Post all your work, incomplete or not, in this thread. previous: >>629312
More destiny warlock costume parts for printing
>>631920Negro, please learn how to take a screenshot.
>>631926Too busy, also, white
>>631927god i really hope you're joking
Here's a WIP of some crowds rnd I'm doing
>>631939Actually pretty cool. Individually animated or automated? That one mannequin in the turns around a lot by the way, might wanna change that.
>>631941Thanks! It's a bunch of mocap from Mixamo, there are blends between animations but not implemented properly yet. It's automated in terms of it being a crowd sim, their movement is propagated by state changes and rules etc.Thatt issue you mentioned is gonna be fixed soon, I've been running into some issues with triggering into ragdoll between state changes which is why that's happening.
>>631943Ah, I see. Still really neat stuff. I like how when two mannequins collide they just give up. Though, it'd probably be more realistic if they struggled to get up after falling down. Not sure how hard that'd be to implement.
>>631939Actually, this is good alternative to wall
>>631939there are two sims who just run into each other and then diehahahawe are the robots
Shout out to the anon in the other wip thread who pointed out that all the transitions between surfaces on this were way to tight. Softened out now - looks a lot better now. Salut.
spend 2 days trying to figure out why pic related would clip all the time during animationsturns out I forgot to properly weightpaint it[spoiler]just needed to rant, thanks for listening[/spoiler]
>>631957LP done. Gonna get some snacks and ice-cream, get in my jimmies, get the girls round, stick a Bridget Jones DVD on and launch Quixel suite:When I am texturing I am COMFY.
>>631939Some of them look back too often so maybe mix that value down in your randomnessAlso some tripping/getting back up mocap would be great too.
>>631918>Gather all finished actors i made in recent years>utter discrepancy in size for each one of them>collect all from unreleased shorts and reescale>suddenly, where are all the fucking texturesNice to do 534 projects simultaneously, i may hunt for their skins, eyes and hair in two years or so.
Didn't get as far in as I would've liked because I always forget how...er... 'challenging' Quixel Suite can be some times. But still, it's looking alright. Finish tomorrow.1/5
>>632023>>6320243/5 Looks like I got some stuff on mis-matched smoothing groups here...
>>632023>>632024>>6320254/5 Yup. Definitely a smoothing group discrepancy there...
>>632026>>632025>>632024>>6320235/5 actually I think it's just the SSAO in 3DO being weird. Good.Now I'm gonna go drink a litre of Heineken and watch the SyFy channel before my girlfriend gets home because winning.
>>632027And I've just noticed there's a mistake in the text on the left side of the gun. Fuckyballs.
>>632027do a version in patriot brown and ill succ ur dick
>>631995Th face looks good but please work on the anatomy.
>>632000>>632004Is the images on the left render results of the mesh to the right, or just references? If that's a render I would like to know how to get results like that.
>>632036Nah you're alright.
First ever Blender project pls go gentle..
>>632062not bad actually. the reflections need more work but in general its nice for a begginer
>>632062The bricks are too shiny (even for plastic-glossed bricks) and there's a bit of confusion in sense of placement. Where exactly is this scene taking place? Is it on the floor? If so, why is the glass on the floor and why is the sign so close? If it's on a table, that's a really claustrophobic corner and it just doesn't make sense for the sign to be shoved in the corner as well. Not ragging on you about it, just saying that you should keep these things in mind when you move onto your next piece. Otherwise, commendations for not doing the standard donut. It's good for a first render.
Pretty satisfied with how it's working out. Now I just need to change the textures to something more high-res and add a few things here and there
>>632021Oh, now I get it.. that middle monstre thing is their grandma or something like that, that's why your xharacters look like that
Finally made more progress on my Goku model. Texturing is done. Last thing to do now is rig the fucker and posing him.
>>632057Left is obviously sprites from Chrono Trigger, right is "this isn't even a block out" tier junk
>>632136I thought it was something like pic related.I was following one dev blog and he was using white meshes with really strong AO to turn them into sprites and then just colored them. I thought it was cool way to get around bad pixel art skills.
Gonna be redoing this from scratch. This model is a huge mess.
>>632091Yeah I can see composition being one of the hardest parts of 3D. I put it together without thinking of things like that just wanted to play around with lights and reflections. Thanks for the feedback!
Gotta be posting my yuuri in sketchfab in a bit.I got the grasp of the butt topology so it bends right. Im going to apply that to my chito model and future models.
I've no idea what am I doing anymore. I just wanted a cute android girl…
>>632202Oh my, I didn't even realize 2077 trailer is already out. At first I was going for a Raiden kinda look so I extracted-removed the lower jaw, then with horns it looked like a flimsy Hellboy and then I thought it looks cooler without the lower jaw at all… I should at least sketch what I'm going to do first.
>>632200That has ahegao potential.
render from my latest short film based on symmetry and reflections. what do ya'll think?
I also sculpted this yesterday cuz i was bored. this ones going in the trash but wanted to show yall
>>632212does he have leprosy?
>>632215he just needs some exfoliation
making progress on my jungle
>>632249Turn down your FOV a bit, bike is really distorted. Try to use bigger ISO and faster shutter speed with 2.8 diaphragm if you're using camera-based render engine. Models are nice, but materials could use some work, try tiled bump on your walls cuz they look really flat.
>>632212spoopylooks neat bro
>>632200Looks like something from Shin Megami Tensei. Maybe you can start going for something similar to that.
time to troll libtards ebin style
>>632284Did you actually want feedback? Because even in it's simplicity there's a lot wrong with this..
More progress on my Orochi model.
>>632328Do you keep all those muscle strands as separate objects?
>>632329Yes. He's pretty much made of dragon tentacles that are shaping themselves into muscles. For now that's just the low poly base.
Rate my table model. I obv still have to get the actually scenery down and lighting but the model was made in a cool way I think.
>>632335Interesting design. The detail on the tabletop looks stylistically different from the bottom. Also are you going to texture it?
>>632330I was thinking about using separate meshes for different hair strands to keep them edges nice and crisp, but I don't know if I could run into baking problems later.
>>631951I ended up removing them being able to trigger each other into ragdoll, it kept happening way too often with higher density>>631949No idea what this means sorry>>631996I attempted to fix that, i think it's better now. I could have added some more states and animation blends but for a tech rnd it would just be too much time, I'd rather spend more time on juicy stuff.Here's my latest lo-res WIP, excuse the dogshit camera shake. Everything is almost there though.
>>632363he was making a joke about the us border
Hopefully this one won't look so damn bad
>>632038>>631995anatomy still ruins your works mancome on roll out some refsthose biceps are the worst
>>632342Yeah I wanted to make it somewhat live edge. And I want to add a texture but I didn't learn how to that yet haha
>>632372Looks fine, and it's clearly stylized to looks like the manga anatomy.
something i did months ago, back to working on it
>>632367very good. i like hos it goes.. mouth looks promissing..
All done with my Yuuri and Chito Models.Added a dabbing pose for them too. Ill be making a scene with them later.Probably the one when they explore the temple.Yuuri:https://sketchfab.com/models/833e3b28570545d59377d1bed2a7f078Chito:https://sketchfab.com/models/a4b91795ee4b48f291b8e0abc6607768
Here's another scope, haven't gotten as much time as I'd like to do them because of work sadly.
Working on this enemy from DK: Tropical Freeze.
Orochi's shoulder and arm.Good thing I recently bough a new computer, the amount of polys needed for the whole thing is getting crazy, my older one would have never been able to handle him.
Just started on the high poly
>>632392Working on a new model right now from Hataraku Saibou. Platelet chan.
Welp, it looks like shit alright
>>631995>>632200>>632328it's good to see people here are starting to assimilate zbrush instead of using blender.
>>631995>>632378>Looks fine, and it's clearly stylized to looks like the manga anatomy.oh fuck off you cunt, Murata actually knows anatomy and knows how to structure formsthos biceps triceps and abs and neck are painful as fuck to look at
Doing my room just for some fun practice
>>632554Even the shitposts can't go out in wip.The absolute state of /3/
>>631918I literally cannot model aircraft. Pic related is after 10+ attempts. How do I get better at modelling aircraft?
>>632491>>631350What's the process for these? How does one create the characters? Do you model characters from cubes, animate them and then pose them, or do you sculpt them from a block somehow? I've got only a few weeks of 3d experience, that's why I'm asking this kind of question.What programs do you use?
>>632582There are plenty of tutorials explaining workflows in details, but you would normally do a base in a symmetrical pose, then pose, then continue out of that. There is no need to "animate", which requires rigging, just posing works.It depends of the projects really. Some can be almost fully done in symmetrical poses, while others have more complicated ones which requires more work to have a quality result in that pose.
>>632586What is the difference between rigging and posing? My understanding is that rigging is something that you do _in order_ to be able to pose a character. Is that completely misguided?Thanks for the reply by the way.>There are plenty of tutorials explaining workflows in detailsDo you know any one that shaped your way of working in particular?
>>632588rigging is made to animate and takes a long time to setup properly. Posing in Zbrush is much faster but gives much less control.https://www.youtube.com/watch?v=hjYfYvjGcG8There is also this method which is kinda an inbetween.https://www.youtube.com/watch?v=oJKIOWMjB20In a nutshell, the more you prepare a rig, the more options you'll have to pose your character, but it's not always necessary, depends of what you wants to do.You can also use a base from Daz 3d which have detailed rigged human models for free.
>>632578nigga you don't need to get better at modeling aircraft, you need to get better at modeling
>>632591Sweet deal, thanks.When you create a character, do you sculpt it from a simple piece of geometry or a ref body? Haven't used ZBrush, might be a stupid question.Basically, will I theoretically be able to create similar stuff to yours with ZBrush? Colors and textures and lights and all? My bad if there's too many specific questions.>In a nutshell, the more you prepare a rigBasically slap together a dude in ZBrush and add things that make the limbs bendable?I'll watch the videos
>>632592You're right, my dude. That's something I've been working on this year, but, it's not panning out quiet like I would like it to, to be honest. I guess it can be mostly attributed to a lack of discipline and focus.
>>632599Have you looked at sub-d modeling tutorials? Modern aircrafts have a lot of soft, flowing shapes which means subd is essential for them. You probably won't find aircraft tutorials unless you're very lucky but there should be some decent automotive stuff.At the very least, I'd look up Arrimus on youtube. And try to find some tutorials of people modeling either vehicles or semi-complex props (guns, etc) so you can understand their workflow on approaching large modeling projects with many pieces.
I guess this counts as wip?
>>632677Congrats. But what's the deal with the "hours" edit?
>>632694For some reason they wrote it in local language instead of English so I just clarified.
Just finished this practice piece.
>>632816Oi mate. Excuse me. Do you have a loicense for that knoif?
>>632367>patch modeling>2018 come on bro. sure, do what you enjoy but come on bro
>>632822Am a britbong so no lol
>>632824Maybe you are just a lazy, untalented cunt ?
making a park for myself in unity for vrchat. never textured, used unity, or modeled anything but simple stuff in sketchup so i don't know what i'm doing but im okay with it
>>632848You should add a guy in a trenchcoat to this for some nice finishing touches
>>632844there's no need to be bitter. if you want to get anywhere in the industry nowadays you need to start sculpting. whether its zbrush, 3dcoat or whatever else. you can always retopo this stuff later. what you're doing right now is honestly a waste of your time
>>632816Can you show topo and ref?>pinkReally weird shapes. What's going on with the pointy part? Why fuller is in a shape of long droplet? Looks like a render artifact as well. At the base of a blade, does it go above the guard?The handle is good though.>greenWhat are those? This seems like either very bad hdri or you just messing around with photoshop default brush.Handle texture is nice and readable, but blade is really bad both geometry and material wise.Wood is really cool though, link please?
>>632816It never occurred to me before, but I never modeled a knife, thanks I actually learned something new.
>>632871>ragheadand where's her penis? even an adorable little girlcock couldn't hide behind that tiny black mark.
>>632871She looks too russhian, mix other refs when doying faces..
>>632871The navel is too high, her elbows look too pointy, her shoulders need more definition, the transition from her butt to her thighs is a bit too exaggerated.>>632881Maybe anon's making a russian?
>>632873>pinkthis was my 3rd attempt at modeling with blender after >>632062 Still getting used to it. Topo is fucked too, I fiddled with it loads to try to fix reflections. >greenIt's just a HDRI.It was more a practice with making materials. Metal is hard to make from scratch.Wood's just from cgtextures. I messed with it loads to try to get the varnishy reflections and shadows.ty for the feedback!
>>632871Why censor the model?
>>632893>It's just a HDRI.Then mats and topo is fucked even more than I thought lol.>Metal is hard to make from scratch.Not really, I don't know what exactly you need to do in blender, but this should be a matter of 3-4 sliders: fresnel, reflection and reflection/highlight glossiness. Oh, and don't forget almost black diffuse except if it is painted. In most cases you only need to crank up fresnel to 7-30 depending on the metal itself and set glossiness to your liking. To add color of metal itself (i.e. copper), set reflection color, not diffuse.
>>632893The largest issue with your knife blade is that it's too smooth and thus reflective. Blades aren't mirrors for the most part, and have sort of a "milled" look. Use an anisotropy shader (or the aniso slider in the principled) to mimic that. Of course, there are blades out there with mirror finishes, but getting those to look right is pretty difficult and it's just easier to hide the imperfections with a little roughness.>>632916Blendlet here, it's way easier than that. Just use the principled shader tb h. Set Metallic to 1, adjust base color, adjust roughness, and wa la.
>>632917I wish we used latest vray at work, I saw there is metalness slider in vray next, but every time we need to fiddle with all the parameters in reflection to get right results because we use old version.
>>632917Ahhh okay yeah I see where I fucked up.The node editor is really fun I just wanted to see if I could recreate materials by just experimenting. On actual projects I'd just use principled and PBRs tho
>>632881what's wrong with russian?
I've been told my model looks uncanny, and I think I can kind of see where they're coming from. I'm just not sure how to fix it.
>>632975It's 100% the shader. You're using the cycles toon shader but with soft shadows; change the light settings so you only get hard shadows, also adjust the world setting. The best results may come from a world setting of black, but you'll want a colored background (that doesn't contribute light), you can do that with a simple node setup like pic related (make sure the Globe icon is clicked)Also I'm still using 2.78 so if the UI changed recently, I've been lazy about updating
>>632917>wa la.The expression is "voilà", it's french for "there it is"
>>632980That's what I had before, but another guy earlier told me to add another "something" to make the shadows look better. I didn't really know what that meant so I just started playing around with settings. And by hard shadows you mean an instant transition from colored by light to shadows, right? I kind of have my nodes set up that way, but I just did it twice so that there'd be a smaller, darker shadow beneath the other shadow. Is it too weird? Should I abandon it completely?
>>632983I'm pretty sure it's viola. Trust me, I know sarcasm.
>>632983>>632986Actually it's Violer ta mère la pute
My little attempt. Toon outline + NPR rendering.
>>633022because Pepe is the Mickey Mouse of 4chan?
And another scope
>>633058Some misc details
my dog. any constructive feedback about how to make it look even more realistic would be appreciated ;)
>>633066less specularity, more bump
I'm trying to get back into 3d. I'm going to stop obsessing over toplogy and low poly stuff as if it is going to go into a game and just start modelling.
>>633071good topology means a lot more than saving on polycount.
>>632975what is it with /3/ and furflips?
>>633068thank you. i don't know how to make a bump :)
>>633095This thread is now officially for 3D shitposting
>>633095hey friend. try some depth of field and chromatic aberrationthanks.
>>632454>>633058>>633060zbrush and quixel/substance?looks fucking rad brah
>>633095Terrifying. Keep it up.
>>633117Correct.Painter over Quixel, I got the scans/textures out of Quixel a while ago to use in Painter, but the slowness of Quixel suite is inexcusable.
>>633095That was dank as fuck, my mina really wants to believe every subtle little fuckup in this video was 100% intentional.
>>632984>Should I abandon it completely?No, you should find a style or method you like and then use that. Right now you're trying to "create" something but you're going about it by sort of tweaking things with minimal direction while hoping to find something that "looks good" (a not at all uncommon, but wrong, approach among artists). Can you post a reference (or a couple references) as well as point to a style of toon shading you'd like to emulate?
>>633122Man, I wish I was a scope
>>633122Quixel is pain and suffering. It's just.... murderous. But the quality.... the quality of the materials and the viewport - unparalleled. Every time I launch Quixel I experience a unique combination of excitement and dread, because I know it will make something look great, but only after 8 straight hours of making me want to stab myself in the throat with my stylus.
I feel like a degenerate for coming this far
>>632021I kinda don't want to see the finished projecr
>>633155Hahaha agree with this 100%.. But I love quixell.. it has very biiig bonuses, if you are good with photoshop. You can make changes in document layers as you please, you just need to name it correctly, then you refresh and quixel accepts it. You can change and tweak masks, you can use photoshop tools (for example curves or exposure, filters, etc..) You can paint on layers.. IDK you can do shitton of editing and quixel has no problems
>>633166yep, up until it crashes and even fucks up the file for you. I like the results of it, but the software itself is trash.
Finally finished this thing! Was fun learning crowds>>632366Oh how did I not see that woa
>>633100ok :)>>633096>>633116>>633119>>633123please don't bully me :)
>>633210You're outdoing yourself. Make more.
>>633196Why don't you make a real scene out of it? A couple of textures, a little-bit of background, a sky HDRI and better camera movement, maybe some cuts to an closer angle....It looks great, but also unfinished.
>>633220Hey, thanks! It's an RnD, so the logic I follow is that since I already know how to make a real scene out of it, that time spent would be wasted not learning, when I could move onto another RnD instead. Basically just trying to maximise my time for learning. Especially since with crowds specifically, you need to have a ton of different outfits/textures for it to look decent and not repetitive, and that setup is quite tedious and time-consuming. Since I'm more familiar with crowd sims now though, maybe the next crowd project I do I will have more time to do something like that.
>>633196this looks really polished but missing major components (obviously). Overall if you truly finish this it could be a great addition to your reel.
>>633145Well, I had just been following tutorials for toon shaders. I might have been able to just go shadeless with my model, but I wanted to see what I could do with shadows. I guess I may have been going for a second shadow like how pic related looks, but I have no real idea on how to go about it. I just thought I would be able to go with what I had so far with some editing on the shader and the normals.
>>633210How did you do the thing where the bat wings appear?
>>631939Looks great, got any tuts that taught you about this? Or is it all trial and error. I'm struggling to learn more about Houdini because the tutorials really differ in quality
I've been playing around with NPR, and I see I am not the only one in this thread. No post processing. That's probably as far as I can get without manually editing normals.I just reused my older loop animation next test I'm going to try maybe more stylish lines, and eventually maybe overlaying some textures for that comic look.
>>633241Thanks! For the purpose of FX I'll still put it on my reel, but next time I do a crowds project I might finish it with textures and shading.>>633285Cheers. There is one tutorial on crowds that's really good, it's called "Crowds for Feature Film in Houdini". But overall in terms of learning Houdini, if you're struggling with finding quality tutorials, try and stick to SOP stuff until you have a great understanding of it, and then the rest will fall into place. Entagma, Adam Swaab, and a bunch of stuff on Go Procedural is pretty good.
>>633196This is production quality desu.
>>633307Do your FX RND with models you can easily multiply, like Storm-troopers or HL2 Combine forces. Something like that. That way you'll only texture/shade one of them. I am pretty sure you can get some for free.Same with the environment. No reason to build it yourself, take something decent from the web, put some minimal effort into making it look ok in Mantra or whatever and that's it.
https://imgur.com/a/DY7tZlDR8 my shitty animation anons
>>633386Quite shitty and too long, too blocky and too twitchy. At one point I thought it's looped and was even impressed that it is so bad that it's good, but then it went on and on and I'm quite disappointed.
>>633329Is this a slighter older Apu?>>633386Really bad. Awful motion, textures and modeling. Also >reddit's favourite image host
Played through CS:CZ Deleted Scenes recently and was inspired to do something oldschool.First version uses 512x512 texture, which I then downsized to 256x256 + did colour mods to. Experimented with downsizing using a combo of both bilinear and nearest lookup resampling, as well as smart blurring and sharpening edges to bring out finer details.
>>633386>https://imgur.com/a/DY7tZlDIt would be really great if it were a dick, and at the end, it ejaculated gleefully.
>>633417Do you uv unwrap first then texture on the uv libes or make the the texture then wrap it on that, pretty sweet
>>633417W-why? The world strives for better performance with better looks, more realistic representation of real world through computer graphics with less computational resources involved, why would someone spend their time for things that were not just already done but already deemed obsolete? I understand low poly and other minimalist styles, but this?
>>633422I use the following workflow; 1: Create mesh2: Super basic UVW planar unwrap3: Create super temporary texture. Usually I'll make a basic planar map using an orthographic photograph texture that I've used for reference/creation of the mesh. I'll also shrink it and simplify or stylize the phototexture using smart-blurs, sharpen etc where necessary. Allows me to see how the final thing could look.4: Proper UVW-unwrap, hand paint texture using as I go. Usually I'll start with a reasonable sized texture (512px)5: Once the texture is complete, I'll shrink it down. Again, will use a combination of areas being sharpened/smart-blurred to create detail where needed, also downsizing using both a nearest-lookup version and a bilinear sampled version so I can take the best preserved details from both. Soft outlines from the bilinear, and sharp stuff from the nearest.Technically, you could argue 'why not just create the texture at 256x256/128x128 to begin with'. I tried making some of these originally, but I feel it's more period-authentic to downsize larger versions, as if they were being optimized to run in some 2002 era game engine. Stuff like text etc on the side is never 100% crisp and clear, but often still somewhat readable.
>>633426It's therapeutic :)I struggle with depression and motivation issues. Doing next-gen stuff always involves a commitment to either 1-5 days of solid work to get quality. Every time I'd start something, I'd make it halfway then lose motivation and feel like crap cause I never finished it.So I decided to start simplifying; I can churn out one of these textured oldschool models in anything from 30 minutes to 3 hours, easily one per day.
>>633426>I understand low poly>But I don't understand low polyWhat?There's nothing wrong with modeling in the same limitations as old stuff, anon. It's just as important to know where you've been as it is where you're going.
>>633431Very true. Even John Carmack has said he wants to go back and revisit the essentials; remake the Commander Keen engine from scratch.I think it's also kind of fun to make this stuff; it forces you to work within serious limitations and that's where you have to be a bit clever and use more tricks and optimizations. Knowing where to place your next slice or edge to convey the same message as if you had infinite polycount. Doing crafty stuff like using a translucent planar textured hubcap to create the illusion of a smooth round tyre instead of an 8-sided cylinder.
>>633432limitation breeds creativity
Yeah the thing to notice was the differences in the HL1(GoldSrc) & Source modding scene speed. Back in the day huge fleshed out mods, maps and campaigns were made in a matter of a few months, where source projects often dragged for ages on and suffered from being bogged down in production time due to just how much time had to be spent on art assets.
>>633428Consider taking some shrooms, dude.I too suffer from Depression and motivation issues. 1 gram of shrooms gives me 4 weeks without symptoms, 3 gr more than 2 months.If you can't stand the effects consider micro-dosing.
>>633436I noticed this too! There's so many completed mods and entire 'games' / TC's for Goldsrc. Most of these were also made by teenagers who only had a few hours after schooldays etc.Afraid of Monsters + Afraid of Monsters DC + Cry of Fear were all made by the same guy, and he completed most of them when he was just a teenager (albeit with help from a few others).And yet there are very little in the way of completed Source Engine mods. It seems 8 out of 10 Source Engine mods consisted of some 3dsmax weapon renders, a few WIP map shots, and then never progressed any further.I remember an artist once telling me that creating more complex workflow + hurdles will place massive constriction on creative fronts. A single person can create an entire city in GoldSRC that -represents- their vision, and it can be completed in a day. It may not be high poly, it may not be detailed or rendered realistically, but it conveys their vision.Doing something in Source Engine that did the quality of the renderer justice would've taken many times longer.We see it with the indie games market too; 8 bit pixel art platformers are much more do-able for a team of 4 guys with very little money than some next-gen shooter.Personally, when I start my own personal project to publish on steam, it'll probably have the 'hl1'-era aesthetic.
Tried to do this %100 in 3D Coat since I bought the indie version, but that program only seems good for rough sculpts that are retopologized in other programs.I think Zbrush is better for highly polished hard surface sculpts, but I don't want to have to learn a whole new program.
>>633438I remember reading up on it; the penalty in Australia for possession of them is apparently absurdly high in comparison to other countries, and doesn't seem worth it.Funnily enough, when I was put onto Tramadol for op recovery, I became insanely motivated / passionate about everything; I could just get absurd amounts of shit done like one of those high-flying wall street sociopaths. I was also able to actually focus and take in new details on whatever it was I was working on or studying, and it was a neverending drive. Wonder if they'll ever figure out how to put that into some form of anti-depressant.Exercise + getting other stuff done (usually a full clean of the house) seems to help though; I always feel motivated after that.
>>633441duh, it’s an opioid. you feel fucking good on them. they used to be used as anti depressants in the 1800s, but they stopped because they were addictive as fuck. i wish psychiatrists would stop shilling SSRIs that make you emotionally numb
>>6334403d coat's retopology tools rival topogun. Many people sculpt in Zbrush and retopo, set uvs and texture (hand painting) in 3d-coat afterwards.
>>633441If you don't want to risk it then read up on Syrian Rue/ Peganum harmala. Its an plant rich with Reversible MAOI. Its legal pretty much everywhere, but you have to watch out for food and drug interactions (the day you take it). It also makes you slightly nauseous, but you can train your body to tolerate it. Not as effective as shrooms for me, but it still can end a depression pretty successfully in a matter of hours.
>>631960C4D?can you weightpaint by polys? I have no idea how to
>>632869>how to have shitty uneven unoptimized geometry 101
>>633444I love 3d coat's retopology.Its UV mapping is OK in my book.Allow me to rephrase:When it comes to making a refined, polished hard surface sculpt, it can be done completely in zbrush.With 3D coat, I feel it's only good for a base sculpt to be used as a starting point, but you retopologize it for proper edge flow (because 3D Coat sculpts with TRIANGLES/ Triangulated voxels) and do %75 of the work in another program, compared to Zbrush where you can do the entire thing and have it look great (see attached), then just retopologize and bake.
>>633448I agree Zbrush is vastly superior sculpting program it's just that >>633440>only seems good for rough sculpts that are retopologized in other programs.made it sound like you would use something else to retopo, even thout that is one of the strongest 3d-coat points.As for hard surface sculpting, I would never try sculpt from scratch, I juast cannot get it to look clean, but detailing like https://www.youtube.com/watch?v=E5oQnOfM7Jo seems more passable.
>>633453>made it sound like you would use something else to retopo, even thout that is one of the strongest 3d-coat points.Yes you're right, I corrected myself.>>633453>As for hard surface sculpting, I would never try sculpt from scratch, I juast cannot get it to look clean, but detailing like https://www.youtube.com/watch?v=E5oQnOfM7Jo [Embed] seems more passable.That's kinda the path I took with what I'm working on, but I found it just takes soooo loooong.And I know hard surface can be dome in Zbrush only because that's the method they used for DeusEx, and other games because it's so much faster than starting in a sculpting app, then having to fine tune it in a traditional modeling app.I really had high hopes for 3D coat it because it has great retopo tools, but from what I've seen, it doesn't hold a flame to zbrush for hard surface sculpting.
>>633331Thank you my dude>>633384But that's sorta why I didn't, because I would rather matte grey everything than have every model with the same texture and a half-assed environment just for the sake of it. To me it's all or nothing, I either wanna texture and shade it at high quality, or I don't bother. Personally I prefer the look of the matte grey to that, but I get that you don't.
>>633455Well Zbrush has its own poly modeling, and 3dcoat doesn't (unless you want to use retopo tools for that, which is not ideal), but nothin stops you from modeling in maya or other software, and importing into 3d-coat.I've seen good hard surface sculpts made in 3d-coat, you can do many cool things with the program, but then again you can sculpt in blender, and skilled 3d artist can use any software to make something good, but neither of them live up to zbrush when it comes to sculpting capabilities. If money is not a problem, then zbrush is just the best.
We showing off NPR?I'll be honest, I've never tried it before but I've made an attempt. Was trying to go for something inspired by Moebius or similar. I think I fell a bit short of the mark. His style is a bit weird to emulate, though it wasn't supposed to look exactly like something of his, just inspired. Trying to mix large flat-shaded areas with gradients and stuff is harder than it seems from just a cursory look at his work.Honestly I wish I knew how to use Freestyle. I'd love to put some linework in it, but I have no clue how it works.That and figuring out how to make a 3d render look like flat 2d.
>>633428>>I struggle with depression and motivation issues.£10,000 says you have undiagnosed ADHD-PI. The PI stands for 'primarily inattentive'. It's the version of ADHD that goes completely under the radar because the kid isn't necessarily jumping around and going nuts - he just appears to be not listening and disinterested. It stems from the same problem with biochemistry though - poorly regulated levels of dopamine, and is treated the same way - with a dopamine re-uptake inhibitor; methylphenidate hydrochloride, aka Ritalin/Medikinet etc.Go see your doc about it. Seriously. Getting put on methylphenidate changed my life.
>>633474Nice. Are you that guy who did that weird Pepe animation?
How should a straw roof texture look for this style of buildings?
>>633479Composition wise bottom of your image is too empty.>>633488Desaturated yellow? You weren't specific in your question, but I am sure you can find some references.
Everyone Hop on the NPR train!Here's another test, I wanted the outline to maybe look dirtier, but I think it turned out too thickI'm not sure if it's better than>>633301
>>633516Don't know if this is what you're alluding to in your post but you know every image of every product in the ikea catalog is CG? Absolutely 100% of what you are looking at in any Ikea literature is synthetic, and apparently every single product shot, no matter how minor - like a door handle or table leg - is rendered to something like 10,000 pixels in case they decide to use it in a giant billboard campaign.Is true.Ok, carry on....
>>633517I know it's all 3D, just modelling something on my desk.
>>633518Ok - well crack on with your.... Apple store fishtank or whatever it is. Looks like a lot of fun.
>>633440>fat guy sticking his tongue out with a dick on each cheek and a cock and balls on his upper forehead
>>633516The description reads like something straight out of The Sims 4.
>>633523Last Sims game I played was The Sims 2, and I agree.
>>633520Do you realize archvis is a thing, bruh? This model is 10-20 minutes to make, and as much to texture and costs about $20 if your CM is any good.
>>633522What the fuck bro how do I unsee this
>>633507>Composition wise bottom of your image is too empty.That's on purpose, I do graphic design mainly, and this is the cover of a catalogue/calendar for a university. The bottom is the space I left open for the title and information.Just didn't want to include all that in the render because I'd like to stay somewhat anonymous.
>>633481I've been diagnosed with Autism Spectrum Disorder, I always thought that was the cause, but you could be right. I've always had issues finishing/focusing on tasks. I'll go see a doc, thanks for the suggestion.Also been experimenting with using modular assets to create a low-res/lowpoly game world in Unreal 4 lately, although it has no consistent style, so I'm gonna start narrowing down a more refined 'look' for it.
Base female mesh intended for a short animation
>>633587>>633588Is it supposed to look human, or attractive? Just download a base mesh.
>>633591Yes and not necessarily. Whats wrong with doing it myself?
>>633587>>633588too many vertices too earlyyour ''female'' is proportionally out of whack. the face looks like an old white guy, the "breasts" look like misshapen pectoral muscles. The clavicles are shaped weirdly, the form too much of a deep V shape, and there aren't any sterno-masto muscles. The stomach is far, far too flat, and there aren't any feminine hips at all.At the moment, what you have looks more akin to a skinny guy with low testosterone, and two low-reaching cancer nodules latched to his pectoral muscles.What you need to do is start over, in all honesty. Grab a background image and use that as your reference. Go to Sketchfab, search for highly rated female anatomy models, and familiarise yourself with their proportions and muscle placement ( 'ecorché is a term you might want to remember )As for boobies, I always recommend that you sculpt the female body first, and simply the pectoral muscles without the boobies. When you're done with that, mask out where you want the boobies to be and pull them out from there. Otherwise, you could push and pull a sphere of some sort to get a nice shape, then bool it to your mesh.
>>633595Now, this is actually fucking useful. I reused the body from an older project, and used half spheres to create the boobs. (Pictured)I think I badly mangled the proportions when I tried to make the body "leaner"/"skinnier".
>>633191Actually crushing don't fuck up your foles.. you just need to save your file at least once. If photoshop crashes, when you reopen it, everything will be on it's place, with (recovered) on filenames, you just need to owerwrite over project PSDs. Or you can just open quixel after you opened photoshop, it'll open where it was, but then you'll have to save recovered project as new one.. )) I know this still sucks, but it's much better than losing everything..
>>632250here is an update. I still need to work on the plant density though...
Is it ok to just keep increasing dynamesh resolution (I'm currently at 256) as you continue sculpting? Grassetti seems to have subdivided his mesh in the torso tutorial. I guess he's using dynamesh too but it's not expanded so I can't really see his resolution.>>633708
I don't really know what to change in the face anymore. Any tips?Also, how should its skin look like? It's supposed to be a greek god for an animation. I know greek gods usually are handsome but I want a new view on it
Done with my Platelet chan!https://sketchfab.com/models/fbb11a6769944060867232dbca3ea10e
>>633721Looks nice. Turn down your fog density and play around with exposure and sun intensity, there are areas that are too dark and too bright. To clearly see your contrast without colors set the image to grayscale and pinch your eyes really tight, this will help you see what is really going on. You need to easily distinguish every important area on the picture while pinching your eyes, now there are two really bright spots - the sky that is one with the roof of the farther shed and "ray" on the bridge, and two really dark shed parts that do not catch light. Actually plants and everything else is easily distinguishable. Here are some quality references we have in our company for newbies. I clearly see the mood you're going for, but you're doing it wrong and I'm not sure what would help you because I only do interiors.
>>633745Here I outlined bright and dark spots.
>>633484Not that guy. I wish I had enough time for it.
>>633723You went too high in resolution too fast. There is no right way, but I've found that doing low poly base (like 32 dyna) right and then only using subdivide levels is generally more advantageous than remeshing very often, because you lose a lot of details each time. Also you need to work on every part of the body at the same level, which subdiv levels would help you with, because you have a solid base for torso and the head is totally undoable at this resolution.Also proportions are a bit off, legs and pelvis are too puny for this type of body and a bit short.
>>633741Are you doing this by yourself for fun as it goes or do you have any specifications from somebody else? How many polys is this?This face (head?) looks like it had it's skull beneath it smashed with a concrete block, especially in the middle third. And also it looks like a leaf blower blows at maximum power in it's face and the face just wiggles randomly because of the air pressure.See image anyway.
>>633551I like this image, it looks like stockholm and goldsrc and really gives me a Cry of Fear vibe
first time using blenderhere is this thing lmaonot really a wip just messing around
>>633058>>633060>>633122Fantastic. Can you show topo?
>>633432>>633417Do you have a site/artblog?
>>633095>>633210Oh god... this is the best thing I've seen on all of 4chan in a long time. I literally LOL'd. Thank you. Great work!
>>633587Looks like Aloy from Horizon.
>>633745i reworked the whole lighting. is it better now?
>>633842Nice work Anon, but the rooftop and basically the left half of the image is too shiny and the houses are too dark
I just realized someone replied my other post pretending to be me. That wasn't me, I'm not that rude.>>633750I'm doing it for myself, for fun. I might use it in an animation later though. Your image was really useful, helped me give more life to this guyHowever I still want to leave some "flaws", like its protuberant mouth with no lips, the weird skull outline, etc. It's humanoid, but not human.Now, how in hell should I texture it? How should the material look like? I'm clueless here, please help me
>>633878It looks like some sort of zombie/mummy, so you can try pale skin with gray-ish and green-ish spots, some rot, very dry and cracked lips, little maggots in blind eyes and such.
>>633878Head to pinterest and start looking for some inspiration bucko
>>633879>>633882How about this?
>>633891Nice actually, but still devoid of life. I suggest you to complete the character design first and then decide on lower priority things, making your mind on design and color schemes should be the first thing to do. Right now this looks like an old clay face floating in space or something.Also your uvs around the nose are a bit stretched.
>>633842Much better. What render engine do you use? I could give you some more specific things to look at if you are using something I'm familiar with.
Made some proportional adjustments. I'll go over front of torso some more tomorrow and then move on to other parts.>>633748Alright. Yeah, I noticed the loss with remesh. I changed it to 128 dynamesh and then sdiv 2.
>>633897Still too high bro. Cut off the torso to a different subtool, zremesh it to like ~5-10k and start over but using subdivs. Because you neglected the legs, even when they was on lowpoly stage, you almost won't be able to work on them now with your current workflow. But there is a whole different approach though - you start with highpoly base, like a few hundred thousands polys up to million depending on model, duplicate it and just sculpt on it. No dynamesh, no remesh up until the final projecting and if you really need to. Just like a real sculptor would do, since we have no mesh density in real world, you could try this too.Also don't be afraid to cut off parts off your practice pieces, chop and throw them away when you're bored, redo the piece from scratch at some point when you think you've learned something new to apply it with the newfound insight, it's only the knowledge and practice that matter. It's the same as with drawing, you don't need to polish every sketch for a week, you learn more and faster when you do smaller pieces of something - with big attention to detail and nuances, but not spending a ton of time to make it perfect. My art teacher during a class would give us 20 minutes or so for each piece and just take away what you managed to do and criticize it. I find it to be the best approach honestly, stress about time limit and fast movement of your hand due to inner strive to do your best faster leave little time for your brain to filter the image you're getting and you would just lay it on paper/clay as you see it which is the only right approach to still life arts - to reproduce what you see and not what you think object is.Oh my, what the hell is this essay.
I'll try to wrap up the torso tomorrow.>>633904I'll continue at this res and see what happens once I reach the legs & arms. You definitely might be right but I'm not worried since working it to failure is good in its own way.I understand and pretty much agree with what you're saying about speed. That's generally what I do when I draw. I just want to follow this tutorial as closely as I can so I can witness the entire process and maybe get some insights first hand (for example, block-in fuckups messing up the mesh). Works best if you experience it first hand. After I've got this project finished I'll aim more for speed and "good enough" with refs
Photoshopped the eye in for proof of concept.I shouldn’t have started this so late..I’ll start sculpting tomorrow now I have the proportions down
>>633919Sorry, never used it. The problems I see are: low contrast at some areas and low saturation overall - washed out palms at the center and at the sides but pretty normal in lower right corner; exposure is different (vignette?) at the borders of the frame - the same washed out too bright spots, too dark spots where even texture becomes indistinguishable; some textures are too blurry, it's okay if they are farther away, but leaves that are close to the camera are too blurry; you need bump/normal maps on the leaves too, contributes a lot to the final looks.Also try covering the sun with a tree or something so that the shadow from it covers the camera, could help a bit with overexposure.Are you doing this for something like a game? If not I might suggest you to use path tracing renderer - vray, corona, maybe even marmoset, dunno how it works with exterior scenes though.>>633922Ah, you should say that you're following a tutorial, I thought that you're doing studies.>what happensIt should be hard to define general forms with low-to-high workflow, but can try just sculpting with a big brush (I prefer clay buildup/tubes with alpha 06/48), needs a bit of practice to get used to and imagination to adapt real life techniques for digital.>working it to failure is good in its own wayI agree but the longer you do this the lower is efficiency i.e. you learn less, except you goal is to perfect your pixel-perfect refining skills.Also I would recommend zremesh it if you didn't, maybe to the same polycount if you don't want to lose any details, because dynamesh's topology is generally ok, but sometimes creates fucked up areas you will have hard time working on.
>>633922Which tutorial are you working from my man?
I think I fixed some things with the neck/breast area. Also I decapitated my model to re-add an earlier version of the head.
>>633938If someone wants to the see wireframe.
>>633938>>633939Are you not sculpting?
>>633941Not yet. I want to get the base mesh as ready as possibly. Previous post:>>633587>>633588
>>633942What the fuck? Bro this is not what base mesh is. Well it is, but you don't need to take it to such level of detail. All you need is a bare bone carcass that you don't need to extrude and dynamesh from sphere in zebra.
>>633942Oh. It's nice to have a basemesh with as much volume as possible, but to be quite honest, you can start sculpting right away with what you already have
>>633945It'll be used for animation too; so I'm trying to get the topo right for that…Or am I being an autistic fuck?
>>633948Retopology - when you're going into something knowing you're going to sculpt it, topology is one of your LAST worriesIf you're limited to subdivision modelling, topology is important to make sure your mesh doesn't have errors when you crank up the subdivisionsIf you use blender, you can use dynotopo and need to worry about it, with Zbrush, you can zremesh and work up subdivs/zremesh then dynamesh if you have triangles or whatevera common workflow is: >1. Basemesh modelled (either through quad-based extrusion modelling, booling together primitives, dragging out from a sphere, or Blender's skin modifier/zbrush's zspheres. >2. Sculpting more detail into the basic volume you have created until done>3. Retopologising your sculpt by opening it in a modelling program/topogun/whatever, planning out your edge loops for deformation and then 'tracing' the whole mesh in a sort of lower poly 'shell'>4. Baking your higher poly information into the lower poly mesh
>>633948>am I being an autistic fuck?This. You can make animatable mesh from anything with exactly one button in zbrush although you need to retopo head by hand, but this is not always necessary for example if your character doesn't speak or is at a distance from camera so you can't see some teeny tiny artifacts.
>>633949>3. Retopologising your sculpt by opening it in a modelling program/topogun/whatever, planning out your edge loops for deformation and then 'tracing' the whole mesh in a sort of lower poly 'shell'You can replace this with just loading a base mesh again/duplicating your high poly and zremeshing it and then projecting.
>>633842Original was better imo (besides the blowouts).Now it looks like some shitty unity game. Looks like a bad HDR image with no tone or contrast.
>>633878Reminds me a lot of the visual direction they had for Hellboy and Guillermo's designs.It's probably just because of the teeth that it reminds me of it, but I dig it. I really like the visual style.I unironically liked the polygonal version more than the smoothed, but that's just me.
>>633947Didn't see your post before I replied. I made some trials with a even lower poly version of the face and ended up with pic related.>>633950Since it's for a showcase/portfolio piece, I wanted to include, at least, some sort of facial movements using Maya Blendshapes. >>633949>>633951I was planning to bake the ZBrush result back into Maya and use Arnold to Render.
>>633955Are those pores? You're clearly it doing wrong. Your mesh is but a featureless doll right outta casting mold, and you're already doing some micro-details that are not even necessary and won't even be visible after you project them on low poly. See image, in the upper corner is what a good base mesh is, although for slightly different purposes and too high poly for your needs, on the left - manually retopoed high poly.Also I'm not being an asshole, but you should wait and train a bit more before doing portfolio, for now this is nothing to be proud of.
>>633955>portfolioapply to pixar RIGHT NOW
>>633939You need to have circular edge loops around breasts, and get rid of the 6 edge pole at the armpit. You need clear loops going around the shoulder joint where arm connects to the body.
>>633956That's why I scrapped that. There were too many things that felt wrong about it. I kinda have to do it„ desu and definitely I'm not completely proud of it, but its part of an 80 hours Maya/Zbrush course I took. The final requirement is a 30s animation. Technically, I could just texture it and rig it as is but I didn't felt like half assing it. >>633957I'm still shit, you n-gon.>>633959Welp, more shit to do I guess.
>>633792day 2 messing around with blender
>>633967Not bad, but you really need to learn how to smooth-shade. There's a global toggle in the menu on the left, or you can do it in edit mode and have finer controls over which faces to smooth-shade.
>>633968thanks for the tip anon <3
>>633929A lot of the blurryness might be due to the .jpg compression for this board. it does not looks that washed out on the original picture. yes, this is game art
>>633929also, you cant compare the result wit a real ray tracer as it is meant for game art. you are right with the saturation contrast thing
I'm trying to model a house from its floor plans. Am I doing this right? Is it bad to have n-gons? First time modeling a house
>>633990Rooms are not squares, ngon
>>633990I'd model the walls first, not the floor
>>633990Use splines to draw the schematic. Only walls really matter, doors and windows can be "punched out" later using booleans, so ignore them while drawing. The splines are only there as a path, so wall thickness is irrelevant, as you can set it later when extruding, just draw the splines along the center of the wall sections.To get the floor/ceiling, you can do various things, like draw it using splines using the walls as a guide, extract it from the wall shapes directly, or just draw one big shape following the outer walls and extrude, you can divide it up later if need be.
>>633929Yeah I mentioned tutorial in >>633723I'l do some googling about zremesh later, thanks.>>633930Grassetti's, I like it
>>633971jungle looks really good
>>633971This is really nice.
>>633439>'hl1'-era aesthetic.>that pic love this aesthetic desu
>>633793Sure, there's a viewer over at my AS post: https://www.artstation.com/artwork/BZA5z
humming bird edition
Made a rough posable foot in Inventor.
Can I be a good 3D modeller without knowing anything about drawing? Just started on C4D
>>634216Yes, but only if you stop frogposting.
>>634086i love it
getting absolutely heemed by this thingfor reference, its the Dewalt DCF887send help
>>634153hotnow make it step on some balls
>>634216Sure. Some people find it easier to begin or do only 3d, because they have a 3d object in front of them - they can visualise it much more easily, and don't have to worry about stuff like perspective for the most part
>>634250eh.. use fusion 360 my friend.unless you are some kind of hard surface champ this will be futile
>>634287dunno about fusion 360, but all im thinking when doing this is how much quicker it could be in zbrushi know nothing about zbrush btw
>>633794I don't have a site, but I'm planning to start posting all 3d stuff that I'm happy with to twitter, and often I'll upload them to sketchfab as well.https://twitter.com/JasperCarmackhttps://sketchfab.com/JasperCarmack/modelsJust finished one of the FPS genres most impractical 'combat' pistols; gonna do some textures tomorrow.
>>634299Zbrush is certainly a valid choice for hard surface, bit only when you're making things more free-form and improvised, not to exact specifications, in which case go CAD all the way.
>>634315i mean im kinda eye balling it so i guess it would be fineim still learning the basics
>>634045Great, great stuff Anon. What program do you use for the hard surface retopo? How long have you been doing 3D ? How old are you? (If it's okay to ask) and did you ever get some jobs?I'm just asking because IMHO you clearly have talent + there's pretty much nothing to complain about your work.
>>634251Thanks, it's hard to make this look hot when I'm working with the software equivalent of Mega Bloks.
>>633095>far plane clippingnice touch
>>634153>>634336needs ankles>it's hard to make this look hotPeople can fap to pixelart porn, minecraft and robloxWhat's you end game here? Are you making a model for drawing references, or practicing rigging?
>>631918Gone through the blender basics and done lots of box modeling. Finally trying out sculpting... it's so easy. I've never retopo'd before so maybe that 's the hard part.
Should my CPU be at 100% all the while rendering the sequence? Also what's the rundown on modelling faces and adding texture/indenting the skin (like scarring, dimples, etc) using C4D? Forgive me I'm a noob
>>634357Ah, good point, I should at least have the markings for that. And, the end goal is something I can use as a drawing reference for Tsukushi proportions, since they're very appealing.
i'll see this piece of shit through even if its the last 3d thing i do
>>634406I don't even want to imagine what your topo looks like.
i'm done for the night. time to play fallout 3
>>632872>>632897I will put the blog up soon. I will also share some assets there.>>632878keke. she is not a tarp although the project has one.>>632881>>632885>>632967She is european ancestry and russian women are awesome. Ukrainian are probably the best. I guess I just wanted to make a cute chick.
>>634458>Ukrainian are probably the best.I meant best looking in the world and just my taste.
>>634468Lol you've never been to Ukraine, have you? Every nation has photos of cute girls on google, but reality is a lot more harsh.
New Nu Broly Now>>634366Its easy
Satan guide my cock!
>>634086This looks a lot better, good job dude
>>633479Still working on getting that Moebius aesthetic going with some NPR.Finally figured out how freestyle works, and how to mess around with the line styles. I feel like I've just scratched the surface of what it's capable of.The deadline for this is pretty much done, so I have to turn it in soon. But I'll probably use this as some kind of benchmark for testing out the style.Kind of arrived at this point from an accident when testing the line strokes. Forgot to enable the lamp's layer, and it fucked with the render in a neat way.
>>634767Here's the happy accident that led me to where I am now.Ignore the fact that the water is missing, I was still messing around with shit.Honestly this seems more "Moebius" than the previous post, the color palette seems closer to his style. But I know they won't really accept the wild colors when I turn it in to my boss.
>>633956I'm interested to know of the artist who made that image
>>634885Rhett Mason on insta, artstation, twitter and youtube.
finally done with this garbagenow only have to do everything else hahahaha JUST
>>634889Oh my, you are dedicated. Open wire show topo.
>>634895fuck my shit up
>>634898What the actual fuck? What software do you use that produces this kind of fuckery? Have you tried to render this bastard of a cube?
>>634911Thats Maya, but I'm a noob so honestly it would look like that in any software. I still have to retopo it so the final version will look considerably tidier. Still trash tho.
>>634912The model itself looks quite okay actually, but this topo is some wild shit. Box modelling should be done and is about modelling in such a manner that no further retopo is required. Personally I like to imagine the topology I would made if I were to retopo something to resemble the ref and model it like that from the beginning.
>>634913It looked ok at first, then I started slicing all those grooves into it, some fucked up boolean jobs and boom.I have to do some reading, no idea how I'd keep a clean topology with all the little ridges n shit in that object.
>>634915Generally you would need no other tools than move, scale, rotate, extrude, inset, bevel and chamfer, every single thing can and ideally should be done using just those.
>>634898>>634915surprised it doesn't look worse if you didn't clean up after booleans . i suspect if you slap a shader with a lot of specular you're going to some pretty weird highlights.mind posting wires without smooth-mesh preview, on? just a single angle screencap, i'm just curious.
>>634968hmm i can see that getting very tricky with certain shapes i had to do, but i'll keep that in mind>>635016here you go
>>635023No, not really. You don't actually have to make every single bulge and groove from a single box, just slap those rubber or whatever thingies on as separate mesh, it's no deal to make an almost square shape.
Texturing takes forever, man.
How do you make the surface of a sculpt/model in C4D have marks/scars/dimples/texture?
>>635041One more for good measure.>>635044Lots of ways. Maybe the simplest would be a bump mapping, you could look into that for somewhere to start.
>>635024what the fuck why didnt i think of thatmy god i am an idiot, thats so obviousmeanwhile the bake looks alright, im seeing some errors and some bad geometry, but overall it looks ok i guess. i'll fix this stuff tomorrow
>>635047I know you're a beginner but I thought I'd point out that you are getting some ugly pinching in these areas. In Maya this is usually due to smooth mesh not being contained enough on corners, and is fixed by tighter edge flow. If you want this look then that's a different story but it comes across as poor topology.
>>635049Its fine man, keep it coming. Is this better?
>>635055It is better but not totally gone. Admittedly, Maya is really bad about that. You can see where the discoloration is around the edges of the square shape. If it's not meant to be viewed close up then you can just leave it, but it is not really want you want to be happening on your model.
>>635058I'll see if i can get rid of it tomorrow. That kind of stuff is really annoying to deal with, though I probably made the job harder on myself with my awful topology. Makes me wish Maya had an easy to use rounded edge shader.Thanks senpai.
>>635059Maya is garbage when it comes to certain things, but in any case it's not worth spending too much time on to fix. By the time there's textures and lighting it will be very hard to see things like that unless you're looking for them.
>>635059Maya is shit when it comes to modelling, if it is what you want - switch to Max.
>>635046Yeah I've seen bump mapping, any other ways?
>>635106Take any b/w picture you like and try plugging it into all the nodes on material editor or what have your in c4d to see for yourself what does what. Another-another way is to hard model them, but you'll need like 10M polys model to do that.
>>635106Maya teaches you proper techniques and skills, rather than something like zbrush that turns you into a discount sculptor.
>>635185Meant for >>635084>>635106Dude there are so many ways to put details on models, which is why I just said look into it. You could paint them on, sculpt them, use decals, use bump maps. put them on the texture, add them in post. Can you be a little more specific? If you just want to put a scar on something, you can plug in a picture of a scar with an alpha channel and apply it on to the object. C4D also has material stacking (mix materials I think it's called?) where you combine multiple materials, put the texture in one and the decal on the other.
>>634323I mostly use rounded edge or dynamesh+polish workflows, which means I start from a midpoly and don't really have to do any retopo. All the modeling-related operations, I just do in my modeling software, which happens to be Modo. I've been doing 3D full-time for about 2 years (had one class in uni before that, which I wouldn't really consider useful although it's what got me interested in 3d). I'm 24. There's a lot of AAA studios in my area but none would hire me, I've begun working at an indie studio and I'm very happy there. (I don't think AAA studios have excessively high standards, if anything quite the opposite and their organization is kind of a mess, which me looking for junior-level work for a year and not getting hired is a testament of).Sorry for the late reply.
>>635200gib texturing tips brah
>>635222In order to achieve complexity, layering is key. A lot of different processes can be broken in 3 steps (like the basic design principle of going big > medium >small).1. Lay in your bases using photo textures/tileables. 2. Add generators, edge wear, occlusion, anything procedural or "fancy". 3. Work unique details. Paint, stamp alphas, do what you need to break up your procedurals and add areas of unique interest.Have some macro, mid-range, and micro details (this one is a big duh, but macro details are often overlooked. Use reference to find inspiration for them).Layer your effects into steps. A splash of mud or a patch of rust looks boring when it has a hard, simple transition. If you blend the rust, for example by having 1. Hard rust which cuts into height, 2. Discolorations at the edge of the surface material, where the break occurs, 3. Leaks of a lighter type of rust, with roughness variation, you will achieve an effect complex enough it will trick the eye into believing the illusion of your surface, instead of going "huh, This works for shapes as well, especially macro shapes. When adding a big patch of grunge, keep some large areas, as well as some smaller areas/areas with more breakup. Irregularity is super important.Actually, this works for basically everything.Use reference. Find references of high resolution, what you create at the resolution of your texture can only be as accurate as what you can observe of a similar resolution irl (no use texturing something at 4k if the best photo you can find of the full object is 400 x 600 px).Search for various references to find inspiration for unique wear tear, but make sure you understand the nature of the damage and that it's fitting for your material (don't mix up damage from two types of gun finishes which wouldn't wear down the same way, for example).Use reference.
>>635225there were a couple sentences that were cut out from my text because 4chan is so shit at revising what you've written, but you didn't miss anything important, it just makes some areas of my post look retarded
>>635225>>635227ty breh, i really like your stuff