[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG


Thread archived.
You cannot reply anymore.



File: untitled223.png (1.5 MB, 1200x900)
1.5 MB
1.5 MB PNG
Post your work, receive constructive criticism in return.

Please rate my office render.

Last thread: This is the first thread, lmao.
>>
File: untitled332.png (1.95 MB, 1080x1080)
1.95 MB
1.95 MB PNG
Remade
>>
i'm going to give you the benefit of the doubt:

so this thread is different from /wip/ because it's intended for finished or near-finished renders?

also are you saying that, you made >>685160
first and then when you knew more, you made >>685177? or are you saying >>685160
is an attempt to recreate >>685177?
>>
Seems like a great quality waist of time
>>
>>685179
OP here.

>so this thread is different from /wip/ because it's intended for finished or near-finished renders?
Correct, this thread is for finished or near-finished renders where you can post them for constructive criticism.

I made >>685160 but I haven't made >>685177.
>>
>>685184
ah, okay. in that case, delete this thread and post in the /wip/ because that shit isn't finished or near-finished.
>>
>>685185
>To finish a work? To finish a picture? What nonsense! To finish it means to be through with it, to kill it, to rid it of its soul, to give it its final blow the coup de grace for the painter as well as for the picture.
>>
File: untitled1.png (2.98 MB, 2622x1383)
2.98 MB
2.98 MB PNG
I followed a tutorial for the earth render and I added my own touch to it
>>
How is this literally any different than the /wip/ thread?
Just because the title is "works in progress" doesn't mean you can't post finished works in it. Art by definition is never particularly "finished" you just decide you're done working on it.
I've seen threads killed for stupid shit in my time, but this takes the cake.
>>
File: Capture.png (230 KB, 1677x304)
230 KB
230 KB PNG
>>685216
We're not supposed to post critique in the WIP thread. Can you even read?

Pic related since you are a brainlet.
>>
File: grayons.jpg (32 KB, 720x736)
32 KB
32 KB JPG
>>685234
HOLY FUCK. You're baiting me right?
The real question to ask is can YOU even read? Because right now it looks like you're not able to.

Lemme break it down for ya buddy.
>THIS IS NOT THE THREAD TO ASK FOR HELP
What this means, is that the /wip/ thread, is not the place to ask questions. /wip/ is for critiques and showing off your work (in progress, finished, or otherwise), not asking for solutions to problems you might be having in Blender. There's a good chunk of people that think that the /wip/ thread is synonymous with "here ye, here ye, ask your questions here". When it's not. Which is why we have that disclaimer there that no one pays attention to, to hopefully drive people like yourself to the proper channels to get the help they so desperately deserve.

Can't figure something out? Go here >>684104 to the questions thread (where you ask for help).
Want some advice on what direction you should take on your model/environment? Go to the /wip/ thread. Finished a project and want to know what people think about it? Go to the /wip/ thread.
Need help unwrapping an object? Texturing? Rigging? Weird ass scripting problems? Anything that isn't under the umbrella of "what do you think guys"?
Questions thread.
>>
File: tears.png (22 KB, 112x112)
22 KB
22 KB PNG
>>685239
Honestly, this board is inactive enough and doesn't need crabs dragging it down.

Also, technically, "assistance" could be read as asking for criticism. It's still technically helping. If you don't see how people could be confused by this, then you lack the basic empathy required to get by.

Perhaps if the original OP of the WIP thread phrased the thread description better, we wouldn't be having this conversation and less people would be confused.

I also don't see why we can't have a dedicated critique thread. There's literally nothing wrong with having a few options to post in.
>>
>>685243
>I also don't see why we can't have a dedicated critique thread.
Because there is already a dedicated critique thread you absolute fucking retard. Just because it doesn't explicitly say it (it definitely did at one point), doesn't mean that it isn't the place for it.
Don't talk shit about the board when it's pretty obvious you've never been here at all. If you had, you'd already know the place to post this shit, and you'd know how fucking braindead a thread like this is.

I'd rather have crabs dragging it down than retards.
Crtrl-Z yourself, zoomer.
>>
>>685177
I like the blinds
Table looks too much like it's going through the floor, if you can't figure out some AO on there then consider raising it and putting some feet under it instead
Too much flare on the ceiling lights
Tree blends in with background too much, even if the goal of it is supposed to be subtle, it doesn't look right. Make the leaves pop a bit at least or swap it with something

Did you make that chair in SketchUp?
>>
>>685239
A
Thread
Died
For
This
Post

Do you even understand that, idiot!
>>
File: Capture 1.jpg (25 KB, 412x354)
25 KB
25 KB JPG
>>685185
Don't post on this forums WIP thread. It really sucks beyond comprehension. It sucks so bad it is hard to wrap your mind around. Follow your own path.
>>
File: untitled.png (632 KB, 960x540)
632 KB
632 KB PNG
i was bored and did this in 30 min. It's a Mate cup (argentinean tea) my friend has
>>
>>685437
Looks like a douche
>>
>>685239
Imagine getting this mad over a differing opinion. It's sad, honestly.

You have my pity, anon.
>>
File: rowingman0001-0046.webm (122 KB, 1280x720)
122 KB
122 KB WEBM
Gimme an audi r8 on my first ever game character & first ever animation/texturing in blender, rowing man. He rows boats and doesnt afraid of the rain.
>>
>>685499
It's not an opinion though. It's literally stated in the OP post of the wip threads.
>This is not the thread to ask for help

Where does it say anything about not critiquing each other's works? All it says is not to ask questions, since we have a thread already for that. Did you expect people to just dump their work there and not discuss anything?
Mean as he is, that other anon is right.
>>
>>685510
He looks dope, senpai. Keep it up!
>>
File: Mini.jpg (472 KB, 1920x1920)
472 KB
472 KB JPG
Take a look at my mini-house!
>>
>>685499
not the anon you replied to but /wip/ stands for work in progress which means you post what you're working on/finished and other people critique and comment on your work.

/questions/ is for asking questions like how to approach something or how something is done for example.

This has nothing to do with opinions just read the title of the thread you fucking faggot. There is one thread for work and another for asking questions how hard can this be
>>
File: KitchenFinal.png (2.87 MB, 1920x1080)
2.87 MB
2.87 MB PNG
Rate my kitchen
>>
>>685510
Absolutely terrible
>>
>>685510
Start from scratch and try harder and put in a lot more time
>>
>>685412
i hope the irony isnt lost on you
>>
>>687331
the lighting is quite flat and the shapes are mostly primitive, but otherwise it's.. decent enough
>>
>>687347
>the shapes are mostly primitive
What did he mean by this?
>>
File: WIP.png (220 KB, 1369x744)
220 KB
220 KB PNG
thoughts on this?
what would you guys change about it?
>>
>>687331
>those viz models
I just downloaded too.
Too sharp edges
2/10
Dubs confirm you'll never gonna make it
>>
>>687384
Not him but...its pretty obvious what he meant. Too many sharp 90 degree edges, nothing in real life is like that.
>>
>>687470
>>687474
You mean beveling up the shapes, right? Indeed it is something I'll do on the next projects.
>>
>>687463
render it?
>>
>>685239
holy shit guys we're in THE /wip thread

put me in the screencap, we've done it boys
>>
File: Kitchen 3.jpg (261 KB, 1280x1280)
261 KB
261 KB JPG
Rate my kitchen,
>>
>>687802
chromatic aberration/10
>>
>>687804
Too strong, right? I'll lower down.
>>
File: Kitchen3FINALpp2.jpg (632 KB, 1980x1980)
632 KB
632 KB JPG
>>687804
How about now, senpai?
>>
>>688000
add a displacement map to the stone tiles on the walls and its gucci
>>
File: hehecat.png (7 KB, 56x56)
7 KB
7 KB PNG
>>687802
9/10, I like it.
>>
File: notretopo.png (383 KB, 1920x1080)
383 KB
383 KB PNG
Current Project. What do y'all think?
>>
>>688000
>he equipped his kitchen with street glow

inb4 rice belongs in the kitchen
>>
>>688407
He forgot to include a woman in the kitchen.
>>
>>688405

It sucks
>>
>>688454
Let's see your werk!
>>
>>688458
It's 4chan dude, what'd you expect
>>
>>688440
>5 months until 2020
>9fag tier meme
Wew, die in flames
>>
>>688552
get a sense of humor gramps
>>
>>688405
>this is a criticism thread, specifically for finished work, unlike the WIP thread
>posts unfinished WIP

Jesus Christ, does anyone read the thread titles at all?
>>
>>688554
suck my dick young man
>>
>>688555
Who cares. This thread is trash anyway.
>>
File: vhouse.png (1.1 MB, 1096x573)
1.1 MB
1.1 MB PNG
i tried.
>>
>>689185
wrong thread/10
>>
>>689185
mmm crunchy blender noise
>>
File: Room4-FinalPP2.png (1.93 MB, 1316x1042)
1.93 MB
1.93 MB PNG
Here is a home office I've made on Blender. What do you think, /3/?
>>
>>687463
duuuude i remember you. i saw this on linkedin
>>
>>685802
Why tf is there an electronic schematic under it ? Cool btw, just ticked me off.
>>
>>685160
>>685177
>modern interior architecture
Fucking yikes
>>
Posted this in a “draw” thread on /m/ a while ago, but you don’t see as much proper critiquing over there
>>
>>689243
Looks good but who has carpet under a chair with wheels on it ?
>>
>>689644
Not him but that helps reduce the noise on certain types of floor. For the benefit of oneself, or the neighbors.
>>
>>687463
less arrayed barrels
>>
File: help2.png (629 KB, 993x553)
629 KB
629 KB PNG
This is a picture of my character's face from all all relevant angles, and with different lighting.

I'd really love some critique on her face. Last time I posted it, she got a 6/10 and anons liked her hair but didn't like her face. I'd really appreciate some honest insight about why the face doesn't look up to par.
>>
>>690952
Good job on the hair, a fair amount of asymmetry is doing you favors, but for the face;
>the neck needs to be back further, and the chin needs to be more defined and brought forward to define the jawline-even if its soft
>Eyebrows are too thick, also reduce the 'pop' they have on the camera
>The pupillary distance is a little too wide, consider bringing the eyes closer towards each other
>The lips need to be created with more anatomy in mind, pucker up and place the forward lip over the lower lip
I know your bust is stylized, so I would make a backup, make the changes, then check back and see if they made an improvement
>p.s. some ears could help, maybe tuck some hair behind one for even more asymmetry gains
>>
File: 1531509714384.png (274 KB, 953x1961)
274 KB
274 KB PNG
>>690972
>Eyebrows are too thick
>>
>>690952
You should fix that seam on the symmetry axis.
The eyes are a bit weird, it looks like she's cross-eyed.
The hair look really good.
>>
>>690952
geo of anime heads in general just feels weird
>>
>>690981
>not wanting a Qt with distinct eyebrows

>>691012
I'm experimenting with an animatable camera lattice to get more deformation and emotion into my faces.
>>
>>687331
I like that a person needs to be 9' tall to reach the upper cabinet handles
>>
>>691027
t. armless midget
>>
File: chinfromside.png (423 KB, 998x669)
423 KB
423 KB PNG
>>690972
Regarding the neck...are you sure? I can correct it to pic related if you think it would look better. I thinkI forgot an angle in the first post >>690952, so here's another image for better visibility. Should I correct it to the last image on row one, or do you think it needs to be adjusted far more than this?

I really liked your suggestion about tucking the hair behind one of the ears. I will add ears next, and I'll actually see if I can pull that off. You're right that it would look very nice.

I do think you're right about the eyes. I always seem to make them too far apart, so I'll fix that. The eyebrows may be a little too thick, but I like them that way. Regardless, I'll mess with them a bit more and see how it would look,. Eat the very least, they should be lighter in color.

Would you mind elaborating on that is wrong with the lips, though? I don't see it really, but I would really like to improve so please let me know what is wrong specifically. Are they too wide. not wide enough? Too low, too high...?

Thanks so much for the feedback.

>>691000
Indeed anon, you're right. These are pretty minor adjustments, and I'll be doing them shortly.
>>
File: fug.png (544 KB, 932x621)
544 KB
544 KB PNG
these are 2 attempts at sculpting a fox. any advice would be great, since I'm new to this.
>>
>>691086
>I can correct it to pic related if you think it would look better.
Yes, that sketch you have over the top right view is ideal
As for the lips, on your drawing you can see where the orbicularis oris begins to point inward creating that nice slope between the tip of the nose, the top lip, and then the bottom lip.
Just grab those groups and move them to recreate that slope, make sure to check multiple views to ensure your topology isn't compromised
>>
>>691108

Left one is better. Are you using a fox skull as reference that usually helps.
>>
File: Capture.png (2.42 MB, 905x905)
2.42 MB
2.42 MB PNG
Did this for an album cover a while ago
>>
>>692118
that's rad as hell, do you have a hr version?
>>
>>692118
fucking dope
>>
>>687331
why are the chairs so glossy? it looks that they are made from fabric
>>
>>692118
>parts of bluescreen
hurts me on a fundamental level m8
>>
>>687463
Too many faces on the tops of the pillars
>>
>>689243
Where did you get the Buddha model from
>>
>>689243
Are you a fat conductor?
>>
File: Untitled-1.jpg (3.06 MB, 3540x1500)
3.06 MB
3.06 MB JPG
>>692130
It consists of 3 separate renders layered on top of each other. The rest is random fuckery in photoshop
>>
>>689644
pretty sure thats a rug
>>
>>688000
Architecture student here

>>687802
Your kitchen has a gay salmon pink should look on warm colors
>Casino Royale poster on kitchen
Lol no remove that shit and put a menu there or something else
>Floor mat on the kitchen
Horrendous remove that shit
Some advice in rendering techniques
Use metal textures on the handles, is it copper? Stainless metal?

Wine but no wine rack?
Also Tupperware and empty containers should be replaced with real boxes of food

But overall nice composition 7/10

>>685177
Big yikes on the back poster not my type, is that fake grass?
The plant should be on the window
>Spotlights
Is this a double roof or something?
>Desk has a gap on the first drawer
Old wood but is seamless?
Should put more stuff on the desk only the computer doesn't feel real

I don't feel it dawg
6/10.
>>
File: platformrender9.png (567 KB, 960x540)
567 KB
567 KB PNG
I'm working on a handpainted UV for a dungeon platform. Pic related.

I'm having issues with the highlighted stone on the unfinished portion, second to the middle, the one sticking up. I'm worried it looks too big when compared to the rest of the stones.

What does /3/ think?
>>
File: AAa-G-9698599-0.jpg (30 KB, 385x488)
30 KB
30 KB JPG
DONALD TRUMP IS AND AMERICAN TERRORIST...
STOP TRUMP
STOP FOX NEWS
WE SEE U
>>
File: 1554248892098.jpg (380 KB, 1920x1080)
380 KB
380 KB JPG
>>685160
How do I make the donut more realistic?
>>
>>694805
By looking at real donuts and putting more details into it.
As a matter of fact: i just ate such a chocolate donut and it looked quite different.
>>
>>694800
You are asking for it, mate.
>>
>>694805
Things will generally look fake unless you use bump/normal/texture maps to define surface details.
>>
File: 1550903880142.jpg (484 KB, 1920x1080)
484 KB
484 KB JPG
>>694805
>>694819
>>694860
I even went to krispy kreme to look at some donuts, didn't manage to make it look much better, but that's what I ended up with after the tutorial.
>>
File: tebear.png (2.23 MB, 1920x1080)
2.23 MB
2.23 MB PNG
This is the main character for an indie game I plan to develop. It's not perfect, but I've been playing around with blender for a couple of month now and I'm kind of proud of the result. Do you guys have any suggestion for improvements?
>>
>>694139
Try to use a bump map node plugged into an UV map vertex paint. The normals should pop out a bit better, especially with cycles path tracing.
>>
>>689624
look cool but lacks detail. remember to have big shapes, medium shapes, and really small shapes.
>>
>>695039
ok good.
but there is still more work to do:

Composition isn't correct (put more emphasis on the donut, perhaps a closeup)
Texturing could be better
Visible Noise
Lighting Incorrect



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.