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the streak continues edition

previous: >>666975

Reminder!
This thread is for comments & critique on whatever project you’re working on / have completed.
QUESTIONS GO IN THE /questions/ GENERAL: >>>/3/questions/

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi
If you’d like to add more links, post them here: >>637415
>>
Last thread was pretty Asian. I will do an Asian chick now.
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>>668808
Weeeeew bby, new thread tiem.

I have to be honest, I had no clue how I was gonna tackle getting the waterfall looking good after I posted. I tried fluid sim, smoke sim, nothing really worked or came close to what I really wanted. I got frustrated and pretty much gave up and played some vidya.
Ironically enough, I came across a waterfall in the game, the waterfall itself was just a texture, but the mist was some particle planes and shit used to fake volume. Ended up just doing that for the waterfall and it ended up working pretty well.

Still some tweaking needed for it, but it's definitely come out better than I would have gotten fooling around with sims, plus it skips all that time baking it.
I mean it's a shit ton of alpha planes, but it still works well enough. Looks pretty good in motion too.
Next up is the pool at the bottom, and setting up some weird ass warpy perspective shit to get it looking right.
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For next week, I think I am going to revisit my old stuff and try to improve all the stuff that I can.
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>>668813
looks decent, some things through: the hard edges at the top of the waterfall on either side need work, blend a texture or use some props to hide that edge.
the asymmetry of the water drop thing doesn't look right. i would just mirror this.
i think some foreground hard shapes near the bottom that obstruct the waterfall a little might look good.
here is a quick mock
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Some more.
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>>668821
Yeah the waterfall and cliff are still being worked on. Wasn't gonna leave the hard edges there, I was planning on going back in and sculpting a lot more of the cliff to give it some more detail and mask some of the edges. Just hadn't gotten to it yet. Hence the "still more tweaking needed" in the post.

I do like the mockup though, I hadn't really thought about breaking up the falls with some foreground stuff, but now that I see it I really like it. I'll try to implement that when I work on the cliff some more. Thanks.

The water drop thing being asymmetrical isn't on purpose. I've got it animated to look like it's flowing down into the lake, so what it looks like at that point just happened to be what it looked like on that frame. That being said, it still gives some hard-ish edges towards the bottom, of the drop, and it's on my list of things that need fixing. Probably just some tweaking of vertex weights.
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>>668824
>>668821
Here's a quick webm of it in action.
I kinda want the fluid to seem kind of viscous. Overall though it still needs some playing around with, haven't quite nailed what I'm after with it yet.
Just figured I'd keep working overall on the scene bit by bit, and it'll all come together once I get everything the way I need it to be.
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What's the best way to make hair and eyebrowns? Should I just sculpt it?
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todays quickie 4 h sculpt starting with the zbrush zsphere mannequin for a pose, and since i was too lazy to do the palms i covered them

>>668833
fibermesh or just sculpt is, depend on what you wanna go for, i generally just sculpt it
>>668823
you gotta make full bodies too
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>>668856
Its good. but like, how are you supposed to fuck it?
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>>668858
its the extreme roastie syndrome, fucking it is like fucking a woman who had 10 kids
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>>668861
more like trying to fuck the mariana trench
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I'm using this model from Smash ultimate and it has several eye expressions in the same texture. How do I choose the one I want? Sorry if it's obvious, I'm new into this stuff.
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>>668864
You probably have to move the UV map around.
Also, FUCKING QUESTIONS THREAD.
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>>668858
>>668861
>>668862
She has been fucked by a chainsaw penis.
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>>668856
Fucking dope.

Here's what I did today, senpai. I just got Substance, trying to get used to the interface so far it's kinda difficult. This is mostly just trash but I figured out things like hard surface stamps and appropriately layering things and so on. Pretty neat program.
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>>668833
I go for hair cards (note hair is still not properly done just the eyebrows). The problem why I do all these plastic hairs is because you have to have a base to paint over with a hair card brush (you can make one).
Here are also some links
https://marmoset.co/posts/how-to-create-realistic-hair-peach-fuzz-and-eyes/
https://www.youtube.com/watch?v=AZpTn6S23J8
>>668856
I am reusing old bodies because I am scared of loosing time. I know I am 100% wrong but things in my personal life are driving me to shoot myself in the face. That I why I am hasty and take the easier route. Doing art is the only thing keeping me going but I have to start getting out of my comfort zone.
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>>668833
This one actually tells you how to create the haircard brush
https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
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>>668856
BTW I (>>668902), also forgot to tell you how much I appreciate you posting here. Love your work man.
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>>668856
Thank you for tonight's nightmares.
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>>668856
What a qt.
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>>668903
>>668902
Thanks for the help!
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>>668913
No problem. Thank you for doing art.
I am working to see if the characters belong to the same verse via shitty compositions.
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>>668913
I also forgot this one. It is for realistic hair in Substance
https://www.youtube.com/watch?v=6xBMcnx2Kkk
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Messing around with light setups
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>>668928
Digging the color choice. Reminds me of CPU pins.
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Dummy`s got face job and tit job.
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>>668932
possibly the worst wire frame ive seen for a model
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>>668933
This must be bait right? It is simple but my only problem is the lower jaw and lower neck. The rest is pretty standard. Post your wires please.
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>>668933
I like to use ngons and tris. A diamond quad is a subdivided triangle and a 5-edge pole is a unsubdivided 5-side poly.
So I see no problem using them.
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>>668935
*5-edge pole is a subdivided 5-side poly
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Getting close to done. Still don't know why I'm making this.
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>>668938
Why does it look like the bottom of the shoes are made of cork?
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>>668935
>>668936
no shit i know what fucking subdivision does lol, yes triangles and n gons get subdivided into quads but that wasnt what i was referring to. its not your use its how you placed them, especially around the chest area and biceps. also this workflow for subdivision is horrible. your model is already too high poly because you have no idea about how to control your edge flow, horrendous. also dont use images i uploaded to try and prove a point when you dont even know what the image is for
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some XBox then sleep. Borderlands 2. Peace.
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>>668946
I use ngons with the edge flow in mind. I don't think it is that bad. The unsubd model is 17.5k tris until now. I dont think is that high.
I don't have uploaded any images you have uploaded.
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>>668941
Because I haven't made a texture for them yet
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texturing time
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>>668872
Why is there this one fag I keep seeing complaining about the question thread?
This is the slowest board (and I've been to ic) so who gives a shit?
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>>668967
How do you know it's one guy?
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>>668967
>no one's here means no one cares!
What kind of logic is that? Off-topic posting is more likely to be ignored on faster boards, unlike posting on a dead board where it literally stays put for any visitors to see.
And we complain about it because it's simply the wrong thread. The generals have their own different purposes. Sure, whatever, >muh anarchy, but look. It's just board culture. Might as well have order if things move slowly enough to have it.
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>>668821
Did some more work on the cliff and waterfall. Looking a bit better now.
Motion overall seems to be too fast though, so I'll work on slowing it all down next. The working file only really animates at 15fps, so it's hard to really judge how fast everything will be in the final without rendering it all out.
Decided against adding the pool to the bottom of the waterfall. I'd have to change the ratio to something like 9x21 and pull the camera way back for it to look right. The falls going off camera adds a bit of mystery I guess. I'll probably focus on some volumetrics later to add some mist over the lake, and some mist coming up from the waterfall as well.
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>>668972
You could try one of those panoramic stitches to include the pool at the bottom. It'd look trippy as fuck too.
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>>668975
What do you mean? Do you have some sort of example?
I'd be down to try it, but I'm having a hard time imagining it.

Do you mean something like tilting the camera down and stitching it all the way? Kinda like pic related's camera setup?
It might be cool with some weird ass barrel distortion from it. And you'd be viewing the pool from above at the same time, so it'd definitely be interesting.
Sheeeeit, I'll try it later and come back with the results.
>>
does anyone know any good retopology tutorials?
and possibly some modelling tips/critque cheers and thanks
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>>668967
I'm not that guy, but if I see a question I know the answer for, and it's been made in its own thread instead of the questions one, I am much less likely to answer.
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>>668980
Vertical panoramas, that's the term. Pic related's a nice example.
You can switch Blender cameras to shoot panoramas, not sure how to configure them to do a vertical one though. Select your camera, go to the camera tab, "Panoramic" next to "Perspective" and "Orthographic".
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worked on the wheel
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>>668949
This isn't your blog mate
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>>668966
Work on your lighting before doing textures, for now just use a material override and make everything gray.
>>668972
looking good, red glow at the bottom is a nice touch. I'd be tempted to add a more interesting ominous sky.
>>
>>668986
>>668980
>>668975
>>668972

As someone who approves of this idea, here you go plz:
https://blenderartists.org/t/inception-style-perspective-bending/1140271
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>>668983
you are anatomy is not that good
you have a general idea of some muscle groups, but you dont know how they look, get better refs, us phot refs as much as possible
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>>668994
Read the thread: work in progress.
If you spent more time working on your own models instead of trying to control things you cannot control just think of the happiness that could flower in your life!
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>>669010
>some XBox then sleep. Borderlands 2. Peace.
please explain how this is an update on your model, please explain why you think people care what your going to do after posting that image?
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>>669015
I am not going to try and guess what might appease you before I post because I know that you are looking for fault and because of that you will always find fault.

Always. Always. Always finding fault. Show what your working on or GTFO.
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>>669017
how about you appease these nuts
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>>669018
Gay, I knew it.
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>>669019
you got something against bros sucking each others dick mate?
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>>669020
You can put your mouth on anything you want but questions belong on the Question thread.
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>>669017
>t. Couldn't justify bloggin' up the place
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>>669027
Scram
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>>669029
Go back to the Daz thread, asset flipper.
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>>669035
I imported my meshes into Blender. Fuck you.
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>>669017
Hey man just wanted to let you know that the weather was really nice today I played some divinity original sin 2 today, I'm thinking about making a burger and homemade chips.
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>>669038
Before starting on that burger and fries, try Andrew's donut tutorial.
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>>669041
Thanks friend, but I don't use shitty freeware programs.
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>>668970
Threads are to keep a line of discussion contained. Your whole spiel is fucking deluded. Consider >>668825, if I wanted to ask him about what kind of shader configuration he was using I would have to post in the questions thread, pushing it 1 post closer to the bump limit, with no guarantee he'd be looking in there anyway, at which point it's clear that if I want the same result he produced I'd have to cross-thread link it here, just to limit some text in this thread? Or perhaps never achieve the result?

Leave your autism at the door.
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>>669042
No. You just pirate the paid ones. Bravo!
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>>669036
>I imported my meshes into Blender.
So? Did you make them?

Once an asset flipper, always an asset flipper.
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babbys first sculpting
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>>668986
Oh jesus that shit is fucked. You aren't kidding.
I'll give that a try. Honestly I'm totally confused what the area looks like normally in your pic. I think the photographer is on top of a hill, but judging by the bridge and cars on it he's gotta be super high, the top part of the image is from a near vertical perspective. It's really fucking with me.

>>668995
>I'd be tempted to add a more interesting ominous sky.
Thanks. Yeah I plan on working on the sky a bit more, I wasn't going to make it spooky, but I think you're right. I think it'll really add to the mood.

>>669002
I like that idea, the only problem is that it's also animated. Rendering out multiple camera angles and stitching them together will animate fine, but rendering strips each frame, I don't know. If it was a still I can definitely seeing it working.
>>
>>669043
Questions are fine, as long it's not looking for outright help without any real ties to the discussion. It sounds a bit ambiguous, but it should be obvious when something doesn't quite fit the discussion. I'm sure you know that already.
Asking another person for advice is different than posting a straight up question without any intention of having it critiqued.
"How did you do that?" is different than posting a new image asking "How do I do this?"

To use your example.
Asking how that anon did his shaders is alright.
Asking all the anons how to use shaders is not.

There's also the fact that someone might have a similar problem, it's "easier" to find something relevant in the questions thread, rather than sifting through people looking for crits and showing off their work in the Wip thread.
>>
>>669073
Mental gymnastics at it's finest
>>
>>669077
If you think that's "mental gymnastics", I can understand why you failed high school.
>>
>>669059
Go right ahead and make your body meshes from scratch. Hope that is working out for you. It seems like you are not modeling today, just jacking off and trolling. Well, fuck off.
>>
>>669070
It's a top-down shot from high up transitioning to a forward shot from street level. I believe a drone was used, and it's just moving downward tilting the camera upward throughout the shot. In your case, it should be just a stationary shot that's tilting downwards. Also, I really don't think you have to stitch anything, look into setting up a panoramic camera in Blender. It should be equirectangular, play with the min/max long/lats and see how much you can limit.
>>
>>669043
The reason why >>668864 deserves to be in the /questions/ is because it STARTS with a technical question. You're free to discuss and ask whatever anons are doing with their own work, but you're not free to pose any* question about your own work in the /wip/.
Think about it this way: the /wip/ is an art gallery (quality debatable), its artists are standing around proudly. Someone just barges in asking everyone about how to fix paint that's too thin, where to buy nice canvases, what the nicest brand of paints is; some technical aspect that everyone else has already passed. You're trying to equate that behaviour to walking up to one of the presenting artists and asking how they painted that tree in the corner.
Yes, this art gallery is full of incomplete pieces. * There is going to be overlap as some artists question their own work. But they're asking how to make this mountain in the back look more natural, not how to paint a mountain in the first place. Can you note the difference in these two questions? The former is artistic and subjective, the latter is technical and objective. That's what separates /wip/ and /questions/, and what flies and what doesn't in the threads.
If you really want to dig into caveats, sure. Technical questions are allowed in the /wip/, __as part of an already existing discussion__. If one anon suggests something, it's fine for the artist to follow up with a "how do I do that?". That's just the natural flow of a conversation. We're not that fucking autistic about basic human interaction. It's still very different from barging in and screaming for help, which is what we're complaining about.
You're probably going to say "that's complicated and convoluted, fuck you". It isn't. I'm just explaining every minute detail about it so there's no space for misunderstanding. Otherwise, it really should be a very logical flow of events.

We're seriously going to have an argument about board meta, aren't we. Finest way to break the streak.
>>
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Ahem.

FUCK hair and FUCK eyebrowns.
>>
>>669093
>We're seriously going to have an argument about board meta, aren't we. Finest way to break the streak.
Nah, just no one respond to it past this point.
It covers what goes in /questions/ and /wip/ pretty well.
Let's not ruin the counter.
>>
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I was digging through some old papers and came across a set of drawings for a foam rocket launcher originally intended for SolidWORKS. I have Sketchup 2019 and a calculator to make this work. Main launcher body is all I have left. Everything is to scale and all measurements accurate. Afterwards I might take this on in Layout to remake the assembly drawing set with dimensions on the parts. Also might see about a 3D print, but here comes the work week so we'll see.
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>>669113
Main launcher body (1/2)
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>>669113
>>669114
(2/2)
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>>668902
Fuck me, the model in that youtube tutorial looks fucking awful. Skin of a leathery 60 year old but the face of a 30 year old, weird skin reflections and eye lashes that look like tiny pipe cleaners.
>>
>>669122
Yeah, I know. It was just the hair you were meant to look at. The girl looks like a fucking SJW so sorry for posting that shit but it shows a process. This https://marmoset.co/posts/how-to-create-realistic-hair-peach-fuzz-and-eyes/ one is far better in terms of professional rendering but not game modelling. What I am on about is more game models. As I said, https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ is the one that teaches you how to create the brush. Please look at it. It will help you a lot. I hope to create a full tutorial series on anything I know from full retopo (boring but fun) to making hair cards and painting skin as well as making clothing. I wish you all the best progress.
>>
>>669115
>>669114
unfortunately for you, I don't have solidworks installed
>>
>>669114
>>669115
>CONFIDENTIAL
>The company appears to be alive
Not cool, my dude.
>>
>>669159
Should clarify that these were generic projects. The packet was made by my teacher from school. He copied only the title blocks from previous work he did for quick templates and we'd change them into generic title blocks.
>>
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>>668938

Ch- Chromie ?
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She has eyelids now and hair has started growing.
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>>668972
Working on trying to get a warpy perspective.
Bottom of the image (where the waterfall ends) with the displaced plane is just a placeholder so I can test out the perspectives.

Right side is just Photoshop's default panorama stitching.
Left side is using the drone method like >>669090 describes. Only problem is it's a bit wonky to get working with my image since it's based vertically but also horizontally. I tried my best to get it looking right, but it still looks like just a regular panorama. I took the camera and paired it to the outside of a circle, then rotated it, since I figured that'd be the best way to make it work.
That being said it's not as warpy as I'd like, but probably I'm just doing it wrong.
I think the fact that I'm missing any kind of reference that it's looking straight down is also messing with the look. Once I add the pool it shouldn't be too bad.

I'll give this >>669002 a try next.
It won't be animated, but it should look neat for a still.
>>
>>669200
Is it you Meakrob47? Seems similar with the large eyes and longer faces. I do like it.
>>
>>669203
Lewd!! Haven't done anything to deserve a name yet.
>>
>>669200
Sorry to say this, but that's a pretty unappealing face. The proportions appear to be off, for one, the eyes should be around the vertical center of the face rather than the 2/3-ish placement you have going on. You generally lack a lot of facial definition too, the cheekbones and jawline are virtually nonexistent and the entire face progressively slopes backwards further exaggerating this very "smooth" look. It's a lot like you just slapped the eyes, nose and mouth onto your dummy (which you probably did) rather than building a proper face from them.
>>
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One of the previous models changed and retouched further.
>>669214
I find it kind of interesting. I think there is something appealing about it.
>>669200
Will this be a game model? If so will you keep the eyebrows as fibers. I studied the Claire REmake2 model and she has the same thing. I still think one can accomplish a lot with cards but they are annoying.
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Funny that the right one is recent. I am glad to see improvement.
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>>669200
disgusting face and disgusting wireframe
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>>669218
>>669215
>>669214
Thx for the feedback

>>669215
Has no purpose just practice. The eyebrows and eyelashes are low res beveled bezier curves.

>>669214
I will see what I can do. I send a pic so you can add any more critique if you would like.

>>669218
I like triangles and pentagons. Pentagons are much more cool than quads.
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>>669200
>>669237
cute, i REALLY dig the proportions
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>>669200
How about this?
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Am I doing this shit right?
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>>669298
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>>669300
You should see the actual model.

I did absolutely everything WRONG.
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>>669300
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>>669298
>>669301
don't box model likenesses, sculpt and then retopo.
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>>669301
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>>669329
That's a poly model, famalama. But I'm glad I was on the right track, that's what I'm working on now. The cheeks are killing me though. I don't know how to get the concavity of them right.
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>>669355
You are not on the right track, your model might literally be the worst post I've seen on the wip for a few months. Reed the goddamn sticky, have you actually looked a human face since you started making that, because they don't fucking look like that abomination you just made. Don't try to fix your current model start again. Ideally you want to make a face everyday for the next few months, slowly and I mean slowly it'll gradually look human. By grinding sculpting or modelling you will gradually get better but all of your models at the start will look like garbage, if you can't figure out that they look bad, don't bother trying.
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>>667479
Fucking vampires who don´t respect the lel.
>>
>>669371
>>669373
My apologies, this is worse
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>>669257
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>>669113
Bare bones geometry is done at least. Not sure if I should edit the .skp model itself to make it a blueprint looking drawing. Either that or I'll make it look pencil drawn.
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>>669391
Maybe something similar to this
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>>669257
Good work, I see the potential. Don't get discouraged. You got to

HANG TOUGH
>>
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A little mouth area edit so she has expressions lines when I finish modeling the inside of the mouth. Also the cheek is not flat as it was before.

>>669257
Your pic made me see that the jaw was too deep. I modified that and a little bit of the lower lip.
>>
>>669414
Eyebrow hairs flow the other way I think.
At least mine do.
>>
>>669414
Would greatly appreciate it if you stopped spamming the thread.
-Op
>>
>>669423
If you were really OP, you'd properly capitalise OP.
t. actual OP
>>
>>669426
Original poster
or
Orginal Poster
dumbass.
>>
>>669428
Ah yes, the fabled Orginal Poster. One above the Original Poster. I'm just following what the site we're on tells us anyway.
>>
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>>669414
Here you go. Keep on posting. You are not spamming.
>>669420
They go criss-cross.
>>669423
>>669428
He is posting progress. You are shitposting.
>>
>>669414
>>669432 here. The jaw is up to you. It can be in or out. I just think the upper part of the skull should be a bit wider and the jaw to nose ratio shorter.
>>
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>>669435
>>669432
I think the proportions are inside the possibilities of natural variations. I will save the advices for next practice. I have widen her temporal area.
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>>669439
Glad that it is coming out that way. As I said before, there is something appealing in the way her face goes. Try simplifying the topology just because you will get better results in the long run and I know quads are sometimes challenging but I make it work.
Also don't mind the polycount on this one. I started with smaller but it is just to show off the quads and the flow.
>>
>>669432
ears too low generally proportions are they are no longer than the end of the nose and no higher than the eye brow
>>
>>669217
you need to work on those proportions too>>669441
>>
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Why my brick textures look like ass when lit from certain angles? I like how they look at right part of picrelated and left looks too flat. Should I add more AO to color texture or work on lighting?
>>
>>669452
>>666619
>>
>>669439
Your left and right eyebrows need to swap places nigga.
>>
>>669452
Ao is only for crevices, has nothing to do with lighting dumbo
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>>669452
bump mapping. also the diffuse texture is shit, absolutely horrid color.
>>
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Second time making something in zbrush. I have no concept of how anatomy works but it's a start. I based this on a reference and plan to use them until I can sculpt something better and then try on my own. Are there any bad habits that I should be worried about starting out?
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>>669526
Thanks for reply. You mean diffuse should be less saturated like now or what? Originally I was going for kind of look of these paintings.
>>
>>669577
you know these painting are completely off in terms of white balance? there are shit loads of brick building from that era around, why not go look at one in real life or just find modern photos online
>>
>>669592
Idk. Thought it would be cool stylistic choice
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>>669593
what? read my post again, i didn't tell you to change your style
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done some more work on this today
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Temporary shape key to modify the teeth to better suit her face.
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>>669607
seriously stop spamming
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>>667830
Something happened.
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>>669633
He's working; you're spamming
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>>669638
we already know how this garbage is going to turn out, rather just see the results than the process since he has no idea what hes doing.
>>
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>>669644
Try the Results thread then.
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>>669607
That looks pretty nice. Keep at it and keep posting no matter what >>669633 fag says.
>>
>>669606
Just some random thoughts, take them as you will
>the hallway is too wide
>it looks like a second floor so you would never have a floor made from planks of wood with such large gaps between them
>the wood frames for the windows look way too thick
>>
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>>669660
>>
>>669660
what even is this advice lmao

>>669606
it's fine. the only problem is the strange materials, they wouldn't go together IRL
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>>669662
>>669681
Listen well sluts. I've studied architecture for 3 years in an ivy league school. I know what the fuck I'm talking about.
>>
>>669688
> I've studied architecture for 3 years in an ivy league school.
Doubt
>>
>>669644
Pity you will never and never have you ever accomplished anything in your life.
>>669646
kek
>>
>>669660
>>669681
Was struggling to find a nice floor texture, will probably just use floorgen.
>The meterials would go together
Is that just the floor or some of the other ones?
>>
>>669705
to me it's like... the wood is suggesting an unfinished, almost construction site, unpainted vibe. both in the material and the form of the objects in the scene.

but then you have this really modern concrete wall material and it just looks wrong. plus i think the wallpaper in the back is godawful, it just doesn't work at all.

also, the trim is ill fitting. it's made out of that same unpolished timber, but it doesn't go well with the modernness of the rest.

you should look at some reference photos
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>>669710
This is my ref, meterials are fairly similar, aside from levels
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>>669714
huh. i'm sorry then anon, i must be retarded.

the wood looks like it has a varnish or something in the ref photo, though. and of course, the floor is different.

i'm not sure if i can help more. please post when you've finished it, i'm curious to see the final product
>>
>>669715
No worries man, wasn't trying to "got you" will fix up the textures and will post animation when it's done
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>>669556
Be aware of proportions is all I can say
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>>669723
thanks man
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First item i have made outside of ripping and fucking around with tools.
Its sopoused to be a marble table but i am stuck on were to add details. or should i just go onto texturing? never done textures before btw, i know how to work UV maps but thats about it.
Btw still new to modeling
Is the polly count too high?
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>>669740
how do you manage to breathe?
>>
>>669741
I don't i just consume semen.
>>
>>669740
Pirated Modo, am I right? Enjoy your trip to Foundry's resort, my dude.
>>
>>669744
Nah dude i bought it with all of my good boy points.
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>>669740
activate your windows
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>>669758
k
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>>669633

lole
>>
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>>669761
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Reporting some progress. Yesterday it was the washing machine the kept me away, but a guy has to have clean clothes.
>>
>>668983
Anon blender is a bitch for retopo, you could try shrinkwrapping/snapping-to-face a small plane to the body and extruding from there.
There's also a paid plugin for it, but it's 70 bucks.
>>
>>669764
Don't worry.
We didn't miss you.

>>669761
Jesus, at least 3dguy's work is "visually appealing" enough for people to "care" about updates.
You're just stoking the hate fire, and your work isn't even close to "good" enough to be worth it. It's not like watching a train wreck in slow motion, more like watching a mentally challenged kid trying to use a water fountain.


Seriously though, what's with the sudden influx of all these people thinking this place is their blog?
>>
>>669767
Retopoflow is free, just download a zip from the Github repository and install from file.
>>
>>669767
https://www.youtube.com/watch?v=2hEHtKH55Us&t=1m8s
This method works really well in my opinion. It's no holy grail of retopology, but it's pretty simple and gets the job done without much stress. Added benefit of no paid addons.

>>669783
>Seriously though, what's with the sudden influx of all these people thinking this place is their blog?
In all honesty, /wip/ blurs the line there. While it is first and foremost a C&C thread, meaning you post to get shit on, it is ultimately a place to post progress, so blogposting can't entirely be discouraged (since there's always a chance to give anon some shit about his work). Yes, it'll get annoying, but it's 1 post out of 309 other possible ones. And responding to it with a "stop spamming!!" just adds to that counter. Just ignore them if you really don't like them.
>>
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( T H I S P O S T W A S M A R K E D A S S P A M )
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>>669796
fuck off
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>>669796
>>669797
get a room you two
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>>669797
What are you, pure, concentrated jelly?
>>
>>669818
why would anyone be jealous of /beg/ work especially if its taking you this long
>>
>>669821
Stop posting.
>>
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https://youtu.be/IwcX6lxagtE
comfy scene im working on to force me to learn as i go instead of doing "paint by number" tutorials. By the end im hoping to have a short film but i still have a lot to learn like how to make a nuclear explosion, cell fracture and how to get the sky in the globe without it being so awkward looking after the transition.
>>
>>669824
Add some atmospherics, easiest was is to just screen blend an inverted zdepth over the top of you work and adjust as necessary
>>
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>>669839
textures are too low res and tiled, need variation, colour, interest. image is extremely flat in values try get some whites in there and make the foreground darker. needs some clutter, derbis, or life. reminds me of this.
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>>669841
i appreciate the honest feedback, I'll see what i can do to make it more interesting
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>>669844
>>669842
these are the best shots, but the lighting could be nicer, maybe something like this?
>>669843
no worries
>>
>>669839
>>669840
>>669842
>>669844
Kinda reminds me of L4D levels. What are you doing here, random themed archviz, level design? With a bit more clutter I'd say the design and feel would be good, though assets are at this point 10 years behind the curve. Would like to mention that >>669842 is a little lush given the generally dreary environment though. Having trees sprout out of what appears to be a road doesn't make sense either, nowhere for their roots to go (and ignoring the very obvious tiling of the texture of their trunks).
>>
>>669826
i tried adding volumetrics but it kills render time making the animation impossible. i did 400 frames/ 500 samples in just under 2 days and it looks ok (probably better if i worked on my lighting) Or are you talking about adding a dust layer in post?
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>>669862
level design for killing floor 2. yeah, i know their meshes are behnd the times. They used ue3 after all.
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>>669863
yeah it's just a render element super easy and adds almost no extra render time. look up "z depth pass"
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>>669863
like this mate
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Started making material for windows. It has emissive color and uses bump offset but it's really subtle.
>>
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>Will give this model a break and start another
>Do some research about rigging and texturing
>And keep practicing 2D
>The feedback was very helpful :)
>I have to improve observation and proportions so i can build more good appealing characters.
>Lole
>>
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>>669906
>this topology
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>>669902
there was an anon making a sci fi city that had this cool 3d window effect on a 2d surface, you still around anon?
>>
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>>669917
>you still around anon?
Yeah I'm still around. I've been posting in the last few threads, though they haven't been of the city.
I wasn't too happy with my texturing work, and figured I needed some more practice, so I took a break. That and I was getting a bit burnt out and needed to do something else for a bit. I'm still working on it though. Cityscape and its animation that'll eventually use it is a super long term project, so I'm not in any rush.

In the mean time, I've been working on the Robot dude (pic related), and his GF ( >>667391 ).
I figured something like that will give me a bit of practice texturing that I otherwise didn't have before. Because doing a big box with windows isn't really that great to really understand what I'm doing and why. So when I come back to the city I can just jump in with some good knowledge.

That being said, I'm also a bit sidetracked working on this "doodle" >>668972
So I'm still here, I'm just bouncing around different projects for practice and fun.
>>
>>669906
Who the fuck are you quoting?
>>
>>669919
Christ, you need to stop bouncing around projects or you'll get bad habits and expectations if you work in the industry. A lot of your projects are close to finished just pick the oldest one and put the time in to finish it.
>>
>>669922
>Christ, you need to stop bouncing around projects or you'll get bad habits and expectations if you work in the industry.
I don't have any plans on getting into the industry. 3d is more of a supplement to my work, rather than me relying on it.
If I do end up breaking into the 3d sphere in a meaningful way, it probably won't be from working in a studio or anything, but probably in an artistic sense instead. I'm not really sure the best way to explain it. Maybe people will like my style/perspective and want to see more or want it for their stuff. It's kind of happening already.

When working with a client though, I don't bounce around to different projects or anything. I've got pretty good work ethic when it comes to other people and what they expect. I've got schedules and detail hours/what was worked on, and on bigger projects keep a process booklet with thumbnails, iterations, and other things important to the project.

>A lot of your projects are close to finished
The robot and the gf are part of a set, so I want them both finished before I do anything significant with them. I just haven't had a ton of time to devote to it right now. The waterfall is something quick that I can do when I break for lunch and stuff like that. Less modelling and more composing if that makes sense.
>>
>>669906
thats not how loops work
>>
>>669635
why dont you want to get better?
>>
>>669965
>>669914
Don't bother.
He doesn't accept criticism unless he deems it "nice" to his fragile ego. If it's not, it's not valid criticism and clearly you're just a hater and therefore wrong.
If he doesn't want to succeed, don't help him to.
>>
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hi boys, any comments beyond the self-annotations?

also considering just cranking the exposure up on the hdri, because the render time on this was a bit much considering how noisy it still ended up.
>>
>>669978
also, i've made it far too green when colour correcting.
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>>669978
>>669979
un-CC'ed image
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I am making a subway thing. I want to try some photorealistic stuff here. Maybe some animations with FX later.
>>
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>>669987
good perspective.
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>>669989
Ye I also like the perspective.
Long way to go
>>
I have a confession... I don't understand shit about the 2.8 3D cursor.
>>
>>669991
What's the difference with 3D cursor in 2.8?
>>
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>>669993
you are able to create objects oriented to the 3D cursor orientation. fuck, that was a question, I have to follow up with a WIP:
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>>669978
too dark, other then the table there isn't really much going on, needs some colour (any colour, could be purple if you want) the space feels too large, could do with a wall that cuts into the cameras left side. something that could cast a shadow across the room ight look good, like a tree outside the window or a man behind the camera
>>
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Trying out modelling some characters. What do you guys think?
I want to add fur within Cinema 4D, where the side tuffs are.
>>
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>>670009
thx, fren.
you're right, it is all very brown and dark at the moment.
i'll probably throw in a houseplant in that left corner to inject some green. different paint and objects in the other rooms will probably help a little as well.

the left wall / size of room i'm in two minds about. not sure whether to make even bigger and stick a living area in or just bring the wall in. i suspect i'll do the latter because i'd rather tackle the two empty rooms at the back first.

this is a longer term project for me (and the first time i'm doing something more than a couple of props on cycs) so i'll prob not do another render for a month or so. just chip away and add more items first.
>>
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>>670019
attached the wrong image
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>>670016
oh boy
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>>670016
>>
>>670020
i like it, but IMHO (which isn't worth much) it could use a center of attention that draws your eye, idk maybe a lit cigar in a ashtray with a little wisp of smoke coming off it. Maybe angle the middle chair towards the far right chair like the two people sitting there were. im just nit picking tho
>>
>>670019
i don't think its to dark in fact i would try out making it evening/dusk out side and light up the chandelier to light up the table and draw your eye to the center of the frame. Although you could zoom in or crop out some of the frame on the left, it kinda goes on to far and there is nothing really there past the lamp on the wall. It might work it might not you know how these things are, endless tweaking
>>
>>670038
>>670050
thx bois.
point taken about the lack of a focal point. i do like the cigar idea. might throw a jacket on the back of one of the chairs as well.

i do want to do a night shot eventually. during testing i was having a bit of a hard time getting the intensity on the chandelier right, without blowing all the detail out. that stuff's probably best left to the end. easier (and quicker) to render out a brightly lit shot to start with. arnold's interior rendering is slow as shit, even with portals.

re:framing, i set the camera up before i had proper window frames and curtains in so i didn't really want to pan over to the right, i've just realised i can afford to do that now ty.


just working on fixing the shading on those chairs at the moment.
>>
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>>669969
Sorry for having such a disgraceful behavior. Have never the intention to disrespect you senpai.
As an apology I have made the mesh all quads.
>>
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>>669969
I hope the edge flow do not make you angry.
>>
>>670016
I think you might be on the wrong board buddy.
In any case, here's a (You) and a filter.
>>
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>>670070
>>
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>>670063
It will make YOU angry when you try animating it. There is a reason for the rules because they have been tempered with time and blood and sweat of heroes.
>>
>>670068
What board you suggest.
Apart from /trash/
>>
>>670016
i fucking hate this frosted flakes tony tiger fur shit. Houdini makes fucking beautiful strands of billions of hair that look like real life and sway in the wind. And you come here with some toothpase shit and make it spikey to look like hair? SFM Hershey's kisses furries are the worst.
>pre-over the hedge-tier 3d
>>
>>670093
I did say I will put fur in Cinema 4D. That spiky is just placeholder. Perhaps you know use common sense?
>>
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>>670093
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lots of work in the mid-engine area
>>
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When you model mouths. How do you do it? Do you cut into the sculpt and open their mouth, close it back when you are done and hope dynamic topology doesn't close anything?

My current method is to seperate the entire lower jaw then rejoin it once I've modelled internals.
>>
>>669767
Retopo in vanilla Blender is fine. What are you talking about?
>>
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R8 my bezier toothpaste hair m8s
>>
>>669217
Dude, you really, REALLY need to learn how to make a nose soon. I'm tired of seeing these horrendous faces in every thread.
Just like look at a nose. Please.
>>
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>>670097
https://www.youtube.com/watch?v=7wivOEXlL9s
>>
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>>670097
>>670095
>>
>>670076
/b/ would be the board to go to. With the added benefit of them jerking your e-peen since they have next to no standards.
>>
>>670097
Now put it on Artstation and rake in likes.
>>
>>670129
you better make that shit pullable
>>
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What do you chumps think of my first face attempt
>>
If I am intent on making characters for a videogame should I box model or sculpt
>>
>>670203
existing base mesh > sculpt > retopo

skip the base mesh part if you're just starting out. you probably need the practice.
>>
>>670203
you do realize you can box model and sculpt right? sculpting tools are not specific to a workflow
>>
>>669978
>>669980
>>670020
I like that console, mind to share ref. Also is that wood? or marble?
Is that brass frame detail? i
>>
>>670206
I didn't know that but I love you
>>
>>670209
https://www.skramfurniture.com/product/piedmont-limited-edition-sideboard

polished olive tree wood
brass handles etc
metal/painted frame

they're using different woods, but i couldn't be asked to replicated that shaved oak pattern on the original.
>>
>>670210
you can use sculpting tools to shape your mesh faster instead of moving vertics/edges and faces, and also relax/smooth the mesh. just remember that sculpting tools work with vertices only so, if you wanted to drag your mesh to shape low poly meshes, focus on the vertices, the same for high poly but with high poly you dont have to worry about it as much since the mesh is a lot more dense.
>>
>>670213
Thanks m8, i'm already lurking.
They have some nice furns.
Btw, Did you create that wood texture? Looks neat
>>
>>670217
nah, it's from arroway's wood vol. 1.

getting better with substance designer is on my to-do list for this year.
>>
its 2 am right now and i thought i got hacked by the one spamming the boards. Turns out that wasnt my model.
To the anon that thought that was my kaguya wip that wasnt me. I've been busy in passing a demo in /agdg/ these past days.
>>
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a day's work, a few panels, then more work. I got to phase out right now but keep up the good work.
>>670129
>>670125
>>670073
>>670063
>>670020
>>669868
>>669887

pardon for the uv map on this preview.
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>>670266
Hey im just a lurker and your stuff is mildly interesting but can you not quote posts like that, it gives the impression you are replying with information on said posts when you're not. And the name really isn't needed. I know its you from the images you post.
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Making an unaesthetic dobby
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>>670301
More sculpting on the hands and feet but less rendering, I'm working on retopo ATM
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>>670293
he just wants attention
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>>670307
Past your bedtime. Goodnight.
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>>670301
>>670302
It's times like these I'm glad Dobby never got to live to 200.
Better to die young and all that.
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>>670293
Let him keep the name.
It makes him easy to just turn off and ignore. It's like he's not even here.
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>>670312
goodnight
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>>670312
>what are timezones?
Joke's on you, fagget. I got up less than an hour ago and I still have 30 min before going to school that I can use to shitpost your ass up.
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Think I am done with windows for now, will go back to bricks and wood. I'm almost complete beginner in UE4 so will spend a lot of time learning it. Shit, I'm actually not that good at texturing and modelling either.
As always open for some critique and advice.
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>>670214
Thank you
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>>670380
looks surprisingly very good is it just a texture or did you place curtains inside the windows with a plane behind them?

the stone above the door stands out to me, i dont think you would have that large of a stone supported above a door with only wood. the model looks fine I would just change it to a wood texture
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Made this over the weekend and can't tell anymore if the lighting needs improvement. Can I get any input? Not just about lighting, taking any input.
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>>670390
It's just a texture. I mean it's parallax material with different textures for curtains and glass surface but everything is on a single plane. It also emits light. The material nodes may look messy and they are. To make curtains I used marvelous designer and to render them (don't laugh now) used UE4. I made setup similar to what's on the right of the picture, added ExponentialHeightFog, put spotlight into the setup and told it to cast volumetric shadows. Then I added curtains from MD and gave them material with subsurface scaterring (don't know If there is ue4 equivalent of vray's 2sided material, so used ss). After all that stuff I just took hq screenshot of it and adjusted for parallax in photoshop.
Thanks for advice I'll use it. I also think that it will add to the look. Like whole section is made out of wood. Should be cool.
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>>670409
its pretty hard to look at
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>>670412
how
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>>670414
because of pot smoke apparently
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>>670415
I'm gonna be honest I have no idea what that means.
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>>670416
neon lights are not that bright buddy
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>>670414
its too smokey, top half is too bright, too saturated. post your ref.
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>>670409
Did you make this in cinema4d?
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>>670417
>>670418
I can dial down the lights, this was my reference picture.

>>670421
Blender.
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>>670422
dial the lights way down. use an hdri or area lights to compensate because you don't have the rest of the room modeled.

your surface roughness values are way off on everything as well and there doesn't look like there's much variation either. especially doesn't jibe well with your cigarette ash littered floor.

model the inside of those washing machine barrels for better reflections. model the opposite wall for reflections in the washing machine glass.

use an environment for outside.

your vines are growing on the tiles.

your neons are floating in mid air with no wiring.
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>>670427
Thanks for the actual tips, I will do all of that.
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>>670421
lmao I love how you just assumed he used C4D because of the overused bloom
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>>670427
This any better?
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>>670409
needs more grit, the chairs are "shiny" and boring
give the chairs some kind of emboss logo.

hang something on the wall
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>>670505
Thanks, I'll take that into consideration.
I just posted an updated version here:
>>670504
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Does anyone know what these strange crystals are on the lower body of my character and why it subtracts from the opposite side I am using clay strips on
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>>670539
>>669725 /questions/
But that's the least of your problems
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>>670504
your scene doesn't make sense. there's a chair directly next to a washing machine, random potted plants on top of them (incl a vine seemingly hanging in mid air), the wall tile texture doesn't tile up properly, the edges where the walls meet each other are fucked.

even the the material choices are dubious. you should be thinking "cheap", for everything here. the chairs should be plastic, the floor should be linoleum, the tiling should be drab and worn.

but the main thing is the tiling (as in, texture size). honestly i wonder if it would be helpful if you individually modelled and sculpted each tile, not even so it's more "realistic" or whatever, but to give you an understanding how it's actually been constructed beyond "material: tile"

pic related, are you using ref?
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>>670547
ignore half of my advice, i didn't realise you were using a reference photo
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Doin' some tubin'
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>>670550
(forgot the photo)
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>>669987
>>670550
>>670552
And a mupi!
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>>670552
based 3ds max, but i hope you did't do those the hard way.
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>>670074
all advice i can give you do not concentrate on tertiary details too much, remember you can always do that on substance painter, so visualize what high level details you can sculpt and which you can simply manipulate maps on sp. also make sure you always have subdivisions(using zmeremesher and project) so that you can go back and fix proportions and big shapes as needed.
do not jump into high level details so soon, as you are clearly doing.
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>>670562
I'm loving 3DS Max! No regrets
What do you mean by >"the hard way"<?
(I've started learning last year, so still kinda green in 3D)
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>>670590
>>670567
(clicked on the wrong post)
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>>670591
did you use bezier curves? if not then you did it the hard way.
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>>670592
Oh ok. If you're referring to the curved pipes, I made cylinders, copied a bunch of them and then used the Bend modifier for the curved one and than copied again.
I didn't use lines, should I use them? I thought it would be faster this way
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>>670594
yeah thats a lot of work. with curves you can just enable the render and set the thickness and then you can place them/connect them add more points and bend them a lot more easier. its nondestructive so its easy to make changes.
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>>670595
I thought that it was the other way around.
I'm going to start using lines more then.
Thanks for the tip!
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>>670601
you can juse use the handles to bend them respectively instead of using a modifier and not having to worry about xform.

https://imgur.com/a/Ew6sYto
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>>670601
Btw "lines" are called splines, you can use the simple setting in the spline that makes it renderable but the better methard is to use the sweep modifier as it allows you to do much more complex shapes with splines, great for making walls, metal support beams and other similar objects. When drawing with a spline if you hold down your mouse when adding a new point you can make a curve like in the above post, or you can right click with a point slelected and change its point type to be curved or a corner. If you make a mistake when drawing instead of redoing the hole spline you can hit backspace to remove the last point. If you want, post some max questions on the questions thread and I'll do my best to answer them.
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>>670616
Damn, nice, thanks, if I have any question I'll ask. Thanks brah!
Actually, that backspace thing is a really handy tip.
I struggled a bit with splines because I was more used to the Illustrator pen tool which is very different.
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wip of the shredder from turok, yea i know the grip looks blocky, havent really started on that bit
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>>670174
I'll try mate, i want to make it in Unity but i don't have any fuckin idea of how to do such a thing.

>>670200
Glorious, those lips are pretty hnnnnngg

>>670301
Loving that SSS, it makes me want to rape his old ass
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shoutout to anyone that caught me mess up
>>670677
>>670679
>>670679
>>670679
Cheers.
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>>670680
copy
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>>670547
>>670548

Turns out the real world can be retarded and nonsensical at times.
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how is my car guys
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>>670769
Fug, looking good my dude.
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detail in the wings



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