>Mods getting turbo triggered by a scene from a Pixar family film.
Been trying to make a model of my room, this is the notestand
Update on this, added some sheetnotes and folder
I posted it before in critique thread but I decided to work more on materials and textures
I accidentally scaled my bones into place and gave my mesh boneitis.
im working now on that crate as a stand for browning,
im not happy with how nails came out and airbrick (or whatever it's called) texture
Finished the desk, now on to the saxophone boxes
No particular reason they just are so on my real notestand
I'm not an animator, but heck I'm going to try anyway.
Lipsynced to a clip from Pirates of the Caribbean. But since 4chan doesn't allow audio I doesn't make much difference.
I am making this for the purpose of learning how to texture in Cycles.
please don't come to my house and throw rocks at my window
your nails are fine, but the problem with the brick thing isn't the texture, but the fact that it's too perfect looking, most bricks have chipped corners, or at least sharper corners than that
I will put redoing the fingers on the to do list but I am probably going to sick with the claw like things like in the the reference I added. Dose it look to odd just having the cylindrical arms going straight in to fingers with no palm?
oh i dont think the finger design is the problem, its just how they flow from the wrist into the palm, its inconsistent with the rest of the model and its forms
that gits hand design is very nonhuman, it gives you an silhouette of a lobster claw, but the android at bottom is better ref, where the from isnt broken
try inverting the curvature on that forearm, thicker near the elbow
Ey guis so i maded then and did the subdvidi 9 times, my computer like lag rly bad, but it worth it i think, do need to unwrap uv and add sub surface scattering?
I maded a burd now, is it good like caring indian shakram?
Hey guis i maded a cup with a water simulation, but i maded the woods of and
Ey guis i modeled my smokey sex pen, it makes me do the maths better
Ey guis i maded the apple as i have no monie and live in internet cafe steal internet, please the help
Ey guis, i have no friend so i model the console for me to used as i am alone and now steal fraknafuas internets and electricit
Ey guseir i have model shield of best an hero, he is the america nma he is do the job and live dream with captilasm, also very muscle as nice white clean sken and food
Ey guis i have model the football like the ronaldo man use in his goal game, he make many monies and live his pasion like brazilian orphans
Working on a building, but im not verygood at this, any tips on texturing in blender?
I have made the moist image of indian god flow in cup for yes and me
Made this today for a Jew client in NYC still waiting for the Jew´s feedback.
split to 2 ports and have image editor and 3d viewport and select texture shading, you would have easier time figuring where textures go.
for "realistic feel" split the building to different mateirals, windows are reflective and the bricks aren't, if you want more detail you can use displacement through cycles nodes or do your textures in crazybump
Looks all right. Windows aren't quite realistic, but if you're going for a nonrealistic style they work just fine.
Texturing? Well, get a good unwrap first. Get some good seams going, play with pinning so you understand it, try the different unwrap options. Once you've got the UVs unwrapped, you can either use procedural textures (there's a brick texture for both Cycles and BI), use image textures (Gimp and Photoshop both have normal map plugins), or learn to texture paint. There's a texture paint mode that's worth checking out - it's fun to use. I've used all three of the above methods in one material.
How you texture really depends on how you work and what you want the final result to look like. Just play around, watch some tuts, and work with it.
Sculpting Harley Quinn for a VR porn game. crits welcome.
WAY TO GO!
keep it up
I am really proud of you :)
Push the ears in a bit, they feel like they're just stuck on there.
she's got a very square and manly jaw, and imho the distance between the nose and mouth is too big.
But tha'ts just my aesthetics.
Hands and fingers needs some love too, they look bendy and weird.
Otherwise nice, keep it up
Trying to make a bill cipher thing I saw, so far it hard to get it 100% accurate, I'm not good at this but I do like how its coming out so far. Topology is shit though.
I'm doing some freelance work for a local company.
They wanted a 3D mockup with logos on it to send to another company that makes all sorts of cookies and chocolate.
I've spent 4 hours on this.
How long do you think you would've spent on it? Is 4 hours a long time?
School project. Low poly movie poster.
Would appreciate some feedback.
it looks like tintin rather than craig. even though its a very good idea and nicely executed.
currently working on this midgar model, got a few other final fantasy 7 environments that im starting work on soon aswell. remaking the whole intro and bombing mission in unreal engine 4 fully playable.
another, closer look at centre building so far. bearing in mind this still isn't final detail pass, i will be taking alot of this and making even poly models, or sculpts to bake down.
thirdly and finally, the cloud model which is all done and in unreal now. just needs rigging and animating. it is pretty ow detail, because the camera will be at a fair distance from him similar to the old games, so saving polys to budget for other things.
It's certainly not bad, but I think you are making the mistake a lot of more novice animators make, focusing way too much on exaggerated body movements. If you can, I would focus more on the face and tone town the body movement a lot. Others may contradict me in which case I'd listen to them, since I am speaking as an actor and not an animator, I have very little experience with the latter, but I have noticed a lot of amateur animations exaggerate body movements a lot.
>look through scope
>charging handle hits you in the face, possibly giving you a serious injury, breaking a few teeth out
kek, I think the design of your weapon is not very well thought out.
Been trying to model Anna on and off in zbrush/Maya. How's the head looking?
Project i wan a working on that will turn into an animation
It literally is,not gonna lie. Was trying to make it look like this.
Aw that's not very nice, he was just trying to be kind. Maybe he isn't too good at animating but is fascinated by it.
I feel bad for 'proud of you dude' now :(
im new to blender and the compositor, so please go ez
anyway, i understand what it does, but I think I missed out something blatantly obvious when first starting out.
e.g. i have all my nodes set up, but nothings working? I think it's cause I got annoyed earlier and deleted everything (including the pre-set ones), but the backdrop doesn't apply anything nor does the render. Or maybe it's cause I don't have a viewer or something in the right place?
Again sorry for being complete idiot but reading materials don't really account for fuck ups like me.
you're going to need to give more information. specifically, what it is you are trying to do and how you are trying to achieve it.
the glare node only works on objects emitting light, and nothing seems to be emitting light in your scene. therefore it won't have much of an effect.
your rgb curves and blur node is set up in a way such that your rgb curves node darkens the image considerably, and then only the lightest parts of that image are blurred. to see what i'm talking about, plug your rgb curves node into your viewer node. everything that you can see in your backdrop is what becomes blurry. so you might want to change the rgb curves node so that it doesn't darken the image as much or remove it completely, depending on how apparent you want the glow to be.
if after all that, you still see no change, go to your render settings under post processing and make sure the compositing box is checked.
as for the backdrop, i'm assuming you're referring to that giant plane behind the meteroid. unfortunately i can't help you with that since i can't see how you have the material and texture for it set up. all i can tell you is to make sure the object isn't restricted from rendering in your outliner.
there's none in particular that come to mind. you can easily find tutorials and introductions for the compositor just through google. i know andrew price is pretty good in terms of explaining what he's doing and why he's doing it.
it's mostly just a matter of diving in head first and working on various projects to get a feel for it. you can think of the compositing nodes as if they were filters in an image editing program. it's just a matter of setting a clear idea of what you want to do, breaking it down in steps, and knowing what nodes would perform which actions you want.
if you ever need to know what a particular button in a node is doing, the blender manual does a pretty good job of describing each node as well as giving some examples here:
other than that, it's just practice practice practice
Currently working on a Tatooine map for a Starwars Mod...
(Thats the Cantina)
something im working on at the moment. It's a deer infected with a fungal parasite (not happy with how reminiscent it is of TLOU but I designed the concept before ever having played it.)
to do next:
>make the back end of the body more skinny/lean like the front
>add fungus emerging from the side of the head.
I'm feeling pretty out of steam out this to be honest becuase its not turning out as well as I'd hoped, but I'm at least going to block out the rest of the gunsus/emerging bones before I make a final decision to scrap it.
here was an idea I was playing around with for the fungus on the head, to take the form of horns, I wanted some tendrils like the roots that grow out of old potatoes, but it looks extremely ugly so im forgoing for now and trying some regular ol' fungus like the ones on the butt.
I see what you mean, she's quite stocky, I thought of elongating the legs and neck but idk, it seems to be accurate to my references so far, I feel like the need to make the neck and limbs longer is just my own feeling and isn't necessarily accurate.
attempt 2 at head detail ( I duplicated the fungus from the tail just to block in where it would roughly go, I'm going to delete it and resculpt when i'm happy with completely block-in)
3D Animation student here.
Not bad bruv, but I'd say that the movements are a bit too static in 0:03-0:05. I wouldn't hesitate to try and make her movements a bit larger and last a bit longer, especially when she bends over and her hand to the side.
What program are you using?
My first foray into texturing, so I made a low poly car to try it out on, what do you guys think?
I'll do a few more to get it going faster and then I'll texture my tank, anything blatantly wrong with it?
Thoughts on this?
Female bust practice, but it's got a man-face problem, I think. Is the jaw too strong?
hey guys, i need some help.
for some reason when i export my 3ds file to fbx it fucks up my animation, anyone experienced this before?
this is what the animation looks like before i save it as an fbx
and this is what it looks like after i export it as an fbx. For some reason the left arm is tilted to the right. i've had this problem before and its a pain in the ass.
slavs have high cheekbones, sunken eye sockets, large frontal lobes and brow bones, lower lips that stick out more than the upper (or at least equal but never the other way), big bulbous noses, sunken cheeks if they are not fat. and lots of moles
Eh, they're using deferred rendering now, the polycounts are quite decent, it has dynamic hk/ik so your feet adjust to surfaces dynamically, the textures and landscapes look alright too. But it is odd to me how much Bethesda seems to shy away from creating normal and specular/roughness/metalness maps for most things. It's as if a large portion of their modeling staff never learned how to do high>low baking for anything other than diffuse textures.
Imagine how many times that guy gotta have been let down and disillusioned with humanity to express actual pride for what we do here. He must have seen... things.
We talk about a man, who at minimum, goes on the dark web digesting 'crush porn' for breakfast just to desensitize himself for his daytime job recovering bloated floaters with a boat hook.
I'm looking to fix up this model but I'm at the point where I'm having a hard time time without feedback. Would really appreciate feedback on mesh, texture, anatomy, everything.
Yup, add some curve there, (amount can vary, line to show the spot), other than that, noice
Making a mobile 3d anatomy education app..
Realtime render, Creative comments are welcome..
frontal lobe you fegit.
And yeah I have a complaint. Don't render subtitles and scale them up. You should be rendering subtitles as close as possible to the current resolution.
The body texture looks ugly, it looks like vomit and there are too many colours in the sand and road. Try using more areas of solid colour.
It also looks like the textures on the wheels started as way too detailed before being downscaled and now they look cluttered.
The model is nice, though (except for being too flat at the front).
first time animating for a game's third person animations instead of first person
I know this looks like fucking ass so any criticism is greatly appreciated
also I'm aware of the elbow spaz near the end and plan to fix it
Try to execute those moves yourself, notice how your pelvis cant bend around like that without you wanting to rotate your knee with it and spin up on the ball of your foot.
Otherwise not much to say. Wielding ridiculously massive melee weapons like that will always looks wrong since the mass would send you flying even if you had the muscles to accelerate them like that.
Look at the Cloud vs Seppiroth fight in Advent Children for a good example of just how massless the weapons end up looking. Oversized swords looks cool in still images, animation - not so much.
I like it, since it has that oversized sword I guess its not going to be totally realistic anyway and it is going to fit with the style. but like someone said before the hip might cause strange deformation(atleast at the part in pic related)
> rocket bunny grill
Could someone give me tips on hand modeling?
Or how I can make hands that can complete these arms like in the reference picture?
>make a rough shape for the palm
>make rough shapes for the fingers and then sew them together
>Or extrude from the hand
>then refine said shapes
>then sew the hand onto the arm
Also look at read hands/paw musculature and see how they are formed to get a better grasp of the part's you're simplifying
Though I'd go back and work on drawing more before you jump into 3D
Its hard to give a text response to animation, but he should be following through with the sword more. I can see weight in some part of the animation but not all of it, so it looks like the sword's weight is fluctuating a lot
Also film refrence and go off that
I got into 3d because my 2d was hot garbage (Also, gamedev). I guess I shouldn't try to skip learning Fundamentals. But ive been doing box modeling for months now and I would really like to move on to learning Unity specific scripting and the rest.
I can barely box model. Sculpting looks like something that needs alot of pre requisite skill and knowledge (of muscle mass/proper settings/tools) I dont have.
really hate seeing jagged edges.
How many edges do you think I can get away with if its not for a game, just display piece?
Box modelling is for hard surfaces like props and weapons. You should really be focusing on just modelling simple props.
If you want to do characters it will take years and you would have to study anatomy and sculpting so learning zbrush or mudbox.
You can also look into this https://www.youtube.com/watch?v=-P2o4M-hRgA low poly modelling.
Your best bet is to look at low poly characters and try to copy them if you want to do characters.
If you don't want to do low poly, then pick up Loomis book and start sculpting/drawing.
Honestly, if you're designing a game but not good at drawing, focus on actually making games. Having a box or simple geometry for a character can be more appealing than a badly modeled character, which will turn a lot of people off.
Or if you feel like you have good design sense but shit drawing skills focus on making the game visually unique or interesting without showing actual figurative models (so look into minimalist art and graphic design and such and just steal from that)
But yeah, basics of drawing and artistic principles go into 3D more than a lot of beginners think, but as a beginner box modelling can be a good way to introduce you to 3D principles and block out ideas
I have been looking at that tutorial and another that also covers texture and animation loops (walk and run)
Ill get to hyper high-poly character some day. But for now I would like to have something tangible I can work with.
This is my attempt at using the Blender particle system to create a stone wall
I'm currently learning how to use nfluids and particle systems in maya.
I like the outcome of it, but these balls I outlined in the picture are driving me crazy.
I don't know how to get rid of them...
Any particle guru that could enlighten me?
Looks like the initial emitters, just have them stop emitting after a certain amount of time.
You can also make them seem invisible by having the particles grow in either size (small to normal) or opacity.
They already stop near the end, but I guess you are right.
Opacity is not working correctly for me.
I don't really know what happens, but even slight changes to opacity renders everything but the most dense areas either invisible or black...
And if I change the density, well... It looks lame.
Lighting looks quite good. The only thing is the ambient occlusion shadows are way too strong. But I only notice that because we're used to seeing so much ambient occlusion passes multiplied over the raw renders.
Well, I was able to grit my teeth and get through my hand issue. Is 25 a good sample size for AO? This is 25.
Worked on this over the past week and a bit. I'm quite happy with how it is looking, but there still are a few things I'll tweak based on the final scene.
There was a lot of sculpting, so that was good practice I really needed. Any glaring issues?
The biggest issue is that his torso looks like a box... It's way too flat on the front. You also overdid the amount of wrinkles on the pants. And you need more color variation in the face, a mans face is naturally darker where their bear/stache grows, and the nose should be a tough redder.
I see what you mean about the torso, which should be an easy fix. I agree about the face as well, getting the face color just right always takes me forever. The pants are quite baggy for the ss panzer uniform, but the normal map is to strong compared to the silhouette, so that is probably why is looks off. Thanks for the feedback.
shoulders pushed forward
i dont get the jacket design, where are the buttons? whats making those fabric stretching folds?
folds look weird all over
awkward way the pants go out of the boots with no compression or anything
eyes look weird, i think its the are above the eyelids
Working on a Fallout 4 alien blaster via NURBS. No UVs on my reference model.
The scale of the noise on the cloth and skin makes the model look like it's a toy nazi. Like the fibers of the cotton are too big for a person sized hat, but are real looking enough to look like one of those hand made figurines.
It is really amazing what you can overlook after working at your own model for a long while.
Yeah, shrinking the detail textures seems to look much better.
I've adjusted the belt, worked on the pants (though I will work some more on them), and adjusted the shoulders. To be honest there aren't many buttons that I could see on the reference material. I don't think they would be very visible in the final scene anyways, but I'll double check for any I've left out.
Added more coloration to the face.
Also put a more natural lighting setup in. The previous one is what I use more to bring out the model's details, but doesn't look real at all. I think it is a step in the right direction anyways.
I want to do the full gamut of modelling/texturing/animating for once, so I'm trying a low-poly character. Any tips for body shape, texturing, and topology for round bits?
Here's a better look at the geometry that I should have posted in the first place.
nigga what are you doing
i cnat draw for shit but here, plan out your folds a bit better
make sure you have rest and detail areas
you want to focus your folds where pants are tucked into the boots around the crotch and back of knees, elbows etc, not all over
Alright, I took another shot at the pants sculpt and cam up with this following your suggestions and looking over more references. Any better?
The folds on the jacket quite closely follow the references I have, so I'll leave it for now I think, but I agree the pants looked like trash.
Another WIP for y'all because i know how much you love 'em.
and a cheeky gif to spice things up.
I have some basics in modeling, but this is my first serious model I've worked on since, uh, ever.
That is the weirdest looking breast topology I have ever seen... Breasts attach like a teardrop, ,the topology should loop under the breast and then up over the shoulder, not all the way around the breast.
Generally when at the rough stage it is better to have much fewer edge loops then you have right now. It is hard to manage, slows you down, and distracts from important things like overall topology at this point. Add more loops once you start putting in details.
comparison with the original.
This. Whether you're sculpting or you're poly-modeling, the same rule applies:
Always keep your mesh in its simplest state until you reach a point where more polygons are required to get the general shapes you need
One must work progressively, don't jump to high density until the underlying major forms or in this case loops, are in place. Because once you have those loops, it's incredibly easy to then just subdivide he area and tweak the shapes.
what sort of weapon u see this noob using
i see an axe in his right hand
I'm trying to learn something, but 3d seems so complicated after 2d.
thanks, my models just feel bit unstable. I've had SculptGL on my tabs for years, but only played with it for few times. Zbrush feels like a bigger step.
Pic related, it's for that frog.
I have no idea what I'm doing...
I thought this looked like an easy weapon to start out with, but I quickly realized how demotivating this can become for a newbie.
So here comes smoothed normals, you can see that texture should be done again. I actually made that with two separate lights and baked, then photoshopped.
Continued a model I made a few months ago, not so sure if my topology is correct but at least I made some progress compared to previous attempts.
Working on some NPR style stuff for a change.
Obviously if the texture is baked from hard normals then smoothing the normals isn't going to change a whole lot.
You need to keep some hard normals to define shapes better so it doesn't turn into a blob monster, but for large mostly flat surfaces, like the back of the head / back itself.
>Symmetry speed sculpt
>Face(?) with no features
>Overused sci fi semiotics
>Anamorphic lens flare
I see this type of shit everywhere. This and the random mess of "transformer" junk mechanical geometry stuck to some random soilder wearing a neck scarf.
Is it a meme? Are you all being ironic and i missed the joke?
>'stylisticly desgined to be that way'
My hairy ass.
I never hear this kind of shit from my 2D drawings, even in anonymous troll filled boards.
"it works on 2d, not in 3D"
Pic related, Akira Toryama´s dragon quest character translated to 3D, perfect.