hope we don't need that message all the time editionprevious: >>671879Reminder!This thread is for comments & critique on whatever project you’re working on / have completed.THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8VmiIf you’d like to add more links, post them here: >>637415
Back to working on my UE4 environment
>>674186Done... Well, sort of. I've gotten her eyes to the point where I can feel comfortable checking the box and moving on. I think I'll fix her glow in the dark fingernails next. I have no idea whats causing that issue. Should be fun to solve.
>>674220Not sure about how you're proceeding about the face, but you got all the low and high frequencies on point. But it feels really fucking flat, like there are no muscles at all.Also I can't tell if you put SSS on your skin shader, it would help make it look alive. Right now all the small details pop out too much because the skin doesn't bleed enough.
>>6742201: skin doesnt look like that2: eyes dont look like that3: stop wasting time doing whatever bullshit youre doing
Took a break for a few days now back to work on greebles. Making subdividable instrument components I can kitbash together to make different electronic gear. I should make some nixie tubes too.
>>674221I keep hearing this so I actually got a little concerned. I went back and rerendered that image with the SSS scale and Radius settings reversed (SSS set to 1 and RGB radius's set to 0.0125, 0.0025, and 0.00125; they were set to 0.0125 for the SSS "mix" and 1.0, 0.2, and 0.1 in the pic's I've been posting). It spit out an identical image. I know it changed something because I had to modify the input to the SSS colour of the principled node as well; it was undesirably different without changing that input. However, once changed the images were literally identical.My understanding of the SSS mix/radius settings are that they are intended to reflect the distance light will travel through a substance before being absorbed by, or scatter out of, the object. The SSS "mix" of the principled shader only mixes the "base color" and the "subsurface color;" both of which are essentially just diffuse shaders. The SSS RGB radius is were the amount of SSS is actually controlled; or rather, it is were the bleeding effect of the SSS is controlled. However, the SSS "mix" setting also multiplies these radius. When the SSS is set to 0.0 then the radius's are multiplied into zeros. Effectively turning off SSS since light would instantly be absorbed into, or scattered out of, the object.I've left the 2.80 principled shader on its default SSS radius's as they were basically the same settings I found through trial and error in blender 2.79b, and saw their inclusion in 2.80 as a default as confirmation that my trail and error resulted in roughly the correct settings. I chose the 0.0125 for the SSS mix/scale as it means red light would travel about of 1.25 cm into the skin before being scattered of of the object; blue light would travel 0.25cm, and green 0.1cm. I've pushed this setting high and might do so again, but it wont be any more then 0.02 (i.e. 2cm). You can shine a light through your finger tips, but not the palm of your hand.
>>674225I think you need to stop using Instagram models as references for human anatomy, Anon... Or you can keep upvoting their "no make up" challenge selfies. I don't care.
>>674239you need to stop whatever youre doing.
>>674221>But it feels really fucking flat, like there are no muscles at all.The model isn't mine, its a genesis 8 from DAZ. Its meant to be an AVERAGE woman (An idealized, but average proportioned, woman). If I had to guess, I'd say it looks flat because of the 135 millimeter lens setting I had on the camera. I'm not that knowledgeable about photography, but I'm pretty sure that isn't the best lens setting for that angle/cropping. It did notice after the fact that it looks to have made her left eye a little wonky.She is also completely emptionless in her rest pose. That might be making things a little uncanny.
>>674237Okay, so you have some fundamental errors in how you understand SSS.For the most part, you seem to be unaware that whatever you're doing assumes that the object is homogenous. And if you know anything about the human body, you should know that to be false. There's a bunch of things below the skin that affect SSS, bones, veins, you name it. The Subsurface parameter of Principled BSDF is NOT scale. To put it simply, 0.0 means your object is completely opaque, 1.0 means your object is completely translucent. As I said just above, the human body isn't completely translucent. You should be playing with values somewhere around 0.1, 0.2, maybe smaller. Subsurface color simply refers to whatever color the internal volume should be. If your SSS color is RGB(255,0,0), with SSS set to 1 your model would just appear red no matter the original color. Seems you really want to make this as realistic as possible, so you won't really be getting any further without a subdermal map for accurate under-skin color (to account for things like hair, bone, etc.). It should be possible to generate one from your diffuse map with enough reference and knowhow of tweaking colors. Radius is more or less correct, though you ought to be treating them as ratios rather than strict centimeter values. Lastly, don't stick with concrete values. Play around with the values and see what gets you the best result rather than trying to define scientifically accurate numbers for everything. Remember, every shader out there can only approximate reality, so you should be approximating too. >You can shine a light through your finger tips, but not the palm of your hand.Compare the thickness of your finger tips and palm. They aren't really all that different, are they? However this observation still happens because your fingers are mostly fat, with bone and tendon in the middle. Your palm though? Full of muscle and bone. Just to illustrate how subdermal features can affect light scattering.
>>674244>The Subsurface parameter of Principled BSDF is NOT scale.It's a multiplier for the SSS RGB radius's which themselves are world unit scales.>Subsurface color simply refers to whatever color the internal volume should be.I have not found this to be true. Subsurface color is the diffuse surface that is lit by the SSS effect. Reducing the value of the SSS slider biases the blend between base color and subsurface color towards the base color. The base color isn't lit by the SSS effect so biasing the blend towards it reduces the SSS effect as a whole... and shit, this is probably were I went wrong.
>>674220I like it anon, it looks really good. keep at it uwu
>>674247>multiplier>goes from 0 to 1Look my dude, just read some documentation and watch some tutorials. It's gonna save you time and headaches.
>>674249It literally says in the documentation that its a multiplier for the RGB radius's.
>>674250>>674249>>674247>>674244again you morons are talking about trivial shit, stop fucking making it complicated like fuck.
>>674252>how dare you have discussions on the internet! do you know how much brain it takes to read words???It's tepid longform discussion over a shader, calm down.
>>674253no shit but you retards have no idea what youre talking about.
>>674255You haven't shown that you do either, so let the blind lead the blind, how 'bout it? If it bothers you that much, feel free to shut us up and bless us with the Good Knowledge.
started workin on somethin just have placeholders atm
>>674295Really liked your previous image >>674152Thought you were going for stylized look like in overwatch or something. Btw what's with the area above the door? Looks kind of strange to me.
>>674298desu I'm not digging where I'm going with the materials too much either. Also thats going to end up being like a stone arch eventually. Also thanks
>>674300its mostly because you have no consistency with them, why do you have like 7 types of wood? it's a medieval tavern, as most they will have like 3 types of wood. stick to one wood colour and grain type. also you texture space is wrong on a lot of things and it doesn't help that the lighting is yellow which is throwing off your textures. you should do lighting first.
starting to learn marvelous. Had to leave so I just threw a couple lights together. I still need a lot of practice with lighting regardless
Technically i'm already done, but i still want to seperate the body in three different parts. Do you guys have any tips how i can keep the intake hole in shape after subivision mod.? The bevel modifier doesn't work with my geometry and other solutions break the circular shape..
>>674300Woah, you are aware how bad the speculars are on those floorboards right?
>>674324yeah. I'm not so good at this stuff.
>>674318uhh do you want a job? I have an open job for some coveralls' modeling, doesnt have to be fancy at all. I'm pre-noob at marvelous.also I'm smoothing in and fixing up some game models for a costume.
>>674321Just add support edges should not be that difficult.>>674326Are you a cosplayer?
>>674326ooo pick me pick me!
>>674310You were definately right. Feels a lot better, also orange lights = bad, hdri = good
>>674328Yep>>674331That looks nice. Is there somewhere I can see more of your work?
So I got this render done today, can someone please point me in the right direction? I'm looking for a more realistic approach.
>>674331Your clothing is super thin, it kind of looks like scrubs with a fake design overlaid on top.
>>674331i'm the anon who posted the hoodie. Pick this guy to do your work instead he's really good. How did you do the knot on the bottom of the shirt by the way?>>674326hire >>674331 instead
starting to come toghether
>>674372Looking good anon.
>>674372It looks like doll house furniture. The wood grain is too big.
Please help me with this, what's wrong with it?
>>674352Discord me- heyhellohi#3423>>674356Yeah because its a wip render straight from CLO>>674358Its not actually tied, copied the technique from here- https://youtu.be/FXqXaoy5Er4?t=2886
>>674384thanks for sharing the process. Hope your work goes well
any way to do sss in unity? I switched to unity's high def render pipeline and that had really good sss but it seemed broken for vr at the moment. Screenshot is no sss
>>674381From what I could see in your previous renders in the other thread, the fur looks a bit all over the place, like you put a big noise value in the hair system and let it be instead of sculpting the flow of the hair.Otherwise your clothes shading is pretty flat, but it looks nice in general. I think it would look really fucking cool if you adressed those issues.
>>674403Oops, text didn't upload in last image.Been learning Marvelous Designer this week, and I'm having a blast.The shirt is way too thin right now, I'll get on fixing that once I get back into the software.
>>674393oh wow, this would be very cute if not for the head. You gave her a fat girl face, redo the head from scratch and you could turn this hooker into a succubus
>>674384messaged. Also designed a linkage that'll articulate my visor open.
>>674409actually should redo the grotesque body too.
>>674393Dunno how Unity's shaders work, but could you just hack something together by using a fresnel shader and using it to blend in a fleshy tone? It wouldn't really be realistic or anything, but it might give a hint of SSS.
>>674414what does fresnel have anything to do with sss? do retards like you not know that fresnel is an effect that happens when the object becomes reflective at a specific angle? sss has nothing to do with reflectiveness
>>674416>do retards like you not know that fresnel is an effect that happens when the object becomes reflective at a specific angle?No shit, you lowercased pleb. It's almost as if that principle can be used in other things than just reflectivity.SSS is based on thickness, but things get thinner when they wrap around things, which means light can shine through. It's a similar concept to how fresnel works, but not exactly.Just use a fresnel input as a mask to blend tones. As I said, it's a hacked together method and not really realistic, but it could be a solution where there's no other options.You're not going to get dedicated shine-through with thin objects like ears, but for large fleshy areas it'll be fine.
>>674417>>674416>>674414>>674393https://assetstore.unity.com/packages/vfx/shaders/subsurface-scattering-124637Did you not even try to google the issue? Or is there something wrong with the asset store shaders? The girl looks nice, btw.
>>674321>>674321So I built what you've got and played around with it a little. I see your issue, you can move the edge loops that aren't supporting the geometry directly using edge slide. It's kinda slow, but works well enough.I think the most palatable result came from an xray knife around the hole, an evened edge slide and moving the loops around. There's some pinching, though. Here's the wireframe and render.
>>674417again thats not how you use it.
>>674419Here's a support loop configuration that's better than the earlier one shown.
>>674404One day you're gonna be so much better and you're gonna look back on this face and realize how terrible it looks.
>>674424I both look forward to and dread this thought
>>674428This render looks incredible, anon.
>>674430appreciate it, I'm starting to like how this is coming out
>>674432>>674428your DOF is way too fucking high, it blurring all the bad textures but it's honestly hard to look at
>>674433I mean these aren't final renders or anything, just playing around. Also yeah it really is only in the second pic to cover up the really shitty uv of the keg thing since I haven't finished it yet lmao
this is family boardno lewdno bully
>>674416Fresnel is used in refraction/tranmission as well. You wouldn't be able to simulate true SSS with just fresnel, but you could simulate a slightly red-ish tinted layer of skin bellow the regular layer of skin. I actually use fresnel to slightly mask the blue of veins and the red of blochiness in some of my skin materials.It simulates the same effect that angled metal plates have to on tank armor. Light hitting skin directly would go deeper then light hitting at a glancing angle because light hitting at a glancing angle has more skin to go through in order to hit the same features. This is how angled tank armor works as well. Angling the metal plates means more metal has to be penetrated in order to enter the tank.
>>674432You should use natural light colours and do colour correction in post. That candle is noticebly the wrong colour, but the white light hitting the chair is closer to realistic. One or the other wouln't be an issue as its an artistic choice, but having a mix of realistic lighting and fake lighting is offputting.>blackbody node!
>>674435attempted to do a render in cylces instead of eevee, it seems to have eaten my wood normal
>>674443Oh, huh. That's a pretty good idea, don't know why did didnt occur to me. Thanks a load anon
>>674442ok let me explain to you what fresnel is. its a effect. its not something you need for a map, its a result that happens because of x and y. SSS is light hitting a second layer of something usually because it has volume, you need a map for this and nothing more. The reason you need map for this is because you can block out /mask/paint out areas so that they dont look like blobs with the general control of SSS with thickness MAPS that you generate or just painting it in. if you were to use the fresnel effect as a substitue it would make no sense because its fucking CONSTANT, SSS IS NOT CONSTANT.
>>674433I disagree with this anon. I love the way it looks.
>>674447Fresnel, when used as a mask for textures, just acts like a layer weight node, but with slightly different ramping. In fact, it is suggest in blender's documentation to use a fresnel for masking complicated multilayer materials; such as clear coats, or sheens.Fresnel can also be mixed with regular masks seeing as it is just a 0.0-1.0 value generated from an algorithm.
>>674449you must be retarded or something, a broken record player.
>>674450Fresnel is literally controlled by a materials refraction index. Refraction isn't reflection. Refraction is the control for the bending of light as it pass into a material. Fresnel nodes, settings, masks, etc. are intended to be used to control the behavior of light rays during transmission. It just happens to be also usable for glossiness controls.
>>674451https://www.dorian-iten.com/fresnel/educate yourself my friend
>>674441nice model fren
>>674452Fresnel, within the context of a 3d render engine, is just a value derived from from an algorithm. That algorithm takes in viewing angle, face normal, and lighting angle. It then spits out a specific number. Yes, real world fresnel is defined as the increase in reflectivity when viewed at glancing angles, but we aren't posting on /IRL/ this is /3/. Fresnel within a 3d engine can be, and is, used to control many light ray related effects. Its just the name for an algorithm it isn't real world fresnel.
>>674451>Fresnel nodes, settings, masks, etc. are intended to be used to control the behavior of light rays during transmission.No.
>>674456The fresnel node is just a layerweight node that also takes lighting angle into account. If you wanted a Specific shader to only contribute to the material in spots that are lit at none glancing angles you'd uses inverted fresnel.This is a fundamental aspect to complex layered materials. Take, for example, skin. You wouldn't use mesh layers to simulate the nearly translucent top layer of skin, the melanin rich layer, and the yellowy living skin cells under that. You'd mask those layers based on their Fresnel (or rather their IOR). Each layer would reflect, absorb or refract light at different at different amounts and angles because they have different chemical compositions.Maybe I should have said "its intended to control weather or not light in reflected or refracted." "During transmission" is a little vague.
>>674458>You'd mask those layers based on their Fresnel (or rather their IOR).No.
>>674424Care to elaborate?
>>674462Then how would you mask them, friend? Because the melanin layer's shader shouldn't be contributing to the material output if the nearly translucent layer is reflecting the light before it gets to the melanin layer. The same thing can be said for the living cells beneath the melanin layer. The living cell's shader shouldn't be contributing to the material's output if the melanin layer is reflecting the light before it can be transmitted that deep into the skin.You can't use layer weighting for this because it doesn't take lighting angle into account. Layer weighting is just a glorified normals node. The shader's for all those layers shouldn't be contributing if they aren't lit according to the ability for the light to reach them. Layer weight doesn't take this into account. It only cares about the viewing angle of the camera and the face normal.
>>674464>>674458>>674455what part of fresnel do you not understand? like i said its an effect that happens because of x and y, meaning its not something that you can just tick on and off and hope for the best. it happens when reflections are not visible when you look at an object straight ahead. and in most cases you wont see that sheen on the edges http://www.3drender.com/glossary/fresneleffect.htmit has nothing to do with refractions idk why you keep bringing that up, refractions require volume.
Does this have MILF potential?>>674393Looks good man.
Kind of have something like this in mind.
>>674466It is the control between whether or not light is reflected or transmitted. If you mix a glossy shader and a refraction shader with a fresnel value you get glass, and you wouldn't set the fresnel of that glass to a different IOR then its refraction. Therefore, it controls whether or not light is able to pass into/through transparent or translucent substances. If you are creating complex multilayered materials you would mask the bottom layers out of the material based on the the fresnel and light absorption of the layers above it. Fresnel is based on IOR (index of refraction); therefore, refraction plays a controlling role in transmission. Complex materials are just approximation of transmission through very, very thin layers.
>>674463your character's face is bad
>>674473ok thank for teh input broseph xd
>>674471I'd just drop it man. I appreciate you trying to reinforce my point of using fresnel/layer weight as a mask to fake SSS, but at this point it's better to just ignore lowercased faggots. If they're not smart enough to know how to properly start a sentence, how much could they really know about 3d? Not much.
This was such a nice thread earlier. >>674384cosplay guy here, sent you a ?friend request? I don't use discord much.
>>674481more like the brainlets are you, because you cant seem to understand the basics of texturing and shaders.
>>674493Bro READ THE TOP OF THREAD.
Some more of another character.
>>674494dont call me your bro you faggot ass wanker
>>674502>wankerNo wonder. You are illiterate an limey
Finishing remaking an old model from 2010
>>674507Also here's the OG model's render
>>674502>>674503And these people are why /3/ is fucking cancerous to go through. Why argue about fucking technical shortcuts when results can easily speak for themselves? A fresnel layer in diffuse/emission can easily fake SSS and is used extensively in the workplace.Obviously those people romanticizing perfect workflows have never worked in the industry.
>>674507I dont really know the context to know if the results are better but thats a pretty impressive improvement from the perspective of a not smart boy
>>674471>it controls whether or not light is able to pass into/through transparent or translucent substances.No.
>>674507Good stuff man, pretty clear improvement you've mad as an artist. The main thing you can work on to improve it now is the texturing, export the geo into substance and go to town
>>674514thanks for your kind words, I'm downloading substance right now, never used anything apart from blender & gimp
>>674516No problem man, I'd recommend checking out https://www.youtube.com/watch?v=IGGQl9kVB1M&list=PLB0wXHrWAmCwnqWfKdGEmbtSKN2EzvLrYSubstance is pretty easy to pick up, just use some preset materials to get started and build it up from there
>>674509>Why argue about fucking technical shortcuts when results can easily speak for themselves?He clearly ignored the example put forth in the first place. >>674417There's only one way to do any one thing and if he says it's wrong, it's wrong. Fuck everyone that actually knows what they're doing. Which is why it's best to drop it, and ignore lowercase posters. Time and time again it rings true. They're clearly the industry professionals we all strive to be :^)
>>674510Damn you could possibly become meme star If you made your gun exactly like on your concept
>>674530Yeah, that's exactly what I'm talking about. No wrong way to do it.On another note, I like to put a fresnel layer on top of my diffuse to simulate a low SSS, while using an actual SSS on top of it. Makes for interesting results.
>>674470Do you sense we are on the threshold of creating the geometry for hair and clothes through simple brush strokes? Imagine the workflow.
Are you guys seriously using a Fresnel mask to simulate SSS? Making SSS dependent on the interaction between viewing angle and surface normal? To me, that doesn't make much sense. Can you post example images?
>>674538>through simple brush strokesThat's how hair grooming works, at least. For clothes, I'd stick with sims.
>>674541Quick and bad example, but >>674417It's not true SSS, and won't diffuse light based on thickness.With some tweaking it can look "convincing" enough.
>>674538Kind of a rushed example, but that's how xgen basically works.>>674404
>>674397>>674381Made another update. Please give me your honest opinions
>>674551Something about the fur inside of its ears is weird. I've looked at real lynx hair, and it just has a weird flow to it I guess. Something like pic related where the hair would clump and follow the ear's shape would look nicer.also the clothes lack specular, add a very rough (about 0.7) white specular layer on them and experiment. Right now they look like lambertian shaders.One final thing, a three point lighting showcases your model the best (key, fill/dome, rim).
>>674554It's a Caracal I'm trying to imitate actually.I kept experimenting with the specular stuff man but they kept making the materials look a bit too glossy/wet, but I'll look into them again. Thanks for the tips, I'm hoping to improve
>>674557My pleasure man, we're all trying to learn here, shitposters aside.Only thing to keep in mind when doing specular shit is always keep it white unless the material is metallic/silk like. Boost the roughness (something like 0.7 as I said above, but some sort of fractal noise ranging from .65 to .75 would look best) to add microsurface details, it really makes the clothes shine.
>>674557It doesn't look like you have any real flow with your fur on the dude. It's just sticking straight out. It makes him look fuzzy instead of "furry". Look closely at your references and pay attention to how the fur flows throughout the face. That flow is important. It might be a good idea as well to have a few thicker hairs here and there to help emphasize the flow, rather than have them all the same width. Another thing that's messing with me is where the coat meets the neck at the front. With the way you've got your colors, it makes him look like he has some kind of turkey-neck type thing going on and it's really unflattering.
>>674562>>674557The fur isn't very dense or long on the face either in the reference, while it's pretty long and dense in yours. I'd tone it back a good bit, and if you haven't already, have a texture underneath with the coloration to help.
>>674541 The middle "gumball" has only the "clearcoat's" and the SSS base layer's glossiness masked with fresnel. The right and left gumballs have fresnel added ontop of the clearcoat's diffuse shader's base mix value (pushing that value to 1.0 at glancing angles like a layer weight would). The fresnels of all the layers are set to different IORs. The end result is a "not-so-clear coat." In my opinion the effect looks a lot better when the base layer isn't as visible, and/or when the top layer is meant to be something rougher; such as skin. When I look at the right and left gumballs, I see internal micro-faceting within the out layer. When I look at the middle gumball all I see is a coloured clear coat.I've never tried using this to simulate SSS, but I have used to add some subdermal blotchiness to a character. It looks pretty good though its hard to notice the difference when compared to flat value mixing.If I was going to expand on this scene, I'd probably add a subtle bump map to the glossiness of the top layer and speckle the diffuse of the top layer by mixing some procedural noise into its mix value (to make it look like microscopic bits of something suspended in a clear substance).
OH NO!!!! :@
>>674573I don't feel like the eyelashes need to be 3d shapes. Planes would be really fine imo
>>674573wheres the dick
>>674565yup you have absolutely no idea how sss works. thanks for proving youre a moron.
>>674577they can be 3d but just for the love of god remove the shininess
>>674573pls subdivide. kthxbai
What I am learning with this:how to ~FoCuS~, how to eliminate distractions, how to keep popping out the verts. We want the option of using this prop in low light conditions: so this morning, while you all were at church, I've been hard at it. A little here, a little there, complete 3D domination as part of our diabolical plan.
>>674627If the goal is to use it in low light condition, a solid black color for the control panel is probably a bad idea. Some deep blue brushed metal might look good.
>>674579Wot? I'm pretty sure you're literally retard, my friend. Is English not your first language?
>>674628copy Anon. Off to work. Starfleet out.
rate. First project ever
>>674634When modelling your terrain, it's pretty obvious that you created a high density grid and pulled some verts down. Since you might not be sculpting stuff yet, a more sensible approach would be modelling roads and bumps on a lower density grid, but using the wireframe to model stuff as you see fit. This isn't necessarily the best way to model a terrain, but it's closer to traditional working methods and will help you understand some fundamentals of geometry control.Welcome to CG bud!
>>674636ah i see. Thanks.
>>674634not sure how you do it in blender but a simple easy way to fix your terrapin is to use a noise displacement map like this
>>674499unironically you're actually starting to move away from your sameface, good work man
>>674499Honestly looks decent without the shit lighting you used to have and the blob hair. Nose is actually kind of cute now. Maybe it's the freckles.You can still tell at a glance it's your work, but you're definitely getting there and moving out of your comfort zone.
>>674642how does that "fix" my terrain?
>>674551>>674562>>674563>>674557I've made the changes, how's this?
:o OH NO!!!! :@
>>674660Looks a load better, good job!You'll need to increase the roughness a lot on those clothes though, right now they look glossy af.For future reference, almost all surfaces have a specular value, so you can't really ''opt out'' of it unless you're going for stylized shaders. Simply increase the roughness a lot and you'll be good to go.
>>674656Your terrain literally has two levels, what I presume is riverbed, and level up grass. Using the displacement with a noise will create interesting random geometry with many levels, you can also use a height map or a custom created map rather and the noise.
>>674667idk what displacement is or where noise is. All i did was create a grid mesh and subdivided it. Where are these displacement and noise settings?
>>674672then used "proportional editing"
>>674673I dunno what software you're using. Blender has a couple of options for displacement, you can use the "Displace" modifier under generate. It uses a height or displacement map to move things on the local z. It'll give you more variety in the geometry.Then there's true displacement. Which just werks.https://blender.stackexchange.com/questions/50440/getting-experimental-true-displacement-to-workAnother thing you might want is ANT Terrain which will automate a node setup on a plain and help you rapidly generate terrain. The video will also show displacement in action since that's how the terrain generation works.https://www.youtube.com/watch?v=f9OxD3qbSiM
>>674186tec9 i've been modelling on/off for the past few days handle and clip are very unfinished
>>674687Looks good mate you easily have enough detail here to finish it completely using textures, or do you want a hard surface or all of it?
>>674691Hard surface it to the max but texture it through substance when I upgrade my PC :^)thanx bro
>>674636how did you bend the grid like that?
>>674660Much better. I can't really tell how the hairs are flowing, but it's definitely less poofy than the other one, nice work. It might also help to gradually have the hairs get longer as they get a little further from the face. They also seem to be a different type of hair towards the neck on the reference, going from something that looks rather coarse on the face, to something that looks pretty fluffy and soft. Maybe mix in a few different hair types rather than just one, and then fade between as it gets further from the face. In any case the fur is looking better overall, and you fixed that turkey-neck.
>>674707good job, you have mastered exceedingly basic modeling techniques. scaling and translating cubes is p good and extruding faces is p cool right? :)
>>674715What if I told you it's fully procedural?
>>674715Yeah I have lots of experience with the whole... computer... thing you know, using mouse... mices... using mice. Clicking... double clicking... the computer screen of course, the keyboard... I can go on.Now it's time to move on to texturing and designing environment. I guess.
>>674705He doesn't know
>>674404Something fucky is happening with the displacement map. multitiles ftw
>>674742Your mid point is set wrong and the scale is too high... Its barely noticeably though so I wouldn't worry about it.
>>674744nah man I think there's a problem with my caches, I get a different result each time I reload it, with the same settings (I exported 32bit exr maps from zbrush, default scale, and 0.5 mid point in maya).
>>674745If I'm not mistaken .exr are like camera raws in that they have fstop layering (toggleable f stop layering anyways). Maybe you're trying to use a multilayer .exr? I doubt a displacement node would know what to do with an image like that... I mean, its basically like 10 images in a single file.
>>674746Hey you know what, your talk of mid point made me go back and make sure everything was fine in zbrush. Turns out I can fucking choose the mid point in there, so I just set it to 0 and somehow it works in maya now.Thanks friend.
>>674784he should dap every 4th floss
>>674393Use this:https://github.com/Xerxes1138/ScreenSpaceSubsurfaceScatteringWork unity 2018.3 and no need copy PostProcessing folder. Use Package Manager V2 postprocessing.
>>674830>ScreenSpaceDo people really think all these hacky halfass post processing effects look good?
>>674393blacksmith demo has shaders that have sss and can use wrinklemaps
>>674834Do you have a better alternative?
>>674839Stop making/playing video games, onions.
>>674841Better yet, stop making or consuming 3D content you fucking zoomer. Learn to paint like real men.
>>674705Subdivision modifier, one of the most famous tool in the 3d world.
>>674842I sure hope you mean cave painting, not that new faggy "oil-on-canvas" thing.
>>674745Zbrush 32 bit exr has zero midpoint, not 0.5
>>674851Or if you are trying to use a nonzero midpoint with 32 bit, stop.
update, any suggestions?
>>674853Then the slider magically started at 0.5? I gotta say I run a cracked portable version I copied from my college's network, so perhaps it copied settings I never touched with it.
I think its probably time for me to drop this project. I think I fucked the materials so bad and I was so inefficient with the models that I just can't even sneeze in the direction of the render button without crashing blender
>>674865Anon, the problem isn't you, the problem is Blender.
I hope this board doesn't turn into Facebook or Reddit.
>>674868it may have been a mistake to run headfirst into 2.8
>>674871Where else would you run to?
>>674872software that isn't widely advertised as being in beta and unstable
>>674873In my case: beggars can't be choosers.
>>674869it already is with you here <3
>>674879Bring back Craigslist!
Thanks for posting. Starfleet out.
>>674890Wait, whom are you thanking for posting?
Rolled 16 (1d100)t
>>674897>>674896>>674895>>674894what's going on here
3D dino model when?
Test post, not sure if I can get around my fuckhead country blocking 4chin yet
>>674393She reminds me of the girl from Mass Effect Andromeda. The main character.
>>674947In the face that is.also why did you texture her before adding arms?
>>674949Same jawline, similar chubby cheeks, dead and soulless eyes. both of them have a face that cries out in pain even when they're smiling.I think a quick edit of her cheek bones would probably help a lot.
>>674952>>674949ahahah based as fuck
>>674888You have some issues, man.
>>674186Ahhhhh!!!!.... Eyeballs! How do you work?...Anyways, turns out ya'll were right. The images labelled as "S" where actually specular maps, but imma blame this one squarely on Doughnutguru. One of his tutorials led me astray. The way he explained the image texture node's color/non-color data option made it sound like a render optimization. Mousing over the option and reading it's tool tip made it blindingly obvious that it was actually the toggle for colour space conversion. The "S"pecular maps needed to be converted to linear in order to be used. So when I originally tried to use them, without letting blender convert them to linear, they did not give anywhere near the correct values. That said, it wasn't even that easy. The specular maps were in the 0%-100% (as opposed to blender's 0%-8%) range so they couldn't be plugged directly into blender's principled node. This is why my original frustrated fiddling didn't work, but it was nothing a couple math nodes couldn't fix... After that I figured out that I had made the same colour space conversion error with many of my other images from the pack. Their linear values were already far closer to a natural default that I was hoping for (after making up for small differences between programs; such as default units). A rookie mistake, I suppose. Thankfully, I learned a lot along the way, and hopefully, this post keep some one else from making the same mistake... Now, if only I could figure out how to keep her irises from looking like gapping buttholes.
Currently trying to break the tiling patterns in my texturesAny tips or ideas? Whats the AAAA certified method? Material ID maps?
>>674977Is this in a vidya game? If not, find a second tiled texture give it some random offsets (rotation and location) and blend the two together with some procedural noise. Make sure fuck wit the noises value curve so it actually hits black and white for decent sized patches... If it still looks tilled after that, repeat the process with a third texture. In theory, you should be able to get nearly infinite diversity with one or two procedural textures and a couple 1024x1024 images.
>>674980It's not for a game but I'm trying to hold myself to real-time standards, so I'm using only one texture.Your method is very interesting though, I'll keep it in mind when I'm using Substances.
>>674976Have you enabled SSS for the sclera? It worked for me to get rid of the darkness. However I'm not using Cycles, so it might not apply.Try also to kill the excessive scattering on the eyelids with a thickness map.
>>674984I have it set to essentially a 1mm radius. If I set it much higher then that it counter intuitively gets darker. The texture image from the pack is already pretty dark; its something like a 0.7 value cap on the sclera. That said, natural sclera's really aren't all that bright of a white, I guess. Most pictures have some kind of whitening added to them, but the render still feels a little dark.I actually did like the material for the sclera in >>674220 more, but it isn't a realistic material. I might use it anyways since I can't seem to find a tutorial for eyes that actually look good when inside of a model's eye socket.
>>674949>>674952>>674964Read the TOP MESSAGE. Also Sara is beautifully autistic.
>>674977You can use vertex paint to blend different textures like I did here >>669577. It might be not as optimal as what another anon suggested but If you need more control use vertex paint.
>>675033What do the moon runes say?
>>674976>>674984youre dumb as hell and learning trivial garbage when this could be easily resolved if you stop fucking around with blender.
>>675037Care to enlighten us?
took a break from the tavern to do some meme models
>>675047Did you hit that with a Voronoi hammer?
>>675051 yes, everyone knows that once you hit one spot of the anvil once it's gone bad and you cant use it again
>>675052 I'm on my fucking 24th anvil this year, please, someone give me a better way Karen took the kids and I can't pay alimony because I keep having to buy new anvils
Trying some vertex painting. Seems to work well with just two textures but I'm not sure if this looks good enough. Does this look decent?
i did 3d, are u proud of me /3/???
>>675061Diffuse looks better but the bump is heinous
i make somber scene.
how's the lighting? are the white too blown out? how about he blacks and general contrast?
>>675105The sun will fucking burn through any camera no matter what. It's actualy photorealistic af to have those white washed spots, just make sure they're not too sore on the eye.
>>675090Needs quite a bit of SSS on the waffles and blueberries (think the butter could use some too), otherwise outside of the really strong depth of field you're getting somewhere good.
>>675083Good point. Went back and reimported some stuff and used UE4's non destructive tweaks to get the materials to match a bit more.It probably matches too well, but I dont know. Seems to look fine? Need some input
also working a bit on context, most of it will be outside of the depth of field so its mainly about colours and silhouettes>>6751131,000 times better mate
>>675116quick suggest: solar shingles
>>675117Huh, never heard of them good idea. google gives lots of designs did you have a particular style in mind?
>>675050It keeps getting better but goddamn bro fix that roughness on its sweater
oh no. ???
>>675105>L2HistogramYou're at the point where general photography tutorials have become applicable.
>>675128apparently it's fine, wouldn't really know though.
Wip of a character of mine that I'm doing for class. I'm pretty new to this and it's taking me a lot of time, but I feel like I'm getting somewhere. Any advise?
>>675144The concept, also drawn by myself
>>675144I would say his face; if you was a regular sized man about 6 ft, is maybe 5cm too tall. Also is body language is telling me he's an extremely confident and strong person, if that's what you're going for cool if not, he looks like that because: is general body shape is a triangle facing downwards this is usually a sign of cartoon strength. Is arms and shoulders are also pointing backwards and lowered showing confidence, to make a more timid raise his shoulders and bring his arms forward one slightly further than the other.
>>675123Oh yes :^)
>>675144I'd really emphasize that crease that goes from the nose to the mouth, it'd really give off that "snooty asshole" vibe that you've got going in your drawing. Chin also looks like it comes out more in the drawings, while in the 3d it's recessed making him look weaker, and slightly more aristocratic but not in the way that you really want based on the drawings.I can't wait till you start doing materials, make sure to make that hair really greasy, and also parts of the face. Really push that gross-out factor.
>>675154Thanks for the reply, but he's a confident and strong dude as you said so I guess I'll keep it as he is>>675165I've been told that same thing about the crease before and I've tried, ut he's got a lot of space in between and all the tries I've done look weird.Thanks for pointing out the chin, you're right about that. I will fix it asap.I'm very excited to start texturing too but I want to have him perfect before starting
another wip, please critiq, tell me what is wrong or can improve.would take better screenshots but i'm on a 1366x768 laptop for now.
>>675177Eh, not feeling all the weird striations you gave it. It's way too exaggerated, plus I feel big bony carapaces fit it better than whatever you're trying to go for (exposed muscle? some weird stony texture? it's a little odd and confusing).
Any good tutorial for UE4 architeture rendering?got a job offer and they want to test me, but I've only used unity for rendering before, thanks in advance.
Fuck it, I'll just render in matcap
New hair style test. I think it looks better and uses way less geometry>>674468would fuck>>674830Im gonna bookmark this and will use it eventually. >>675183That looks cool and stylized with matcaps. Wonder if you could work the harsh outlines into the final project
>>675184whats with her hands / wrists? they look weird.
>>675111Thanks, I’ll try to fix these
>>674871if you are on 2.8 where is your AO? is this eevee?also the low quality materials are not helping, that wall behind the bar stands out so hardalthough the tables and chairs look too squished, like a table that big would have more chairs around it, i do really love that old timey look of those tables and chairs, feels like a high class 1800s brothel or something
>>675182Look up datasmith, that should cover you for a lot of things
Trying to spawn grass in a way that doesnt force me set the grass material individually 92 timesRunning lower than usual on brain juice here
>>675184Now add a huge veiny cock, shitting dick nipples or some other disgusting fetish and watch those patreon shekels roll in.
>>674856some ambient occlusion around the corners/edges of things would help out a bit.
an attempt at animation
>>675090butter on a hot waffle should be melted and solid depending on the location.t. Waffle enthusiast.
Trying to make my first environment (warehouse).I'm going to try to give it a Modern warfare 2 aesthetic and try to keep it around the same poly count.
>>675223I like it. Reminds me of the chicken walkers I made in the 90s when MechWarrior was still a thing. How about you texture and use it in some short animation?
Performance tanks when looking at 62k instances of the same grass clump. You cant even see all of them because UE4 is culling about half of it.Starting to think that what I'm trying to do is not reasonable. I wonder what games like Fifa are doing to get 3D grass on the whole pitch.
>>675243Are you using LODs?Id your grass clump using transparency or actual geometry for the blades? You shouldn't use too many transparent textures to avoid overdraw.
>>675250No LODs, those are individually modelled grass blades, 2 quads each, so I do have some transparency going on. They're a bit squished down here because I've been tinkering with the scale to see what it looks like.Still have to figure out a way to make it render all the grass. I've increased the cull distance but it does nothing.
Struggling with composition now.
>>675258Hey I just wanted to say that what you're doing is really impressive to me and I hope you continue with your project because it's really impressive
>>675219this is unironically how the world works
>>675258is this actually procedural or where you just chatting BS?
>>675167I'd just wait to emphasize the crease when you're texturing then. Just add some dark spots along it to make it seem deeper.>>675184Cute bird lady. Would protect eggs/nest with. >>675258Maybe something like this. So on the left side you get some leading lines letting the eye follow down the road, the big tower as a focal point, with the river leading up to it, and the road on the right for some extra background stuff.
>>675184make the nipples pink
>>675243>I wonder what games like Fifa are doing to get 3D grassinstancing probably.. also nice results can be achieved with parallax mapping.
have to learn how to add sparkle to the eyes
>>675322>Parallax mappingOh shit this might be it.Damn now I'm excited. Thanks bro, tomorrow will be a fun day for sure.
playing with a potential toonish shader for my tavern, dont mind the fucked normalmaps I'm still trying to sus that one out
if I make it pink will you guys fuck this too?
>>675354you seem to have fixed the artefacts in the normals, but are the roofs and ceilings of the normal spectrum intended?
>>675322Oh shit nevermind, looks like they're just instancing their grass.Well shit
>>675370For fuck's sake..C U R S E D ! ! ! !
>>675356>dat edgeSomeone obviously didn't use a cage.
>>675257>>675258>>675290Offset how far out the houses are against eachother. Most built back then aren't exactly perfect so some jut out a little.
>>675344Parallax mapping would work well for short grass, but not really for what you're doing. Try using UE's landscapes instead and use their grass type. I've been able to squeeze out a pretty good amount of performance with that vs the foliage tool.
>>675237thanks man, might end up coming back to texture it once i finish this next project>>675370i am scared
>>675356Some of them were, but most aren't. I think I'm ditching the normalmap stuff>>675382Genuinely have no idea what a cage is
trying to build pennsylvania station. complete lack of proper blueprints and measurements, got some great reference photos and few low res blueprints with unreadable measurements, although wikipedia knew the width of a staircase so i'm basing everything around that.
>>675409Oh no, do keep going with normals. That problem is just because your range goes beyond the minimum and maximum values of displacement in your texturing software.if you use a black and white noise, for example, make sure the noise is a nice grayscale, and has no pure black or white.
>>675184are you that ribber guy who used to make those strange vids?
>>675421https://www.archdaily.com/475072/ad-classics-pennsylvania-station-mckim-mead-and-whiteIt will be easier if you model over a transparent section/elevation and eyeball the rest instead of worrying about measurements. Those baroque octagons on the ceiling look like fun.
>>675448That's the drawing I'm using as a base for this room, I have the floorplan also but they're very low Res to eyeball from, need to have photographs on hand to guess some of the shapes.
>>675427I went back to do another attempt at doing normalmap baking the right way, I'm moderately happy with the results. Feel a lot more comfortable with it now. Also know what a cage is now
>>674423Thanks anon, this looks decent nowAdded a procedural thread i can just paint onto surfaces. Not necessary for a 1-sec-shot, but wasn't much work either.
>>675260Thanks for your support it really means a lot because oftentimes I get so frustrated with the results that it's hard to continue working on it.>>675290Yeah I had the same idea for camera position, although I'm still not quite sure where I'm going with this environment. Don't know whether I should make it suitable for flythrough video or concentrate on single frames. At this point I'm basically trying to find out what works best. Maybe you'd help me decide?>>675386This sounds reasonable. And it will add some variation too.
197K instances of a 504 triangle clump of grass, 97 million polys, 20 fps.I have no idea where Fifa is getting its performance from. At least now I figured out how to make everything (or much as UE4 will handle) show up instead of just a handful of clumps near the camera, turns out that using a masked material was the reason, switching to opaque mode fixed it.My grass is nowhere nearly as dense as this >>675367 and it still runs like shit. Gotta use my brain a bit more I guess.
>>675520>197K instances of a 504 triangle clump of grass, 97 million polys, 20 fps.because thats not how it works, and also there is a such thing as LOD's which are vital for environments and adaptive tessellation you dumb faggot.
>>675520There has to be some way of only having polygons near the edges and using a texture in the middle of the grass. You've gotten to the density to the point where everything other then the grasses exterior edges just like like an image texture.
>>675529That's basically the method described in this paper http://www.kevinboulanger.net/grass.htmlI'm too tired to give it a proper shot right now, but it should work in UE4 without any fancy pants custom c++ code.
>>675184>would fuckFuck yeah. Glad you like it. Is that character an avian with feathers? If so, it would be awesome to add bird eyes like eagle and stuff. She already looks great. Also for SSS I use Alloy Physical shaders. It has a number of great solutions but as far as I am aware it wasn't supported in Unity 2018 all the way. The menus looked like shit.https://www.youtube.com/watch?v=Pc5f0SsBsrsbtw. While writing this I just found a solutionhttps://www.youtube.com/watch?v=qXj0kuNqMSY
Hopefully she is another fuckable MILF.
>>675578Hey kid, wanna /ss/
>>675223I would not want to meet that anywhere irl.
>>675593>>675593>>675593See ya there.
>>675587I scream, you scream, we all scream for ice cream