i like making small animals, but sometimes its tricky to texture them
I just had a good giggle
Aww thanks. No its just done with a bunch of animation loops. I'm using soft body physics to produce the jiggle which is controlled by an opacity layer of vertex groups hooked into the soft body control panel. Frame rate is half when teh physics arent baked yet, btw
I'm new to 3d modeling in general but not to video editing/after effects/premier etc
want to do a short fan SW video of one of my buddies (or myself) walking over a ridge, looking up and having 1 or 2 x-wings/y-wings fly over him into the distance, similar to this shot
I've already started to model the x-wing, it looks like shit right now as you can see but how can I incorporate it into a real-life backdrop - I guess what I'm asking is how should I export/render/animate the ship so that I can import it into After effects later so I can add energy 'flames' to the back of the engines?
I started making a "hot wheels" type car i thought of in my head. it looks gay af right now cuz im still blocking his shapes out and i havent detailed and colored him
But i colored him with gay zbrush 2.5D brushes
Baby's first character. I'm happy with the lower half, not so much the upper half, especially the arms. Also I can't decide if I should make it more masculine feminine .
I agree about the landing. I experimented a bit with it, and I got it right on one single landing (at 0:04), having the ball stand completely still for a frame or two. I will probably do that from now.
I don't think it's edgy at all. It's got fucked up so beyond recognition that I geniunely think it's made by something thats trying to imitate humans like a computer or an alien. Like a Google AI scanning the web to learn how people model things but it mixed all the techniques and tried to replicate the models we did but fucked up coz it's just not there yet.
Studying transparency and pixel texures. Sucking at them so far.
don't judge this is wip i am making parts for a mandalorian figure. well actualy do judge but know the the dome is a placeholder
Go to the materials tab on the properties panel, and under settings change viewport alpha to alpha clip.
You can check the other modes, but I'm sure this one will look the best with what you have.
its a computer not yet connected to mechanical eyes speaker and mouth, i use blendshapes to move eye lids and mouth probably not the best way but fuck it im learning///
this little guy dancing his little heart out.
visuals for an event I work for.
its good that you are utilising some of the basic tenants of animation but you can see they drop faaarr to quickly. And when it lands the compression looks werid. Really draaag out the movments.
Ayyy have no idea how to make this image compeling i'm a fucking disaster as an artist all O can do is sculpt shit fucking quit and return to being a lawyer fuck
It actually occurred the day after a big storm, but it was a sunny day and it was 3:30 PM :)
They were three girls, and all of them new the guy with mental disabilities the armed forces refered to. Also, the subject in question was in another city during the event, as can be stated by shopping bills his familiaries kept.
need some diffuse texture on the alien, just looks like flat color. wall's a bit too clean.
and some better composition and context, storytelling stuff. right now it kind of feels like an arbitrary crop of a render from a sort of arbitary perspective.
if this is supposed to be the varginha alien thing, (which I only heard of now from anon above), then perhaps it would be good to set it more from the perspective of a passerby who may spot the alien. something that makes the viewer feel more like the passerby who might notice this uncanny figure near a wall.
i, myself, am only studying these kinds of things, like composition and making good pictures, so i'm no expert, but try to think of it as an actual situation happening. what i see is just an alien and a wall, and i didn't know exactly what was going on before i learned a little about the varginha thing. make more of the scene surrounding the alien, make context for the alien to stand out in. with more of a scene, you could point the camera away from the alien, leave them closer to one side, looking at the scene more generally and letting the viewer take in the image in a more "neutral" way, without you directly emphasizing the alien by pointing the view at them. that's one variation of something you could try or think about.
That's not bad at all, but of course it has a lot of room for improvement.
For example, detail the ayylmao some more with wrinkles and bumps on the skin.
Also this >>509855
>need some diffuse texture on the alien
Add a roughness map too, and make the eyes a bit darker and very smooth (reflective, shiny).
For the wall, it's too perfect and clean, put some dirt and cracks on there, it's a very important part of the image considering there are only three things there (et de varginha, wall and grass).
To address that I guess you could add some trash on the ground, like bottles and shit like that (it is Brazil after all).
what are you, some kind of poo hater?
its 100% unprocessed twisted poo brah.
Transitioning from Maya to Cinema 4D, messed around and made a lil robit.
that looks comfy as fuck man.
Okay, I've brought this up before, but I'm having trouble with capping cylinders and subsurfing. What the fuck is the best way to do this? Everything I've tried turns out like shit. I know I'm obviously not supposed to be using triangles or n-gons, but this is just what I've been trying so far. I've tried a few different quad-capping methods and they all turning out squarish, like pic related.
inset and collapse. or inset and bridge quads.
When subdividing, there is no reason to use quads or collapse the center to cap a cylinder. Subdivision will turn everything into quads anyway and adding additional edges will just needlessly increase the polycount without making a visual difference.
Looks like some features of the face, like where the nasalis muscle goes down from the nose to the corner of the lip, or the gap between the chin and lower lip, were a single dam_standard stroke.
The temporalis muscle (That goes under the zygomatic) goes down from the temple and straight down. The skull has a ridge for it that passes right by the superior lateral corner of the eye.
it's a Zbrush sculpt, obviously topology is not the primary concern.
May aswell give some feedback when I'm here.
What do you use for texturing? texture seems a bit blurry. Would suggest using some images as overlay/paint on.
Nice ship, really like it.
Not sure what program you are working in but you can either just export is as an animation VLC/mp4 Whatever, with transparancy or export it as images and then put it back together in After effects. (not sure if that answers your question but good luck)
What >>509506 said
Move the armpits a tad down, make the chest present Its really flat and square now. make the arms a bit longer ant thicker. Legs are a bit square for what I can see.
DatAss.jpg, hair looks nice, howd you get that going? Always fuck up hair here so characters are bald 9/10 times.
What >>510019 Said, its a quick sculpt.
Thanks for the feedback.
Wasn't the intention but he does look a bit alike.
Sculpter here. I added some paint to practice that, maybe get a nice render of of it in the future. Why would I show the topology if I just used Zremesher, everybody can do that stuff.
He said he wasn't the artist didn't he? Why wouldn't I practice texturing? I don't have the luxery to ask sombody els to texture for me.
Okay, so I don't really know where else to ask this. I don't think it's deserving of its own thread.
Basically, I want to create a nice Stucco/plaster texture for a wall, like pic-related. If I wanted to do this with the most photo-realistic quality possible, would I use a displacement map? How would I go about making a displacement map from an image like this one?
You can try using a plaster texture as the displacement map, it might do the trick. If you want to go all the way you could recreate the plaster pattern in zbrush, render out a zdepth pass and use that.
I think you can still get away with a bump maps
Try this very crude normal map I made with GIMP out first.
Decided to make a DS-level low poly Optimus Prime and Megatron. His dimensions are based on a character sheet. I'm currently modeling Megatron who is giving me some trouble.
Since I'm a noob, is there anything I should know or do before I start UV mapping the models?
512 texture, now i have a badger with 1k texture
Hard to judge anatomy with all the cloaks, but the ribcage seems way too high up and small compared to the pelvis.
You can only fit a fist in between the floating ribs and the illiac crest.
too early to be posing, you chose a pretty complex design to reproduce, no reaosn to make it harder on yoruself from start
unless its supposed to be a basic form sketch out
also legs too wide apart
Thanks for the critic but I think you've made a mistake on the middle view. The pelvis is the same level as the front view. Here is another image without the coat and a few updates.
My workflow is kinda odd. It is kinda a guide. I could remove or change them whenever I want.
>also legs too wide apart
Here, I raised the pelvis. The gap is still monstruous. Also, the back is a flowing curve, there's no rectangular section between the first lumbar and the 4th one, unless your spine is broken.
Aside from that it looks good. Biceps/deltoid/pectoralis is under defined tough, but then again you are covering her with cloaks. Same for the abdominal wall.
I'd say the tibias are a bit too arched. And the quadriceps are quite massive compared to the hamstrings.
First time attempting an interior scene, going for a Roman interior with the ceiling opening up to the sky.
Started off thinking i'd just make a kinda low detail satellite to throw into pics i make of space scenes, and it will be viewed from a distance. Got a bit carried away.
I'm not sure i like the way the 3 "arms" terminate as points; it kinda makes them look like cannons or something stupid.
>the back is a flowing curve
yeah, but this is place where fat accumulates easily
I have no plan. I figure i'd add denser detail to some of the central/vertical segments, add some more segments at the "top".
I have no plan to fully texture it, i figured i'd create differing materials to make everything more readable.
On the other hand this might be a good time to learn substance designer/painter.
Putting this together in Nuke, all 2d images. its all animated and awesome.
I have never finished a model
I have no clue where to go after this either
how do i put this decal on boba's helmet? like along the normals u know pwes help
little experiment with matchmover+maya
had some problems with renderpasses
Looking for feedback, especially regarding the animation since I had to cram all these actions into 1.5s.
I am not expert on animation, but I think the magazine is flying out too late. It looks as if he is doing his sideway hand movement and afterwards it flys out.(it should fly out during he is doing the fast hand movement)
Actually you should just eject hte magazine in idle position when he is pointing the gun forward instead while he is moving the gun sideways, move the hand to the side and load a new magazine.
>but I think the magazine is flying out too late
You're right, I'll try to fix that.
>Actually you should just eject the magazine in idle position
Already have that version on another pistol and I don't want all the reloads to look the same.
Sup, 3. Working on that thing for couple days. Trying to make first complete work, so any suggestions andcriticismarewelcome.
My very first project.
Only posting that to link to a friend.
Sorry for the inconvenience
This is I guess less of a 3D question and more of an art question. Pretty new, just trying my hand at some extremely low poly stuff. My hopes are to make a mobile game some time in the future.
I figured I'd start with some simple objects and handpaint them, but fuck I suck at it. I started with the simplest thing possible, an oil drum, just a fucking cylinder.
heres how that went. basically how do I make this piece of shit look like it would have 3 dimensional faces from a distance. how do I turn this...
...into this (specifically how do i make those ridges "pop out")
A normal map will make it *look* like there's a ridge, but not on the silhouette/countour.
You'll need a normal map anyway to make that look anywhere near an oil drum. If you can count the polys on your hand you went a bit overboard.
It would be for mobile and from afar distance. There's no painting tricks to make it look better? I mean, I'm trying to keep memory usage to a bare fucking minimum, but I still want it to look half-decent.
Thanks, I should definitely subdivide it couple more times. I think I will work on lighting after colouring, also change that awful camera angle. This was just a preview render. Didn't understood what you meant by "exploring or having a specific goal"
Black disc is subdivided wrong, and the reflections aren't anti aliased, but I was wondering what /3/ would think for what lighting it should be in to fully show it off? My lights at the moment are literally just to check the whole model.
Thanks for the feedback.
I finally got around to making some changes today, although I didn't understand what you meant with the chest part. The arms are also now oriented with their elbows facing front/back, instead of up/down
Not bad at all.
Altough I know its hard to tweak fine muscle details with regular modelling, the deltoid ends in a triangle, and the pectoralis inserts into the humerus under the deltoid and over the biceps.
Also, get that tibia checked out.
Yes. Since it's a RTS, of course you have to optimize more than with other games due to the amount of units and buildings that will have to be rendered at the same time, but your barrel was way too extreme.
It REALLY depends. Look up other people's works in sketchfab, artstation, polycount etc. Seeing how others work will help you develop your own workflows.
I'm trying to model a face based off a nihei character. Tried a couple of times now, but it always looks a lot more like an ayylien.
Is there anything I should fix before I apply my subdivide or do I just need to buckle down and fiddle with a bunch of shit?
Well than its technically an upgrade. Maya is shit compared to C4d when it comes to MotionGraphics and this is the one case where C4d>Maya.
How do you like it so far?
Here is some Vegatation, i am testing the Forrester Plugin for C4d as well as some posing of my characters. These are lowpoly and not really meant for closeups. I am building a crowd of soldiers and i want to create a mass scene with them, but since i am using C4d i fear i have to keep it simple or work with heavy compositing.
Also learning clarisse in case cinema fails.
Actually yes. This is the first body type (the fat dude) i plan to add 2 other types, slim and muscular. Then i can put different heads on these bodytypes and scale the rigs to create alot of diversion. (also different types of weapon and gear obviously)
Here is the whole crew that is finished so far ( i am working on 3 other.)
This jeep is awesome.
Here's my battleship Yamato
I never like random fat characters in games. Like fat zombies in Doom 3 or house of the dead 3, they just seem laughable to me. Unless done right, like the heavy weapons guy in tf2 or Boomer in L4D it seems kinda silly.
If I were you I would just make one "average" body type with some variation in faces.
>Unless done right,
What I wanted to say I wouldnt make random fat soldiers. In Left 4 Dead you have the masses of hoard zombies, which are all of slim average body type and not a single fat one, because just having random fat zombies seems out of place, disruptive and silly. YOu have a boomer, but the boomer is a sepecial zombie with its own personality and not just one of thousands of normal zobmies.
Well desu the Soldier Guy from TF2 was my inspiration, but that does not mean that i am going for that same kind of cartony look with huge shoulders and hands. I don't like it that much.
One average body type is not enough when i have 20 guys running around on screen at the same time i think.
Thanks, i spent way too much time on it, and its not even finished.
>One average body type is not enough when i have 20 guys running around on screen at the same time i think.
But it is, just look at company of heroes, Ruse or something. They all have the same body type, just give them distinct loadouts/uniforms for whats their job.
If you're still looking for feedback on those two guns I'll be glad to type you a wall of text when I get off work.
Picked up an old project, currently trying to render it decently, what's the main problem in pic related?
after a week fiddling in 3ds I started this as my first project
Ignoring the glaring issues what the easiest way to unwrap a grip of a sword? Unraveling it as you would a cylinder?
- polished wood shouldn't have a normalmap that influential
- wood is missing details
- some (very minor) artifacts, like the bottom of the front grip
Solid work, but there's more potential.
What do you guys think? No I'm not gonna post a wire, it's just a sculpt.
>not showing turntables
>proud of his shitty texturing yet output is in gamma space
Im trying to clean this board up, but trolls like you drag it back down and wont accept criticism. I've been to actual 3d brick and mortar school and every time you want a critique, you need 1) wires 2) turntable 3) I dont need to go on
this thread is fuckin terrible, like really really bad circle jerk going on
i feel you, any time i say something worth while, i get a meme reply or some 12 year old that thinks that they know everything about 3d telling me i am wrong, even though ive worked with, been taught, and know the right way of doing most things.
>never say anything bad about zbrush
>never say anything bad about blender
>never say anything bad about the shitty models/work posted here
>dont actually give critiques and point things out because people will go all tublareno on you
Not any one in particular, but this image has been of the most use, I've been trying to follow Cibo as closely as I can for the front and then just giving the rest of it my best shot.
I am now going to work on the hair and i can't decide to use whole geo or just use alpha cards what do you guys think
Been almost a year since I last did anything. Have a project in mind so I'm gonna start with the figures.
It looks like they've improved the autopo in 3DCoat with the last update but there's still so much I'm going to have to go in and do manually when I make the low poly mesh.
Yes yes I know. 3DCoat, Jesus wept.
I feel like the critique I come here for is more about accuracy and overall art direction - wires and turntables are more a requirement for optimized polygon mesh modeling. I'm just making tridefs for CNC and 3D printing- in the end, more realistic and accurate meatspace versions of video game weapons and props.
That said, here's a Fallout 4 minigun butt
> wires and turntables are more a requirement for optimized polygon mesh modeling
nope. you always show both. plus, you can do both incredibly easy in zed brush. Stop circle jerking, fag
You do realise that this ain't a portfolio and its just people posting random stuff? Also could you explain why sombody would show a wireframe for a digital sculpt? It's not like the sculpted mesh itself would be used for anything directly. And people can just use Zremesher to make a half decent wire,
Building from concept. It's missing door keypad things but aside from that the modeling portion is done and it just needs to be textured.
I'm wondering, should I worry about lighting at this point or texture it out and then mess with lighting?
This is the engine room concept that I made it from. Don't know the artist, just found it off of google.
>You do realise that this ain't a portfolio and its just people posting random stuff?
Do you even know what a portfolio is?
>Also could you explain why sombody would show a wireframe for a digital sculpt?
This is how its done in the industry. I take it you don't have a job
>Do you even know what a portfolio is?
>This is how its done in the industry. I take it you don't have a job
I do have a job, please give me an example of when sombody shows a sculpt with a fireframe. and I'm not talking about a game model, or movie character or whatever. I'm talking about and actual sculpt with a wireframe.
Also please answer my other questions instead of acting like a high and mighty prick.
Also, instead of bitching at everybody here and being a little troll. Why don't you show us some of your work so we know that you know what you are talking about.
>You do realise that this ain't a portfolio and its just people posting random stuff?
>Do you even know what a portfolio is?
You realise you're implying a portfolio is "random stuff", right?
What purpose exactly does a sculpt's wireframe serve? absolute none is what.
Wireframes are presented to demonstrate topology and edgeflow. A sculpt has neither of worth.
>Wireframes are presented to demonstrate topology and edgeflow. A sculpt has neither of worth.
I'm still wary of doing track.
Also, whats the best way to rig this up in blender?
doesnt matter about edgeflow, it at least shows subtool useage and connected or disconnected mesh usage. The fact that turntables can be rendered incredibly quickly with this on / off and its not being done speaks volumes. If you want a crit, do it in a way lets the critiquer not waste their time. Whats going on in regards to defending against this is incredibly juvenile and irresponsible
Depends, will it have suspension on the wheels like an actual tank, or will it move only on flat land?
here's for simple movement. For the wheels, just copy rotation to all the wheels from one wheel. For the turret, just parent it to the main body and limit rotation to the local up/down.
If you want to do a realistic rig, with suspension.
https://www.youtube.com/watch?v=l1fsN2oySFg (http://blenderart.org/files/blenderart_mag-19_blendfiles.zip) those are a few ways to tackle the problem.
This is exactly what they are for. Wireframes on sculpts are useless. Do you want me to show you the mathematical formulas behind this guy's parasolid model? Do you masturbate to wireframes?
Characters for an adventure game. Essentially working along the lines of "Monkey Island but in World War 2"
Also experimenting with mocap for animations.
A little bit twitchy, smooth it out, also the neck looks really long when you turn your head and it's viewed from some angles.
I can see this being comedy gold, if he explains how he was fighting in the war and making iiiiiiiiiiiiiiiieeeee, pew pew sounds.
i´m working on the main character from sci-fi indie game
This is a my first 3d model projecy I have commited to.
It is nowhere close to done.
Needs much more detail.
The green is just there so I can see it when animating it.
Working on another building from Old Town, St. Peters. This one was originally a house built by the town carpenter in 1894 for his wife as a wedding present. In 1954 it was converted to the Town Hall, and in 1976 was converted into the Police Station. It was decommissioned in 1985, and is now empty.
Making test in iray. Already delivered images to client so its having fun time..
This has been rendering for over an hour.
I have no idea what I'm doing.
Yikes, it says it's got 4gb ram. That's crazy, no wonder it's taking so long. Never heard of kerk so i might check that out. But you make do with what you have and grow from there, a better opportunity will present itself and if you work hard enough, you might get money for your work and would be the stepping stone to a better pc to a better suite in 3d.
I'll keep that in mind, thanks! I only just started doing this as a hobby.
Finally called it quits on the render.
It's WoW fanart, the hands in game are actually much larger, at least on the older models. Also thanks, I've been trying to beat myself into practicing.
Those aren't the materials I imagined it having. Much less spec and reflection. More of a frosted, transparent texture for the green/blue part of the sword. Same for the handle, should be more diffuse in my opinion.
working on this, it was suposed to be a prop for my unreal tournament map, but it resulted in me messing with blender materials so... yeah, critique is apreciated
WIP headpet animations I made for a game, feedback much appreciated
Just grabed some viewport screenshots from my latest character. I toned down the stylization a bit more than normal, but not so far as to approach photo realism. Hopefully she still looks apealing and correctly proportioned.
Still need to work on the ears and arms/hands and might re-visit the feet. The rig is also working although I am still bug hunting odd rotations during normal operation :(