definitely change and redo some parts soon.

hopefully i'd get my free time around May to play on it.
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Another Update.
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>>616946
I think the 2 pairs of upper arms should be longer so she can pick up stuff and pose better.
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>>616946
boob bug!

>>616950
agree with him. these arms look on her like tiny child arms..
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>>616951
If she was cuter she be called Kabutoppai-chan.
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>>616952
>kaput oppai chan?
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>>616946
Breasts on a bug? For what?
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>>616959
To attract stupid male humans. Bugs have to eat too, you know.
Maybe they double as something else, like an egg sac.
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>>616732
reminds me of my first head I was modeling in blender... I'm so not proud of it, but it's actually one of my early works I have not deleted.
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>>616959
Who said there filled with milk?
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>>616950
Aight, I'll increase the size of the ams. Thanks for the input. c:
>>616959
This is the queen, She births males by eggs this is for to easily push out an army.
However, there can only be One queen at a time, And she can choose to have a girl, but she would have to birth it like a human. So she needs breasts to nurture it.
(THIS is my stupid excuse I gave it so that I can add a belly Button)
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>>616900
You character model is really coming along
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>>616950
>>616951
Around that or larger?
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>>616900
open wire show topologa
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>>616978
Idk nobody said anything about milk senpai but desu your suggestion is gross af why you do this
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>>616946
You know its just an idea but earlier you were worried about the weight distribution on the model, perhaps you could have a pair of legs that go back like a cricket.
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>>616979
I'm actually more interested in where her vagina is going to go.
>>616983
much better. You basically want to have elbow join at about same level as the lowest part of the rib cage when she has her arms tucked towards her waist.
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>>616979
>>616979
The excuse you realy need when it comes to art design is the first rule of any art project.
>Rule#1. The rule of cool. Does it look cool? If yes do it. If not, make it better.
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>>617002
That's rule #1 for a spam producer.
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>>616591
Raising Hearto
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>>616764
If it's not deforming, don't worry about n-gons
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>>617008
t-thats not how it works. If your UVs aren't triangular you'll have problems
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>>617009
>If your UVs aren't triangular you'll have problems
Such as? If it's flat and non-deforming, what issues could there be?
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run cycle
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>>617037
You haven't looked at references like previously suggested and/or chose to ignore them. You NEED to use a reference for real animals or it will look wrong. This is the best animation I could find from a minute of googling and it's still pretty different.

Fox legs still don't work that way, mate, whether you choose to ignore that fact or not.
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>>617039
I am not ignoring anything, I just dont agree, and I do look at references:

https://www.youtube.com/watch?v=Y1NmzzTg8NY
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>>617044
the longer I visit /3/ the more I feel like 80% of comments and suggestions are just bullshit
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>>617044
Note how short the front segment is on the front paws and how much longer the middle segment is. Note how the paws bend backwards, as well. Note how the rear legs aren't flat against the ground and how they articulate differently than yours do - the "knee" area is much higher than yours. Your poor fox is running on broken, backwards hind legs and splinted, solid front legs.
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>>617046
fuck...the knees on the back end show in the wrong directin right?
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>>617050
This might help a bit. The bones are structured differently than you might expect.
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>>617037
Runs like a horse. Also note how the back end of the spine bunches up to the torso a bit when a real fox runs your animations spine is almost flat.

Think squash and stretch.
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Trying to make a less ugly head/face without it being generic z-sculpt-tier. I've been looking at it too long; somebody point out the major mistakes for me.
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>>617078
Eyes are riding too high, open a picture of a skull up in another window and compare.
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Learning how to use hair brushes for the first time. Will probably delete and redo it until I understand what I should be doing.
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>>617098
i recommend readbeard tutorials.
you can probably pirate them too, but give the man some shekels will ya
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>>617101
redbeard*

https://gumroad.com/redbeard
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>>617101
Does the course cover hair? Id be interested.

Also finished up applying the textures in maya today, working on a little test rigging right now before I can give it a pose.
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>>616981
thank you anon

>>616986
Pic related. I'm making IMM brushes for things like belts and ropes, etc with UVS, so almost everything has UVS also. forexample these Hussan ropes have UVS.

>>617078
looks much better annon!

as suggestions go..
1 use someone else's face as reference besides Megan Fox..
2 when you creating faces use multiple references at once. if you are notr creating Likeness.
3 add hair placeholder, that way you'll get better perspective.

as what I'd change..
1 mouth is too big.
2 eyeslids are too "elf like", they are leaned up too much. (look at someone else's eyes than Megan fox...)
chin is also too pointy.
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>>617039
I suggested him to look at reference.. but it seems that he does not agree with the reference :D
now he's fox has broken legs...
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>>617108
forgot the picture...

>>616986
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>>617110
How much of that is box modeling
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>>617113
how much do you think? small assets are almost all box modelled (aside from clothes an skull) then made into IMM and curve brushes.
Since I learned Zmodeler, I'm really loving it.. always hated box modelling untill Zmodeler..
For example,why should I sculpt this sword?
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>>617110
Finally, a pro level work around here.
My most sincere congratulations, anon.
Good job.
Remember to convert all the shirt details into textures before exporting to the game engine.
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Fuck, I knew I shouldn't have made my own thread for my shit. I'm deleting it. Anyways:

Any tips on cleaning up photogrammetry/sculpting females? I photographed this chick with my phone in a horrible lighting situation and now I'm having to sculpt most of her facial features by hand. It'll be an artsy fartsy album cover at the end so there will be tons of painting done over this (painting is really my main thing).

I've mostly sculpted spooky monsters and male characters till now so this shit feels really hard. It doesn't really seem to matter if you make a dudes chin bones too big or give them a really harsh brow ridge. Just ads to the masculinity but doing all this subtle work on a pretty girls face is feels fucking difficult.

I've been at this for about 3h. now. If you have any tips, I'm all ears.

Unfortunately I can't share any of the original head shots because we didn't agree on that.
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>>617132
>a pro
>Remember to convert all the shirt details into textures before exporting to the game engine
>giving novice advice to a pro
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>>617135
Look if you started with a scan on the left then you're on the right track if you keep working. try overlaying the original on top of the scan to see how they line up. It looks like the cheeks are too broad.
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>>617145

Thanks for the tips. Yeah. That was unfortunately what I started with. I think the photoscan even managed to fuck up the proportions on her chin. and other things so I don't think I don't think overelaying is a valid option. It's not matching up with my ref images. I'm gonna sleep on this. You were definitely right about the cheeks. Guess it's better to learn doing shit the hard way.
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>>617132
thanks anon _ but, I am no pro tho

>>617138
hey, every suggestion counts, you will be amazed how much pros don't know Zbrush's many functions, which are very basic level.
for example what Alt does when using Move brush, or that 1 key is "repeat last action", etc. etc..
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I`m plateauing as an artist. could really use some criticism with this, regarding environments, the character, everything really.
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>>617098
Is that eyebrows above her horns? joking
>>617151
>I`m plateauing as an artist.
Whenever that happens look at art work that really inspires you, or maybe some style you aim for. Make a list of why you like that, and try to implement them in your own pieces. Basically steal, and modify ideas.
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Update on my truck.

Modelling is finished (I could add license plates and an interior but I'm lazy) and I've just about finished UV mapping everything for Substance, and then ultimately it's going to be imported into UE4.

On an unrelated note, I also just installed RenderMan for Maya (pic related) after realising I can get a free non-commercial license. I'm too green to know whether this is in any way better than Arnold/Cycles/V-Ray/Redshift. It looks great though.

Spent less time on tweaking than Arnold, which says a lot. My renders turn out shit with Arnold (however this is mostly due to my lack of experience).
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>>617184
Forgot to mention that the refraction on the glass is insane.
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better now? : )
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>>616702
body is good, face anatomy i sownky, especially the eybrows and nose ridge area
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>>617103
this still isnt finished?
come on man, what are you doing
>>617098
hir is hard no matter what method
but i saw som good hair brushes, just google i bet they are in top results for hair starnds
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>>617135
i did some cleanups
but this scan is fucking hopeless, you need to remodel it
and to do that you need to be half decent, you already lost many important shapes form the scan you got and you already introduced many anatomy mistakes
overall without supplementary ref pictures its lost cause
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>>617229
dude.. look at the reference, fox's (front)legs don't deform(bend) that way. it does not kave knees that bend like human's knees. also where is it's elbows?
also, looks like back legs are atrophied.,
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>>617078
you are missing a lot of stuff
temporalis muscles, the place between eyebrows where eye muscles connect, that subtle eyescoket shape that makes the forms flow
also your lips are too sharp and chin too pointy
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>>617241
>it does not kave knees that bend like human's knees
but it does, they are even in your drawing
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>>617246
Thats what I believe too.....
but you are right with the back legs, they look a bit paralized
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>>617240

I don't really think it's that bad. I can't use anything from the scan at this point because it's so fucked that her proportions don't match her photos. I got some information at the starting point but now I can't really do anything with that.

Obviously I have her ref photos. I just can't post them here. I'll try to fix those mistakes in a bit. Stay tuned! Or don't. I just might fuck this one up.
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>>617259
>. I just can't post them here
Why?
Unless they are nude you obviously can, but considering its head photos this isnt really a question
The scan is noisy but it has some volume information i would use, but i can laready tell you are losing that
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>>617246
OK last try...
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>>617271
Ah so its missing a bone essentially, fair enough.
No gonna rework the whole rig again thought but you are right
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>>617238
Workin on a shit ton of things at once anon, she mostly isn't finished because im learning rigging in another project, want to give her a pose.
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>>617174
Oh yeah thats the weird thing, the artist omits eyebrows from this character. But only from this character all his other ones have them and whats even weirder is that in official art she has eyebrows and all other artists choose to draw them in.

So I guess what the fuck lol.
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>>617275
you divided the leg in two sections when you should have divided it in 3 sections, that's your error..
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SOON this will be over...
that that asshole birb-mage and then I'm gonna start making females for some time again...
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>>617289
yep your right.
Gonna do it better next time. Thanks
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So when I was retopo'ing my snippers. I thought how's the best way to make the spikes.

Should I make them separate mesh, or, keep it on one mesh like this(Pic)
>Ignore the tris for now, I', still working on them
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destiny 2 warlock helmet thing set up for 3D printing.

Used Meshmixer to shell it out, popped the neck hole with a nurbs boole tool in netfabb and sliced it in netfabb too.
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Progress.

But for fucks sake, I don't even know how to PBR
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>>617323
BlenderGuru has a pretty good tutorial on it, good results. You pretty much need the node graph set, but the video itself is VERY useful for understanding the underlying concepts behind it.

https://www.youtube.com/watch?v=V3wghbZ-Vh4
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>>617330
he made a 2 hour tutorial to create a shit tier principaled shader
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>>617332
Principled shader doesn't look as good IMO, and if you actually bothered to watch the video, he does much more than say "this goes here and you put this value over here to get this shader"
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>>617334
do u really compare a ground up shader for pbr to some nodegroup hack made from legacy shaders?
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>>617330
Jeez, how he's speech disability affects me )
I just can't stand listening this guy (not that I have to, I'm not Blender user)
BTW I'm not hating, it's just.. he has same thing as one of my old friends had, he can not pronounce R-s and L-s correctly and he ays W-s ...
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>>616559
This guy again.

Well it's coming along. Smooth parts on the body are a bitch. Mostly just gotta keep smoothing the body, especially the side, add the windows and some of the other details. Debating if I want to do the interior or not.

Once I am happy with the geometry, I will get to some materials.
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>>617339
Jesus, stop overreacting, he is speaking just fine. What is it with /3/ and irrational hatred of Andrew?

>inb4 "Hello Andrew"
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>>617335
>literally no idea of what Physically Based Shading is
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>>617350
What triggers me the most (besides the stupid jokes, like the French-stereotyping pun on pronouncing "Fresnel") is how long his videos are in relation to how little useful info they contain.

He seems more worried about finding a way of advertising Poliigon than about understanding accurately and in depth what he purports to teach.

Plus he has quite a growing ego, which is a disgraceful thing in itself.

He probably believes that he is more skilled than what he actually is. And, worse, this appears to translate to many of his followers, which greatly harms the already low quality of the Blender community.

>Captcha verification expired
Yeah, I wrote enough.
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>>617364
Not the guy you are replying to.

I don't get the Fresnel thing. People pronounce shit differently all the time. As a fan of Pokemon, this is something I got used to by the age of 14.

As for the Poliigon thing, I really have to disagree with you. The guy is doing a free service to newbie 3D modelers. If he wants to shoe horn in an ad to Poliigon, he damn well has every right too, honestly the worst he has ever done in this regard was 2 of his videos where the final product would be easier to create with some assets from Poliigon, but he still gave info on methods to complete the project without those assets. Honestly, this isn't a bad trade off for so much free learning.

As for the ego, this is the only thing that may somewhat hold any water. I did watch the video with him interviewing Ton Roosendaal and I did get some subtle hints of him trying to take the spot light or bring the focus over to himself a few times. So sure, I will sort of give you that he may have a little bit of an ego, but to say that he believes he is more skilled than he is, is a massive overstatement. I have seen no evidence of this, true or not, this argument is incredibly baseless and to say it translates to his followers, well I can't comment as I don't know what a Blender Guru follower is like. Personally, I think you have been spending too much time looking for things to hate about him and his fanbase.

Actually, I would love for you to provide evidence for your arguments. I would be VERY surprised if any of your evidence turns out to be anything more than hate fueled cherry picking.
>>
Hey everyone, I think I'm nearing the end on this thing. What do you all think?
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>>617363
andrew himself said that this node setup is unnecessary once principled hits.
besides, you can't even render metal without it
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Assets for a new environment project I am working on
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>>617391
Ugly, dated, boring. Looks like a bunch of assets off the Unreal or Unity store.
Composition-wise it looks like there's something really interesting / exciting about to happen but unfortunately the camera is fixed squarely on this shitty bridge spanning some very shallow gulch instead of focusing on the storm or whatever.
Learn about composition, your scene should be telling a story and/or making me feel something. There are also a bunch of "rules" regarding aesthetic but aesthetic is learned (as in, it's artificial and varies based on culture) so you don't want to rely too heavily on hard and fast rules.
Maybe learn some color theory; your scene is all runs together even though you've technically got red and green and maybe yellow at the bottom, you've managed to make it washed out and boring.
My eye is drawn, by the arrangement of shapes in the scene, to the shitty low detail central column. There's nothing going on there, and nothing of interest, you aren't showing off the road or the bridge or the ravine or anything really.

Not a complete waste of time, you've got a bunch of okay assets, but you really need to redo all the steps that come after the modeling and texturing phase.
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>>617404
Not that anon but...
>Learn about composition
What would you suggest? Some book or anything else?
>There are also a bunch of "rules" regarding aesthetic
What rules? Any resource to learn?
Asking this because I want to improve artistically and it seems you could point out some usefull stuff
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>>617391
I don't know anything about lighting but sunsets at dusk (which is what I assume you were aiming for) have tones which are a lot more subdued. A lot of the ground elements start blending together and become almost pitch-black as the light rays become less and less prevalent, which just isn't the case with your bridge here. Just google images for "sunset" and "dusk" and you'll immediately notice a difference in lighting intensity.

Not gonna lie, it's like you've set off a nuclear bomb right next to this scene. Things get darker bottom to top, not top to bottom, there's no real reason for the underside of your bridge to be so bright when the sky above it already looks like a cloudy nighttime. The fog on the river is also a bit of a headscratcher, fog is essentially very low-altitude clouds and they tend to be a lot thicker and bigger than just waist-high. The lightshafts coming from the trees also look just plain bad, like a cheap effect added in photoshop or something.

Your scene is just too confused, it doesn't know what it wants to be. Define what you want: a sunset scene, a nighttime scene, or an early morning scene with a lot of fog on it, then look up reference images and try to achieve that.
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>>617350
Hey.. I agree with you. I sounded like an asshole.. as that guy goes (andrew) I think that he is awesome and have done much much more to 3d community than most will ever do. (I know haters will ask what he has done.) he has introduced countless newcommers into 3d and made their lives easier, without tutors like him, many newcommer would just abbandon 3d.
I just have watched his 1-2 videos and they are really well done as introductory videos.

>>617364
>has quite a growing ego
do you watch all his videos? or do you know him? IMHO this is the cuntest thing to say about anyone who you don't know personally
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>>617412
>>617404
Thanks for the feedback guys. Ugly dated and boring is tough to hear first thing in the morning, but I've known something has been wrong with this but I couldn't put my finger on it. I've never created anything this scale so most this scene is a first time effort.
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Please rip it apart and crit on what you can find. I want to polish that to portfolio level since its original for once.

I scrapped the idea of a saddle, it breaks the silhouette. I still need to balance out detail a bit. The denoise issue will be solved in the final render.
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>>617433
Think about this

What is the shot meant to be showing?
Is it meant to focus on something?

Because it should
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Trying a violin
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>>617437
Model, details and renders are stellar, just wow. Except it will fall over on it's head if it were to exist in a world with gravity, check it's center of mass. Also lower part of legs is a bit lazy desu, could use some details.
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>>617437
The feet seem to be way too simplistic, unless you are doing some kind of portal boots. Otherwise, this is a 10/10.
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>>617455
He's clearly going for prosthetic legs
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>>617437
I would say that one of the aspects you're forgetting in an industrial design-focused piece is that you should try to make every visible piece look like it serves a purpose. beyond just aesthetics, and the ears just make it seem like they were tacked on because it would look out of place without them.

Try to make them look like antennae
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Trying to learn characters because my character guy bailed on me. I'm just trying to turn the 2d into 3d with a fairly low poly count. I know the design for the character is a bit bland, I'm just looking for feedback about how well I did to capture the likeness of the 2d reference, and any topology tips you might have.
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>>617465
Looks like a Shadman character
Very nice
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>>617458
this has knee joints, imagine if he had not.
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>>617451
Thanks. Will widen the legs and tail and decrese mass on the front a bit.

>>617455
I see what you mean. Will add some detail, grip(sole), a seam or something.

>>617460
>Make each part have a distinct function, avoid redundant detail for the sake of detail.
I get it! Never viewed it from that perspective but its obvious as this applies to so many subjects.
Thanks for the reminder! Will clip an antennae on one year with a cable going somewhere. That should make this a bit less symmetrical as well.
>>
Working on a 3d model of the Vintage Tron Lightcycle. Started working on it last week but I haven't found the motivation to continue. Plenty of shit needs rework but eh. Whatcha think of it so far?
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>>617437
I really like the sillouette, but it won't be able to move..
How do these suspensions work? they are attached to rigid objects. they are on the right place, tho.. if only the leg had joint.

I'll show the solution. in picture
this way, it will look beliavable at least..

PS: I'm explaining second time, to different people how joints work, in the same thread ))
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>>617340
Made some progress on this.

Basically just detailing the body, taking care of things like the lights, decals and any crevices before I move onto doing the exhaust / underside. I am sure I will do at least some sort of interior. Probably going to do something basic and just have the windows very tinted or rough.
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>>617493
P.S

I have bevel and Subsurf modifiers turned off. They increasingly produced undesirable results as I progressed. I think I am just going to finish this without the modifiers then upon completion use the same model and use a subsurf modifier with control loops everywhere and bake a normal map from that.
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>>617479
Awesome! Thanks for your time!
This is what it looks like now. Will clean up the intersections now so that the parts connect properly to the joint.

Also finished with the rest of the feedback... the antenna might be sloppy though.
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>>617479
No they arent rigid they are made of a semi flexible material hence the strong arc built into it. Basically its a bouncy pogo like functionality. Like a kangaroo...
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>>617497
indeed, thats what I initially thought. It should work either way from a technical perspective. But I've had a lot of people tell me the joint is fucked, not only here.
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>>617498
>>617496
On a second though, this is complete bogus.
Rotate that thing in your head. imagine the shape it would have. With that bent it should be quite unstable.

The entire curve of the leg would be redundant anyway.
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>>617499
I was suggesting to put joints on this place. and extend suspensions
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>>617497
you mean prosthetics? because erson who wears prosthtetics like that usually have knees,
I get what you are saying, but how suspension works? it bends that "flexible" material? and that material, then springboards whole robot?
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Man just look up some references beforehand. You are really good artist, but you can't slap a piston on something for no reason and then try to fix it with more useless joints.
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>>617509
You're right, but the pistons + joints actually work, I think it's some sort of pneumatic mechanism. You can't throw joints alone on it considering it has no muscles or tendons
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Also this.You can substitute a toe and an ankle up to the knee joint with one springy boi, but not the whole leg.
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>>617510
Have you seen a hydraulic piston in motion? I assume it's what it should use to produce force enough to push this thing like a live kangaroo does. If you didn't I'll tell you - it moves really fucking slow.
Even seen one of those small guys? They use not particularly strong hydraulic pistons and their arms move with ease, but not at all as fast as a kangaroo's leg.
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>>617476
I think you're going into detail way, way before you need to. You have decals, chamfers, materials, etc. before you even have a blockout of the full cycle?
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>>617512
Cylinders like that can also be pretty fast - pic related, gas-powered drop testers fling the fork out of the way faster than gravity allows to get an untouched drop test for boxes.
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>>617535
Drop testers use pneumatic because they don't experience heavy loads. If google isn't lying, flesh kangaroos can weight 100kg and we are talking about steel one with jet fucking engine inside, an additional engine for legs and oil pump and tank/compressor just for these two pistons. Such puny pistons if they were to use gas would extend only mid-air because the weight would just decompress them.
While we're at it, where's the air intake and fuel tank for jet engine? If these exhausts are not jet exhausts, why do they have (a bit wrong) jet nozzles?
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>>617545
You'd have to ask the guy who modeled it, but fair point about the pistons
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>>617098
hair brushes make no sense so me, they never look right and its hard to manipulate them

i much rather just get a rice reference and sculpt it with an orb crack brush
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I want to try setting up some scenes with actual characters. I made this guy right here quite some time ago, and I'm considering making the body and then rigging. But first, is this actually useable? Or should I make another? I followed a tutorial, so his face has the geometry necessary for animating.

Plus, how can I make this actually look like skin? I make a quick setup with diffuse + glossy + anitrosopic.
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>>617567
do more simpler characters
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>>617568
I really dislike cartoonish 3D. I want to make something more serious and realistic.

Beeple makes some nice scenes that don't require ultrarealism. I want to make scenes like this, except some will be closer.
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Would /3/ smoke my cigar?
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>>617571
Beeple does not Make models himself tho.
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>>617571
>calls this serious and realistic

stop riding the realism meme train, it restricts your artistic(autistic) potential
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>>617571
>serious and realistic
>I want to make scenes like this, except some will be closer

Anon... this looks like a giant, grainy bathroom. With two duplicated spotlights shining down on a sphere with a stock lambert shader on it. And that's just what I can put into words.

Please don't try to get "close" to this as I'm sure it wouldn't be that hard to do better.
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>>617588
beeple gets away with stuff like this because he shits one of these out every day. it's mostly garbage, but occasionally he'll get a decent one.
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>>617596
agree with you, When I started 3d, first 2-3 months I was doying Vaporwave shit, almost every day I was posting. in a month or so I had 500+ subs, then I started learning 3d fopr real )) when you post fast, Soc Networks favvor you, also IDK I don't like Beeple's things that much, I think it's very easy to do, just compositing random plain models and assigning premade materials in c4d.
I want to start doying Vaporwave shit toonow tho,,
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>>617597
i personally see beeple as less of a traditional 3d artist and more of a graphic designer. his sense of colour framing and composition is what carries him.

for some reason i tend to associate c4d with that type of work. houdini as well to some degree these days, but the houdini stuff usually much more technically proficient.
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>>617598
>colour,* framing and composition
>>
You guys need ambient occlusion and self shadowing in your renders it would look so much nicer
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>>617408
I like it. But it's not done, right?
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>>617465
And you are not the character guy? It's pretty good already. I'd suggest you make her pose a bit more neutral, especially the face, and maybe also the feet. It's not necessary (sometimes even bad) to follow the concept too close. You are at a point where you would take the beauty concept and adjust on its basis, perhaps adding a bit of personal flair.
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>>617580
Looks like a finger, mate. I don't know if it is the wrinkles or the slight curve on the protruding part; perhaps both.
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>>617587
>>617588
I don't think his art is good or even pleasant, but the STYLE is what I want. And by style I mean correct proportions, realistic shading, etc etc, not disney shit.
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>>617631
The thing is, you don't know what the uck you are talking about.
learn softwares and learn IDK modelling, Beeple mainly does compositing., but what Beeple does, you can do it with just downloaded plain models. there is big chance, he is using generated models himself.
he's works are about compositimg.
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>>617580
Looks like a turd on flame.
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>>617404
>>617406
Please can you answer me?
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>>617545
Kangaroo man answer pls
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>>617633
Are you retarded? What I want has 0 to do with compositing you dumb fuck.

When you say "make simpler characters" you mean characters that aren't realistic, which means cartoonish, fake, because my character isn't realistic either. I used Beeple as an example because he can get away with semi-realistic characters by not doing close-ups.
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>>617654
>simple == cartoonish, fake, disney shit
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>>617623
I'm more of an engine/game script kinda guy. I also helped with hard edge objects like tables and counter tops, so I knew a bit of 3d.

Also, could you elaborate on what you mean by neutral? And thanks for the feedback.
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>>617615
Thanks, nah its not quite done yet.
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Some another puddle photo I fiddled in photoshop with. Anyone knows why when I turn AO in world settings my stuff becomes really bright? I also only used environment map for lighting. Also somehow rendered view is getting me a lot better results than actual render that took a fucking hour on my shitty AMD A6.
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>>617663
She looks a bit surprised. I can't see the concept very well since it's small, but I think the eyebrows (on the front view) are lower, and their shape is more relaxed.

Also, the feet, they seem to be forced. This is quite more subjective, though. It might very well be in the character to stand like that. Seems a bit awkward, is all.

Maybe make the mouth a bit smaller? Actually, from looking at the wires I think the size is right, but the area from the cheekbones to the chin appears too flat, and this appears to give the illusion of wider lips.
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>>617673
Thanks, that sort of response was exactly what I was hoping for. I knew something was off, but I couldn't put my finger on it.

You are right, the stance is kind of awkward in the reference, which is why the model's stance is kinda awkward.

And sense I don't really want to put any more time into this model, I think I'll just apply a texture/material to the lips so you can more easily tell where they end.

I'll carry that knowledge to future models though. Thank for the help.
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Took a small break

But I'm sorta back at it
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>>617493
and done with this fucking thing.

I didn't end up doing any of the normal mapping I wanted to as I just got irritated with this model by the end of it. Maybe it has to do with my hangover. But at least for now, this model is done.
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>>617686
Is this you?
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>>617408
>>617615
Haven't done much in last few days but here is a update.
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>>617503
It’s natural weight would put stress on them to begin with, using its upper part of the legs it could momentarily lift pressure off and then reapply it to create a bounce that could propel it.

I used to do gymnastics for 10 years you only need your quads when jumping on a trampoline, your lower legs are mostly for stability.
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>>617654
>”I want to make work like beeper!”
>”oh ok so you want to make well composed images because that’s is main focus, all of his assets are pre made”
>”Are you stupid?! I don’t give a fuck about compositing I want to make realistic things!”


Post of the year anon stellar logic.
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>>617711
no, but its me
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>>617571
Beeple doesn't model the characters. Everyone doing those daily things takes shortcuts like that.
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>>617465
maybe pay closer attention to the topology this guy used, especially on the face
https://www.blendswap.com/blends/view/66293
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>>617654
the only who is retarded is you..
>fake, because my character isn't realistic either.
OK I get it, you should learn DAZ/Poser. thank me later
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This shit is way more difficult than it should be. I need to improve my workflow.
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>>617782
Sure looks neat, though. Any goal in mind or are you just practicing?
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>>617783

I want to do a top-down shmup using a kit I found, so I'm trying to improve my technique for doing all of the art in this style.
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>>617782
his looks dope man!
can you point out tecnique?
I'm planning to create music video, kinda trippy one, in which main character will go in different dimensions and I want to make every dimension in different style.. :v
BTW I won't copy your stile, I'll make with my qiork
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>>617788

So what I did was model it in Wings3D, UV Map it to a 128x128 Texture, Draw the texture in Photoshop (pixel art, basically), switching back to Wings3D once in a while to check my work. Once the entire thing was textured, I exported it as an OBJ and opened it up in Blender. I fumbled around in blender watching tutorials on how to make turntables until I was able to get something like this. I disabled texture filtering and set the material as the texture, though I don't know if I'd do it the same way, since I'm not sure I could use this for a game.

Lots of just trying stuff out and tinkering.
>>
I'm the sci-fi corridor guy again, solid progress but stumbled upon a question: How the fuck could I achieve something like pic-related in substance?
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>>617789
hey thanks! main thing I was interested was texturing method! I wonder how will this size of texture work in 3d coat or Zbrush, to paint on the model directly! I'm gonna try this out.
you will totally be able to use this in a game. no worries.
BTW can you post wires?
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yes the wood texture is awful haha
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>>617805
fixed the wood texture a little. made my own rather than just using one from google. but its kind of darker, so it doesn't show up with the lower lighting
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>>617790
Looks like Voronoi + Clouds + a bit of noise to me.
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>>617801
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>>617715
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>>617790
You can play with the histogram to get something like that, make your noise and add a histogram node
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>>617837
heh, that's cute
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>>617843
i like this tool
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>>617816
It's very difficult to read. Up the shadows a little maybe?
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>Come to WIP general to laugh at hobbyists and their newbie skills, especially at trash artists who defend their shit work although everyone can see it's fucking trash
>Slowly realise there are a few hobbyists that have fun doing things they want to do and actually listen to advice, despite not being very good at it are getting clear and obvious improvements over the months to their ability while still enjoying learning 3D
>Stuck doing professional industry standard character shit that I don't necessarily hate for years, but feel has become a chore and I no longer derive joy from it as I've done when I too was a hobbyist learning 3D

Any other industryfaggots who relate?
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learning to make clothes. This was just a small practice to see if i could create a shirt with no tutorials and tried to do it within a reasonable time frame. still have a lot to learn and my small milestone will be making a hoodie; after that gotta learn to make coats, jackets, pants, etc.
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>>617900
Why not try doing something new? You should have free time besides your job, and if you spend it doing something somewhat different you won't get burnt out as easily.
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>>617902
Made in what? Marvelous?
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>>617905
yep you guessed it. it's insanely easy to use but if your unfamiliar with how sewing patterns look and work it results in awful looking clothes.
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>>617832
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>>617900
The trick is to find something you like doing in life, and then get other people to pay you for doing that.
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>>617900
i already invested thousands of hours into 3D and im not interested in going on any more.
maybe ill go back to guitar
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>>617900
make your own side project of what YOU want. or try something new. https://www.youtube.com/watch?v=FDsu7ldQRQc&t=45s
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>>616738

sweet concept art
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>>617954
That's the funny thing, the thing I loved doing in life was 3D

>>617956
Why did you start?

>>617966
>>617904

I tell myself this too, but free time's a complicated affair, especially with overtime. The few instances of free time I have, I spend it not doing personal projects, because personally, I don't want to deal with 3D shit because I've already spent so much time this week looking at 3D shit everyday at an autistic level

I don't know, maybe I just should force myself to try a personal project despite it, maybe it will help, thanks anons
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>>617999
Start clubbing.. I know. This is very strange suggestion, but many don't know how refreshing is to blow out the steam at it's fullest )) it was always my runaway place.
Oh and also start some personal project
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>>617900
You don't go to "fun" every day, you go to "work." Count your fucking blessings that you have the opportunity to be creative and express yourself, and your job is simply a chore, not something you actually hate, like so many billions of people.

You can even try for a career change, maybe learn environment art or motion graphics or something new on the side.

>>617956
This advice applies to you too. What are you going to do after you're bored of guitar? In this life the one choice you get is how you will suffer. I'm pretty certain doing 3d after it's boring is a better choice than guitar in that regard. At least you can put food on the table with 3d if you work reasonably hard. A typical musician's life 30 years ago was poverty, and now with music streaming and dominance of high production value corporate pop music things are even worse.
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GENERAL PROGRESS, MEIN NEGGERS

Things left:
>Make "padding" material
>Adjust some decail (decal detail) meshes, as some of them have UV errors
>General light tweaks, maybe
>Various general tweaks, maybe
>Add post-process

>>617819
>>617836
Thanks bois
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>>617843
didn't know you could paint over seams like that in blender. are you following a tutorial or using an addon?
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>>618068
you mean like this?
op's method is cool but he uses alot of materials.
should have 1 material for the body, 1 for hair and misc. this is usually how its done
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Hello I made a skull look at you lovingly
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>>618097
That's pretty damn cool.
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>>618097
Looks like hes from an point and click adventures
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>>618097
> Updated my journal just in case.
>>
I'm calling this one finished bois; any suggestions before going all crazy on taking pics and posting it on artstation?
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>>618176
WHY DO I ALWAYS FORGET PIC? I'M SERIOUSLY STARTING TO CONSIDER I'M ACTUALLY RETARDED
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Newbie here, made a shotgun for left 4 dead 2 workshop. Next step is texturing.
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>>618177
>>618176
It looks a little... plastic-y? I know that's super vague and hard to improve on, but it just seems that the colours are a bit too flat and smooth, specifically on the floor grates.

Other than that, looks great.
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>>618198
Yup, I also noticed. How could I make it feel less like plasticky?

I'm thinking about having more roughness variation and maybe more tiling in the materials.
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>>618207
Obvious culprits: Have you added normal, displacement, and roughness maps? The pillars seem to have them but the middle bright stripe doesn't look particularly unique, nor does the grate. Consider adding some grime on the grate, like "oops I dropped my bucket full of used motor oil, staining this patch darker" at least.
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>>618209
I've added normal, colour and roughness maps; metallic is just a constant.

The "Yellow" paint material has much more variation, "Steel" and "MetalPainted" (the dark one) textures look almost flat, I will try messing up in substance designer again to see if I can get more variation and normal intensity.

I could try adding some stain decals like the "oops, dropped my bucket here" one you mentioned, but I don't know how they would look, specially considering the grate.
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>>618216
If you're using Blender to render it, I know there's a way to "project" materials onto a surface from a specific direction, I just don't know how. I think it has to do with the Texture Coordinates and Mapping nodes.
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>>618218
UE4, it would be done with decals
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BREHS

I decided that I liked it too much just to take pictures of it :)
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>>618224
That actually looks a lot better with the yellow lights - the white in the center isn't as glaringly contrasting and the sides look darker.
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>>618224
this looks like Gamer PC lights ))
this must be some Geforce GTX graphics card trailer :D you go through that corridor, some sparks n' shit with fractals, strobe lights, lasers, etc...
then door opens and there is "GTX Meoeor" (or something like that) spinning
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>>618227
Oh, that's because I changed materials based on your suggestions.

What I meant with previous post is that I will make a video out of it.

First, normal state (what I've been posting), then, a little bit of fire somewhere, and because of that, the main lights shutting down, and the yellow emergency lights starting to rotate like crazy, while the whole corridor is getting more and more full of smoke and fog
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>>618233
I always really liked video card benchmarks when I was younger (and some of the newer ones) since it was usually sci-fi stuff and robots stomping around or spaceships in docks. Neat stuff.
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>>618224
Fully damaged state, this will be all for today though. I only have to set up a cinematic sequence and it will al be finished
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i give up trying to model this thing properly. keep getting kinks. where the the flat surfaces meet the cylinder sides.

back to tutorials for now.
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>>618251
the knee joint is what it's supposed to be.
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>>617930
Nearly done, only a few more things left to do.
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>>618245
From one Sci Fi corridor guy to another:
You are very eager to finish the project, while half-assing the final stage of lighting and polishing...AGAIN.
I would advice against it. You went more than 90% of the way, why avoiding pushing for the final couple of percent?
You are not done yet.The fact that you think you are is one part of the problem.
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>>618290
Damn, forgot to post my picture.
Guess what, its an another machine.
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>>617078
Softer, my dude.
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>>618293
now she looks worse..
she needed slight tweaks ))
BTW add hair or placeholder(As I suggested in previous suggestion)
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>>618296
I think you might just have a strange taste in women in that case. Neoteny is very important.
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>>618290
I do not think this is as half-assed as the previous thing I did, the starfarer airlock. I mean, in that project I tried to leave it in a clearly unfinished state, where as this one is, in my opinion, much more faithful to the original concept.

I don't see why this one is halfassed according to you, I think it's the best thing I could have ever pulled off. What do you think is lacking? How could I polish it further? I know how good your work is so I truly appreciate your insights; I will be leaving for the whole weekend so maybe by the start of the next week I might be able to see the project with different eyes.
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>>618298
I mean, if you take a look at the original, I've clearly taken some artistical licenses.

Like changing those totally unusable/unrealistic balustrades for something more reality grounded.

Or switching the solid floor for a grated one, to allow more verticality and detail (on those close angles I post its not much apparent, but it adds some depth to the scene in my opinion).

I also changed lightning directionality, rather than having blinding light coming from the door opening, I wanted to have some ceiling spotlights (that still respect the original "height darkness/penumbra" and verticality of the light).

Because of those things it's not ever going to look 100% faithful to the original, now matter how much I tweak it. Yet, as I said, I'm all eager to listen to your insights.
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>>618207
Can you post the material description of some problematic (plasticky) part?
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>imagine calling yourself a "sci-fi corridor guy"
I wish to be a "rock sculpting guy" one day.

That being said, I'm looking at these neat rocks in the new God of War and wonder how many people did they hire for those and how much time did it take per rock.
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>>618315
Probably just scanned some rocks.
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>finish 2nd version of my model for my project
>no idea what to render
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>>618298
Not that guy, but looking at your scene these are my biggest issues in terms of impact on your final image:
1. The texture work is subpar. Little roughness variation, very flat, the metals look like painted plastic.
2. If this is a portfolio piece, why can we see such obvious faceting on the handrails? Especially because they're so close to the camera its very distracting.
4. Have some harder edges. In real life, not everything has such a large bevel on every surface. Having everything look so smooth makes this look like a render from the 90's.
5. The lighting is really bad, and its making all the other issues so much more apparent. I would recommend going through the ue4 lighting academy videos on youtube and really looking at how other artists are lighting their scenes.

This could be really neat and a great portfolio piece, just take it there.
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>>618316
That was my obvious first thought but I'm not sure about that. I'll have to check it out.

But really, how many big games like these are actually using scanned rocks instead of sculpting them? I'd really like to have beautiful rocks like those in my environments, but I'm not sure if I should spend a ridiculous amount of time on perfecting my rock sculpting skills if it'll be worthless in the future. I'm only sure that Naughty Dog is doing literally everything by hand, they are fucking crazy. I listened to an interview where a guy said that he was placing small grass patches by hand, and some other dude was tweaking individual hair strands on a character for hours.
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>>618321
Characters are the centerpiece, those will always involve a lot of handcrafting. I'm sure some devs will painstakingly direct their art, but it's not financially viable for anyone but the largest.

I think that, as scanning gets better, we're gonna see a lot more of that, and probably huge libraries of scanned objects. I'm personally focussing on cartoony, handpainted, and fantasy styles for that exact reason as scanning can't make those obsolete.
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Here's the last prop!! for Commisar fanart )
now comes the shitty part... UVs and retopo of some parts, :(
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Just gonna ask here because why the fuck not.
Basically I need to relink all my textures. They have the same name and are in the same path, but the file extension is different (png. .tga). is there a script for 3ds max or cinema 4d that does that and actually works?
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>>618327
Am I overdoying his accessories?
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>>618378
I think the dagger is a bit much, but it's the 40k universe, everything is overdone.
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>>618378
>overdoing
>w40k
Ahahaha.

Damn he's got some thick thighs.
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>>618378
needs more skulls...
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>>618378
at this level of modeling i would expect to see sewing lines across the clothing. it can still be done
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>>618324
>>618321
IIRC they scanned people and clothes to save time. As for grass for some reason they did not have terrain tools.. If they decided to change terrain grass would sink beneath the ground and require manual fix. I probably heard this stuff in Jacob Norris' interview which you can search on youtube
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>>618400
I'm doying Sewing lines as the last thing, when I know that all sculpting is 100% done. then wien I'm starting to add seams, I'm also using polypaint(with contrasting colour). that whay when texturing phase comes, I will have masks for seams. (I'll generate texture from polypaint and export it.)

>>618379
Nah, it's "Tannith dagger", It's standard issue weapon for "Tannith First and Only" regiment of Astra Militarum. (in novels that dagger had saved his life more than once )
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first creature sculpt. first time i'll be rigging later down the project.
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>>618265
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>>616523
The tree I modeled this after is genuinely this color but I think I'm going to add some more features to it like moss and maybe other stuff
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>>618476
Motherfucking picture didn't attach
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base down and details started for a destiny warlock bond.
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>>618378
What bothers me about this sculpt is the discrepancy between the oversized, cartoonish accessories and the fine facial features or cloth and uniform details.

Maybe if you bulked him up? He doesn't have to spess mahreen yuge, but some bulk to indicate that he's a powerful and tough human, like traps and lats, maybe even some abdominals or a gut. The accessories have an attitude, and the human wearing them is pretty bog standard.
It's nice work, I'm just not sure about the consistency of intent.

Also, anyone ever use marvelous designer?
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>>618515
...do you even W40K? The entire universe is built around being _too_ much. If you ask me, I'd say he's captured the essence of how over-the-top W40K is with the accessory work. And, on the second point, Commissars are pretty lean, grim men. Being Imperial Guardsmen, they're just human beings, not souped-up warmachines like Space Marines. He does look slightly lacking in musculature, but clothing such as his tend to hide a lot of features.
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>>618515
This looks like someone's first 3D midterm project.
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Here’s the first material pass on a modular building I’ve been working on.
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>>617037
1. play this on loop
2. play >>617044 this in the background
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>>618583
wew that's lookin good my guy
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>>618583

Great
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>>618606

Man, my guy, I wanna put this in the nicest way possible but honestly, this looks like shit.

The hair is glaringly low-poly (and it even clips into itself!), the normals don't even look consistent, there are a ton of mesh issues that stand out just based on the shading (how the inner eye connects to the bridge of the nose???), etc.
What the hell's up with the eyelashes? Is it really poor eyeliner or something? A shading issue?

And the face, the face looks like something out of those western "How To Draw Anime!!!" books written by a white guy who'd only seen maybe a single frame of anime, and a really poor one at that.
>pic related

Even if you're going for some wacky, inane and ironic Xavier Renegade Angel aesthetic, this is still really far off the mark. Because it just looks bad.

Of course, commendations on trying and your amazingly huge balls on posting this, but really, and I mean this genuinely, follow some tutorials. Learn and understand what the hell you want to do before you even sit down to try it. There are a bunch of free ones on good ol youtube, but of course you can find more premium offers if you have the money (if not the pirate ship of your choice may carry some).
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>>618608
at first I was getting infuriated by this type of "Anime" faces, but then I understood that it is it's own genre called "Animu" () I agree it fuckin sucks, but you have to look at it with open mind ))
there is also one parallel, people who like/create Animu, are also Meme lovers.
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>>618610
"Meme lovers" is by far one of the worst things to ever read, ironic or not.

Cringe aside, there's a certain beauty in irony that that just fails to capture. The thing is that with most of these """animu""" that you refer to (and yes, I do know what you refer to), they are intentionally bad, because it's for the hell of it; the comedic value and the shits and giggles. But that? That just looks straight up bad. You don't look at that and go "haha wow what a funny meme!!!", you go "this just looks terrible."

If you really want to channel irony, you have to do it with finesse. To carry it out with such skill that it's just unsettling and surreal. Cool 3D World is a pretty good example. You can tell their assets are bought off some marketplace, the content is honestly really poorly animated and that there's a million mesh errors in pretty much every shot, but it's executed with such cinematic quality that rather than coming off as a shitty attempt at 3DCG (think indie Unity games), it presents itself as a mindboggling fiesta that leaves you terrified rather than disgusted. That's true, genuine irony, not some hackjob attempt disguised as "xddd le funy maymay".
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>>618613
hey dude. I'm not that guy )) I just commented on your post.
in "look at it with open mind" I meant, to ignore it
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>>618515
i was changing his proportions a bit, and saw your post.
character looked strange, but bulking him up? as Anon >>618515 said he's human, not Space Marine.
as face goes, it's stylised enough I think.
anyway, I changed his proportions, now that I read your post I also bulked him a bit.
>so 1 or 2?

BTW what about Marvelous, I use it, what do you wanna know?
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>>618630
Damn, how'd you do the creases on the clothes?
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second zbrush sculpt, got an alpha pack to make the design more interesting (greebling, essentially)

hopefully i can make a full body sooner or later
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>>618643
I'm not Giving away my secrets !
>Git Gud!!


there is many ways to make edges like this, My workflos goes like this: I sculpt forms(folds or other things) with Clay buildup, tandard brush, Damian Standard, etc... then use Pinch brush on low setting. also you can detail further with trim dynamic on top of that. just remember, don't overdo it!
other example of same tech is Pic related
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>>618651
understood, thanks for the advice brodie
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>>618630
His head looks tiny. I don't know if Zbrush has a dedicated measuring tool like 3d-coat, but I know you can do some measurements with old transpose tool. Just think of his head to height ratio, and try and match it
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>>618694
You are right, I measured him as 8 heads, but something got screwed up, now he was 9.6. I duplicated head several times to test some different forms, maybe I scaled it down... IDK.
niw he is 8.2 without hair, TNX anon )
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>>618706
You are very welcome anon. I'm happy I could help, even thou I am worse at sculpting than you.
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>>618651
>2018
>not using marvelous designer for clothes
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>>618736
Marvelous gives very "Realistic" look to clothes, adds too much folds, etc..
If I will make clothes in Marvelous then take it into zbrush smooth90% of it down and resculpt everything, what is the fucking point in it.?? when I can make shapes of these clothes with same speed, in Zbrush.

I have used it and I will use it, but depends on a project.


>2018
>don't know which tool to use where.
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>>618837
typical roasty after 30 years of riding the cock carousel
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Redid lighting, tweaked materials (specially roughness).

I tried to involve the outer skybox, with the blue nebula and shit, a little bit more, and made some light come from the windows.

Any more critiques/tips? In my opinion it looks much better (or at least, complex) than what I previously posted, but I might be blind and it might need more tweaks.
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>>618843
The lamps won't look round enough from below them.
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>>618837
that's scary as fuck desu
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>>618843
There isn't enough "doom and gloom" contrast, I feel. It'd probably be best to take this into post processing before it goes into the portfolio. Also, round lamps are a pretty bad choice for this scene? I don't know, they just don't seem very scifi. You'd have better luck with rectangular lamps.
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>>618843
desu your artistic licenses don't really make the scene more compelling (which they should, otherwise why do them?)
Especially when it comes to illumination.
The light at the end of the tunnel just pops more. Light from above is just too normal in comparison. You could put some lights under the floor in combination with volumetric shadows to make it more spooky.
The contrast between light and shadow in your scene is too low. Could work better with some dark shadows (not so sure about the light from outside).
The scene is totally symmetrical, the original has the barrels and cables to break that a little, you have nothing in that regard.
Materials look better now with little wear and tear.

Overall it looks definitely better than the last iteration, but has potential to look even better.
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Been working on this for a few days.
It's going to be a part of a series of wallpapers / animation loops based on places I've lived or spent some time in. This is the first one, but they're all going to have the same style, with an emphasis on night-time and cars/lights. They're just supposed to feel comfy and nostalgic. Like driving super late at night when you've got the road to yourself. Granted there's a lot of "cars" on this road, but it's more for that light trail effect.

Still working on it though, so let me know what you think I could to to add to it or improve.
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>>618879
If you're going for realism, you need to tweak the light paths a little - I'm not 100% sure if my explanation is the right one, but if you look at other timelapse pictures, you'll notice that they're not all solid beams of light stretching into the distance; they are "dotted" a little, brighter in some places and darker and others. I THINK this is due to the frequency the car lights are blinking at (higher than perceptible to humans but visible to cameras).

Looking nice, though.
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>>616983
>>616998
Give her vaginas at the spots where her legs meet her body
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>>618884
Thanks.
I'm not really going for super realism, but I'll keep it in mind (if you're talking about the little variations like at the bottom right).
I'm still re-working the streaks till I get them just right. It's more just about the idea of them than a perfect reproduction of the effect. So I may sacrifice realism in some places for artistic effect.

When it's all animated though, they'll fly through the scene like cars going past, so I don't know how visible subtle things will be when they're moving.
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>>618890
I think the IOR on your glass is set way too high, I can't even tell what part of the interior I'm looking at.
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>>618891
Glass isn't separated yet
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The original idea of the ceiling lamps was to give some kind of verticality, though now I se that it instead gave the very contrary on what I initally wanted (wanted to give it some uncanney, dark, scary look, therefore light should have come from beneath, not above).

I have tested some more and rather than adding some lights from beneath, I made the directional light from the windows the most important one.

It now looks dramatically different from the inital post. As always, I'm open to critique/suggestions/thoughts.

Will probably do two more scenarios: One with the original concept (door half open, all light coming from there), other with some kind of lamps under the floor.
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First model I made (sketchup). A self driving cargo truck.
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>>618910
WRONG ONE
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>>616982
This is a strange thing. Wearable art? Making a costume?

>>618506
added pinholes/bumps to helmet slices to assemble with and re-sliced for a different printer. There is probably software for this. I did it manually in c4d/netfabb.
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Been working 50h a week with 18h added in transit for the past few weeks. Been doing rigging tutorials on my off time.

https://www.3dtotal.com/tutorial/1846-introduction-to-rigging-in-maya-the-shoulder-and-arms-by-jahirul-amin-animation-body-neck

She now has a pair of trousers and fishnet.
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haH
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>>619004
Does she do coke? I think you should keep the face texture consistent with the midriff. Clothes are nice.

>>619005
Strawberry ice-cream
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>>616523
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i am making an armor material in substance designer that will provide most needs for medieval armor types

don't mind the fabric on the chainmail it is a placeholder. i will also add rivets to chainmail. also scalemail seems off a bit, i might have to change things up

i am planning to expand this with more chainmail types (6in1, 8in1), lamellar armor, coat of plates, scalemail variations and add damage/rust modifiers on sets
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>>618837
Something about that is watershaped origami paper like. Very spooky and cool.

>>618583
That's beautiful, a lot of people who work on buildings that I've seen on 3 tend to overuse AO and you've got it looking great without that crutch.

Here's my WIP, trying to work on a poster for a touring band
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Barrel
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>>618912
It looks so much better now. There is some ugly shit going on with the handrail but I'm sure you can fix that. My biggest critique at the moment is that its boring and lifeless. It's pretty, but I and many others have seen countless sci-fi corridors. It needs some kind of narrative element to give it some life.
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>619263
>619263
>619263
>619263
>619263
NEW THREAD
E
W

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