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Absolutely newfag here. Roast my product with the power of a thousand suns.
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>>627999
what the fuck is it/10
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>>627999

It's a fleshlight for dicklets that makes sounds while you fuck it?
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File: 21321545.gif (672 KB, 498x342)
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672 KB GIF
you're supposed to wrap your headphone cord around it?
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Is it a toy for dogs that makes sound when they chew on it?
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Are these wierd speakers?
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>>627999

was this meant to be a speaker? what's going on with the texture on the speaker end(seams)? whats with the annoying pattern on the body? where the fuck is the volume buttons/knob? why does it look like it has fur growing onto either end of the model(see: pattern)? how does it rest on a surface without rolling off it?
Cool shape though.
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no flared base
stuck in rectum
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>>628072
this. it's an ideal shape to stick up your butt.
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>>627999
Finally, an onahole with a musical note on the cap

What I always wanted
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>>627999
Here are some real criticisms for you, op, in no particular order:

- The material in the center is quite poor, to the extent that I can't even really tell what's wrong with it. For one, it doesn't seem to scale correctly across the length of the surface it's covering (it gets more stretched and distorted toward the ends) so you should look into the projection method you're using and figure out a more appropriate approach. If it's UVW mapped you need to look up some tutorials on the correct way of manually adjusting your mapping in whatever software you're using.

- The dark grey material on the end is showing very obvious signs of tiling. That looks terrible and should never happen with the kind of 3D work you're doing. Look into making yourself some nice procedural materials, or at the very least find out how to correctly apply the texture you're currently using.

- Your polygon counts are way too low. This is a product render, not some real time visualization or game asset, so there's no reason not have an insane amount of polygons making every surface smoothly subdivided beyond perception.

- Your lighting is boring and unappealing. You should be using multiple big softbox-style area lights. This is by far the trickiest thing to get right and you shouldn't be afraid to spend a ton of time playing around with your lighting rig in order to learn what works and what doesn't.

- Bevel your edges. Perfectly sharp right-angle edges don't exist in nature: things are always sliiiightly rounded off. EVERY visible edge in your model should have at least a tiny bevel so it'll catch a bit of light. It might sound pointless, but trust me, it goes a very long way to enhancing realism. Some edges are more rounded than others, obviously, so think this through and bevel everything accordingly.
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>>627999
>>628198
(Cont.)

- The debossed music note logo on the end cap is messed up. It's ruining your topology and showing all kinds of ugly triangulation. This isn't an easy thing to solve and maybe some other people can chime in with more detailed guidance, but either way you need to deal with it because it looks bad.

There are a lot of other subjective details that could be debated and critiqued, but I'm sure that's enough for you to work with for now. It's not too bad for a first effort.

Good luck, have fun, if you stick with it you'll eventually get where you need to be.
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OP here
>>628013
Yep, you got it. However upon reflection, it would make a nice buttplug.

I actually forgot about this thread and this scared the shit out of me. Honestly relieved with the amazing feedback.
Thanks /3/!
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>>628013
and hang yourself on it yes




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