when you spend few hours making something than take a good hard look at it and...
i really need to git gud at sculpting
any tips on what road i should take?
watch anatomy sculpting vids and follow along, or just practice from reference
Anatomy videos most likely. Either that or make them from concepts.
i woke up with the sudden urge to sculpt a wendigo from until dawn. i been at it all day and it looks shit. the anatomy isnt that bad, but it just looks shit.
ashamed but here it is, maybe someone can give a some advice on whats wrong... should i keep working on it? maybe detailing/posing might save it
Put in the hours, think about the subject, sculpt, sketch, and observe various people already proficient going at it.
Keep doing that for a few years and you will become a solid sculptor.
Picking up 2D probably teaches you the fastest because a big part of creating shapes is having a very accurate eye for reading curvature, and the motor functions to replicate them.
Sculting allows one to dick around more nudging shapes into existence, drawing objects/people are more unforgiving and will force you to develop these skills to a high degree faster.
Ability to hold any curve of a shape in your mind and replicate it as a line on a paper or a curvature of a surface, and get it to have the correct
dimensions and location in relation to the surrounding geometry / lines is the most important ability to develop towards perfection.
Basically it will make you see things as they really exist and halts your imagination from attempting to fill in the blanks as you draw/scuplt.
do you think Autodesk is going to kill 3DS Max?
How would I go about making/animating this green object?
would it be better to use latices or is there a way to automatically animate this?
I just need it to stretch and contract in the center. I don't need to mess with the materials.
setting up a dynamic system for this simple task would be like getting out a caterpillar to dig a 1 foot hole.
man the fuck up op. I've been in multiple classes about 5 years ago with someone who was animation director on a movie that won multiple oscars and he would never let anyone animate with physics on anything
>tfw it will be christmas edition until the next bump count
lovely emoticon you got there m9 '_>'
I've spent too much time on this. I hope I'm done how.
How does it look? I just can't figure out how to make the snow look, well, not flat.
Is CGPersia dead for good?
Is there another decent place for tutorial and software torrents?
Is it possible to reach Makoto Shinkai BGs by simply using Blender Internal w/ Freestyle?
I just started using zbrush and wanted to know how to achieve anime-ish hair styles?
I'm sculpting this character but I'm not too sure on how to make the hair.
If anyone can give me pointers or a small tutorial on how I can achieve the look of my character it'd be really nice.
I pick up really fast on stuff even with a small amount of detail as long as I know what tool to use and how to use it.
Just to give you a perspective of the task, there are people's deviant art profiles that are all about making hair. That's all they do.
check this out then. First part of the tutorial is of the face, then it talks about hair.
Critique thread, let's all tear each others work apart.
I'll go first. Pic related
The hole is way too big, it wouldn't be structurally sound what so ever. The tang would have to be really awkwardly placed as well based on that crossguard and handle location.
Actually no, let's back up a bit. Why is there a giant fucking hole in your knife?
Anyone here who uses Vray for Cinema 4D. How can I make my lighting better and make it less noisy?
The easiest way would be to go into the VRay settings set the color threshold to something absurdly low (e.g. 0.0001 or lower) and up the max samples to 100. The result will be noise free, but will take ages to render.
The smart way is to render out the lighting and reflection passes to see what needs fixing. Noisy reflections = increase subdivs on the materials. Noisy shadows = increase subdivs on the lights.
Once you've done that you can try fiddling with the sample rate/color threshold values in your VRay settings to optimize render times.
put portal lights in front of the windows so they let more light come in.
to reduce noise decrease the threshold and increase the max subdivisions in the "Antialiasing" tab in Vray settings. I used to go with 15 subdivs and 0.001 threshold, but the render times got too long and i started rendering in a larger resolution with 32 subdivs and 0.01 threshold and then scale the picture down so it looks less noisy.
your picture isn't that noisy tho, it looks fine to me
This is one of my first designs, I got help from a youtube tutorial
I still have a picture of my first model I made... almost 4 years now.. Anyone still have images of their first post?
So I played a D&D campaign with my older brother and his buddies, it was my first time playing and there was a fight with 4 gargoyles in an arena. It was really fun and I want to remake the fight in blender. I just started working on characters. This is a half elf druid.
I'm posting because I'm an amateur with cg and would like guidance. It is gonna be low poly and it doesn't need to be crazy polished, but if I can capture the events from the game and some of the funny moments that happened, that's all I need.
It sounds simple right? Model then animate it, super simple! Wow!
It's really not, if you haven't rigged before in your life, prepare yourself for a new level of FUN
Concept it (which I reckon would have been established since you're getting characters from your campaign), model it, UV it, rig it, animate it, render it, composite it, then you're done. Oh also environment modelling, UVing that, lighting the scenes, deciding what passes to render, etc.
It may sound simple, and it is to people that are more experienced, but regardless, it WILL be time consuming, so just bare that in mind.
Things to consider,
WIll the face be animated in anyway, if so, how?
What is your target render aesthetic?
You sure you want to rig your model in that pose?
Is the hair extruded edges on a main mesh? You will probably regret it during the UV stage
That said, your main body mesh and general proportions are pretty appealing, although I'm confused about the weird bump on the bridge of the nose
How do you rig, pose and perhaps also animate living slimes, jellies and other marco-sized amoebas?
What is, i nyour opinion the optimal pipeline for doing a lot of stills of an amoeba-type creature? Let's say you're making a D&D themed comic and these critters pop up constantly. Would you concede going all the way back to the modeling software and remaking the base model for every take?
Just model a blob, rig it and animate it. If you want some dripping and melting effect you just make an animated material.
If you want it to actually change forms and such I think you have to use blendshapes.
I remember there was a program called "Source MDL compiler" and it was a web based service. It would turn .smd files straight to .mdl files ready for Source and would even generate .vmt and .qc files. There was no effort needed.
Now I have no idea where it went because the web domain was bought out. So either I need to find its relocation, assuming it is still around, or find an alternative that does pretty much the same.
I'm gonna try blendr guys. I'm on a shitty laptop from 2008 runnin linux and I'm probably gonna fall asleep soon. Gonna try to make an art.
what the fuck how do i remove a pane
shit has built in sculpting tools now?!!! it's that time of night where i think "maybe I will start a blog about how I stopped pirating software and became a true opensourcer" and then i realized how dumb that sounds and also that I would have to use GIMP and that's not happening.