Post what you're working on! - Bizarro /3/ edition.
- Attention seeking
- Not caring about others work
- Talking to self
- Waiting for responce
having newb issues in 3ds max
>bone also rotates y and z when I only rotate x
anyone know why this happens?
Hey people, how's my fabric sculpting?
It looks like what clothes might look like in zero gravity. Clothes dont poof like that, they have gravity and hang down(like clothes hang down a coathanger) There is no air cushion between the cloths and the body. The sgoulders are going to be more pronounced while the abdomen and back area are going to be more hanging. Its lumpy and undefined.
A little surreal thing I've just finished. I call it The Harvester.
Hooray for blender! I love the compositer, and have a mile long chain of nodes for this image.
To be fair it doesn't look that bad when you scale it down a bit.
I'm aware the model has some imperfections yet. I was just using it to try out a new rendering technique.
Is that Blender (if not, you can certainly set a grid floor + "paper" background like that)?
Anyway, it might help to try the Sewing Force cloth simulator to give you a bit better idea of what things would look like under certain circumstances (such as wind) given the size/shape ("volume") of your character.
The model is probably good, the shading looks like a creepy version of Reboot or something.
The eye shadow, or whatever that ring around the eye is called, looks like conjunctivitis, and the hair shading and line thickness looks really bad.
I think you ought to tweak it more towards the toon shader side.
First time poster here. I've been playing around in SculptGL recently.
Experimenting on some basic head sculpting in zbrush.
Also keyshot is God.
>working on a 5 minute short with a team
>nobody but me has worked on a team before
>everyone seems to be a "jack of all trades" type
>"team leader" signed us up for three different services to post progress
>nobody posts progress on anything
>everyone's models are all vastly different ranging from low-poly to realistic, high-poly
>client is pissed off and we're out of a job
benn modelling for 4 years i feel like its wasted..
Making a spaceship, I call it "Lelantos" so far :D
Last two weeks have been busy, got the neckline and head to look better. Hopefully this weekend I can move forward to the sword and armour.
Going to sculpt this after i get all the rootey bits where i want them, and then I'm going to texture the fuck out of it in Substance.
Here is smooth shading, might tinker around a bit some more with the face or maybe just add another level of detail with sculpting.
Working on a hands rig and it's pissing me off (new to rigging). Anyone think they can help?
The first time I rotate it is how it's supposed to work; the arm twists rotate when the hands rotate on the Y axis.
The second time I rotate it is showing the issue. The arm twists are randomly rotating when the hand is rotating on Z.
Just some weaponry for a Remilia figure that I am going to 3D print.
2gud4/3/ out of 10
Might just be the render but corners seem sharp around the various intersections/joints (torso, knees, chin) maybe add a little bit of bevel.
Unless it's meant to look like very sharp/dangerous scrap plate metal or like, scrap rocket parts or something, then maybe make the metal more burnished and less glossy.
first suggestion would be make it look like a goblin/orc/human/something that isn't a blob of shit.
no eye sockets/no eyelids upper or lower/
side of the head is caved in/no zygomatic arch/ no discernible shape of the mandible/no real teeth/lips/nose is just a blob that seems to blend into the upper lip, no real upper lip or philtrum/ears are just flaps
Learning to blender. Trying to learn everything at the same time. Low sample render what I'm trying today, modelling a lens from an old Camera. Very WIP
Edge modeling MJ's likeness in Maya.
Getting the basic foundation set up.
Start from a sphere, dynamesh as you go. Yours is a nice start but I'd wager in the 20 mins it took you to model that you could already have your basemesh ready for sculpting if you upgraded your workflow to 2016.
That's some solid advice thanks. It's coming along nicely. Still can't figure out how to fix the alien skull 100% though.
I don't understand people who act like doing anything aside from a 100% ZBrush workflow is archaeic or inefficient.
Poly modeling a base mesh before bringing it in for sculpting is a perfectly fine workflow in 2016.
That's what I always do. Box model something rough in a vertex modeller and then send it to the sculpting modeller to be detailed. Hell of a lot faster than trying to make everything from a sphere in my sculpting software.
im a maya user giving 3dsmax a try for modeling.
Kind of exited about the modifier stack but disappointed how slow modeling is (im a marking menu flick maniac)
There is one thing that bothers me and its the manipulator handle detection is too exact, in maya you dont have to be exactly over the manipulator to move it just close enough, is there anything similar in max? clicking 1mm outside the handle and losing the selection and having to undo is annoying.
to be honest its rare to see people doing poly bases anymore. dynamesh and zspheres just make it so fast.
I typically use dynamesh until its a mid resolution model with the final volumes and then i bring it to maya or topogun (or even inside zbrush if its simple) in order to retopologize the basemesh, zremesher for simple objects gives excellent one click results.
Then i bring the base mesh and subdivide while projecting the detail from the dynamesh a few times until it looks the same and carry on traditional multi level sculpting from there. Zbrush really just kills it for anything organic or fast remeshing.
Im learning how to do hard surface with zmodeler and its a good start but i still prefer poly modeling for hard surface stuff, it just feels more precise.
Besides there is no 100% zbrush workflow, modeling is not the only thing 3d apps do. rendering, animation rigging etc.
I expressed myself poorly. The cranium looks to be too short, consider checking the dimensions of the skull against photo reference. The brows could also use more definition.
Hey people, >>514374 here.
I picked up Zbrush and sculpted a face for the character I am working on.
Looking for criticism, since this is my first time sculpting a face.
There's a way to fix rigging problems like this in Max by creating floating dummy objects and then linking bones to them, forcing the bones to point in the direction of the objects which locks them in position.
4 years is nothing if you started with no prior experience in any art form, even drawing as a kid
1 use reference
2 put in at lest 2 hours a day practicing, working 4 years for 1 hour a week is worthless
thing about artists they lie, a lot, if someone told you he didnt use refermnce and it looks perfect he lies, iof he tells you he made it in 60 minutes and it dosnt look like it, he lies
>atleast you got rid of the horns though
Sometimes i think /3/ is three people.
not only that horns just looks wierd. he tried to make a cute little face then he just savaged the smooth silhouettes with two giant horns like the huge ears weren't enough.
It just doesn't sit right.
It takes on average 7 years to master any new skill, and even then you'll still be constantly learning new shit.
Don't sweat it.
I wouldn't model your figures with the arms that close to the body though because it will cause headaches when it's time to rig them.
Just picked up 3DS Max again. Very little experience; mostly used Source SDK for over a decade, transitioning to UE4.
I'm sure edge flow is crap so honest critique would be appreciated. Don't intend to sculpt so not concerned with tris.
Eotech for Arma 3
For some reason I can't get antialiasing to work in their engine-based previewer tool, so ignore the jaggies
it looks like shit honestly. I dont see the point of asking for critique when you know its terrible.
Get some references study anatomy and try again. You are the best critic of your own work. It is only when you cant see anything wrong with it that you go for a second opinion from experienced people.
You'd think so. But some people take a long time.
Doing an Assetto Corsa mod, it's a suzuki alto works from 1998, crits welcomed
I should download more RAM and torrent a better processor.
Trying to make a nice subtle wallpaper
Don't be afraid to use moar polygon; areas such as those foglight surrounds and side skirts look especially ugly when lowpoly.
Personal preference, but I like having consistent poly density through the entire model as it looks neater.
Terminate unecessary edgeloops, like the trio on the door window. You can just Merge to Center or to any active vertex.
t's not really clear from your render but 99% of all cars have a slight horizontal convex curve along the side daylight openings to allow the window to slide down the door the entire or most of the way.
99% of all cars also have a flattened margin around the circumference of the wheel well for aerodynamics and strength. You can see from my image that to model this cleanly, you need to model it dirty. Use the Knife tool on pre-existing geometry to cut where the wheel well flare begins. Place lots of vertices down as this area also sticks out like a sore thumb when lowpoly. Place your 3D Cursor in the centre of your wheel, set the Pivot Point to 3D Cursor and extrude scale (select loop, press E, then S) to the edge of the wheel well, locking the x-axis (Shift+X). Adjust vertices to fit your blueprint as necessary, then flare/add loops/do whatever until it looks right. You'll be left with a few n-gons, which are easily fixed anyway.
In all, your model is quite cleanly done and definitely recognisable as an Alto. Nice one!
Oh you're makig shit for arma3 as well,
I have this supressor model waiting to replace the default 6.5mm one.
You mind adding me? I want to mod for arma 3 for fun and for portfolio, I'd love to discuss some shit.
I've never really done sculpting before. Whenever I've made character models previously I've always made super blocky dudes just extruding the cube into a human form and then adding a Subsurface Division modifier to round it out into cartoon characters and then call it a day, but right I'm actually trying to sculpt something that looks good.
I kinda did the same thing here, I made a blocky character originally to start off, but now I flipped into sculpt mode and turned on Dyntopo and am going at it.
Before I put too much effort into this. Am I going down a good route? Should I be doing this differently? Advice? In the meantime, I'm going to continue this woman model because I'm having fun doing it. I know it doesn't look great, I haven't put a whole lot of time into it yet.
You will be forever softening out those features. It would be better to start from a base mesh with appropriate topology. Dynamesh is for concept sculpting so I don't use if for figures.
keep making characters and end up stopping when i start to bash my head into the wall getting it textured. i can usually decent i think at getting the uv map set up but to retarded to get a texture on it.
There is doing things the right way and doing things stupidly. Advice like this is why people take ages to start get good sculpts. He is going to have to smooth and shape that topology for hours to get decent forms. It will never read correctly, nothing artistic at all about it.
What kind of material should I put on this left wall here? I can't decide to put either wood or that same one on the right wall.
Also should I keep the chair or get rid of it?
stucco, painted pale blue. Also replace that ocean with an image of an ocean, or create better water.
Also add some irregularities to the rope between those little fence pillars. And those pavers outside patch the colour of the sand and the inside tiles too closely.
Well, since youre looking at the ocean almost at a 90 degree angle youd see a lot more reflections. So setup a visible sun or light that will produce these reflectons and darken the color a bit. Some ambient occlusion wouldnt hurt either
An ocean doesn't look like that at a shoreline, the water depth and shoreline have influences on the wave shapes and directions. Search for reference pictures and try to replicate what you see, it's not shameful to take inspiration from pictures or other works.
Your scene isn't overcast so you'd see some highlights in the water
I didn't intend for the water to look like the shoreline. The house is supposed to be more elevated and look like you're looking out past the shoreline and into deeper water. I mean like the house is a ways back and the beach kind of goes downhill. I'm not really sure how to describe it best or show it..
That's why I said you should add an extra light to produce highlights in the water since it looks washed out and if you're replicating a camera the outside would look a little overexposed
Just look at other artist renderings
Look at the color and highlights of the water and overexposure near the windows. Study these images and apply it to yours
I got some inspiration for a hair style I really liked and I think it frames the face way better. It also gives her the nebulous "mom" look I was trying to capture.
Her mid-section is much too tall, too long. Her top half chest, and upper body looks as if trying to escape away from her mid-section.
Bring her entire upper body down to shrink her stomach, and she will have perfect proportions. You could also bring her stomach down a bit too. Smaller shoulders, and less wider neck muscles would also improve correct proportions.
Extremely rough example of improvements with liquify brush warping. Very rough, and messy, but corrected height proportions.
Ignore the ugly warping, and you'll notice what needs to be done, and the model would be perfect.
I tried to build a house. But im just learning about Blenders
Are those holes supposed to be octaconal?
Don't be a retard.
Saw some guy fail an arttest for sony cause he used wayy to low poly on high poly models to "optimize".
Either high poly all the way or low poly all the way or mid poly all the way.
Don't be a retard and go mixing extremes.
If it's shit that needs bevels between them eg mig 21 cockpit and the area on the fuesalage with the fuesalage, then it's wroth the time.
IF it's shit like a button on a lamp, don't waste your time, just slap a cylinder and make it clip into the body.
You can also hover things over a mesh as long as it's not obvious, for some really simple and cool ways to get extra detail in.
As long as it's not obvious you can do whatever. That's what my teachers who all made some of your favorite games and are working on the /v/'s most anticipated are doing.
Creating comic book style art from a 3d render... Not going exceptionally well
I'm making the switch from Blender to Maya, so I'm doing some simple shit to get used to the controls and locations. I started this last night and I'll probably be done with it later tonight or tomorrow.
Coming along well. I should have it done tomorrow night when I pick it back up again.
working on an archvis scene for a friend. do you see anything here that can be improved?
Is there anything that would let me do sort of cracks on the wall without having to manually do it?
Right now I would probably just make some crack like shapes, duplicate a few and then boolean them into the wall to create the effect.
I know I can do a similar thing with textures, but I haven't really started to work with them yet.
Today I made a grave. Do you guys like? I dont know how to texture, someone on /v/ told me about something called normalmapping.
I just want to create interesting resources, and if anything happens, I will later match the resources with proper bitmap, bumpmap or whatever, instead of some items glistenig, while others are more grimdark. Consistency.
Quick question, if I use textures, will it be "baked" into the file, so i can delete the .jpg later, or what?
Finished up adding replaced brickwork and grouting, time to add 120 years of dirt, weather, and age to them.
Okay after some experimenting I managed to make an HDRi with some crude clouds
Still can't find any way to make the ocean look better
The water looks way better now. Actually, the whole scene looks slightly more realistic now because of this new hdri, assuming this is the only thing you changed between that old render and this one.
I also added a cloud texture as a bump map to the water. The only thing I cannot figure out is how to make the water look transparent in shallow water and more opaque in deeper.
Also that has to be the most crudest clouds for an HDRi ever.
You need to use the facing ratio/compare the view direction and the surface normal direction as an input to the reflectivity and/or opacity. That way as you get more parallel to the surface, it becomes more opaque and reflective, and as you get more perpendicular, it loses reflectivity and opacity.
Updated my succubus model and put it on Sketchfab.
If you treat the water as a volume and not a plane, you can use the camera angle to calculate the depth at a particular pixel and then modulate the color of the water with that value. This would be in addition to what I already stated about using the tangent angle of the ray coming from the camera vs the surface normal direction to modulate reflectivity and overall opacity. Water is complex and a lot of things have to be considered to make it look truly realistic.
>If you treat the water as a volume and not a plane
I just applied a volume to it and it looks a lot better. However I am using a displaced cube and not a plane so I can set the absorption to a certain depth. Now I can actually see that transition from clear to green to blue.
Motivated me to get working on my game again when I saw it on Twitter, which is a compliment.
Unfortunately I'm still nowhere near good enough to make a model like that for my game, which also relies on character appeal.
Damn, that's a compliment and a half. Thanks man.
I mean, just keep modelling and it gets easier. I'm pretty happy with how my models look but I'm a really, really slow worker and never finish things. Don't be worried if your model doesn't look good enough for your game, just finish it anyway - you can always go back later on down the line and redo it when you've got more experience.
Try to work on that silhouette more, maybe taper and bend the handle a bit, wrap some leather straps around it, make the head more uneven, just try to make it more interesting overall.
Also, not that it's wrong as it is, but I would darken the handle's color a bit.
just finished modelling/rigging/animating this
how 2 lookdev
Alright I gave this a go, it sort of works, but it doesn't seem to be enough edges to really work properly, even attempting to do it to a smoothed surface, or smoothing afterwards makes it very noticeably bad, this also applies to adding more verts. Is there anyway to create the crack along an edge, without it becoming a pixel mess in Maya?
I might be going it about it wrong. This is what I'm basing it off of and what I'm trying to do it through.
If you're dead set on working within Maya's limits I can only think of hacky and/or tedious ways to go about this.
Booleaning the cracks would give you nice sharp edges and good control over the final result, but there is a lot of manual labor involved. You could try quad drawing the shape of the crack, give it plenty of divisions, shrink wrap it to the surface, extrude it and weld vertices where necessary, then booleaning it.
You could also try using a texture deformer with a UV'd basemesh, or if you're using 2016 try the new sculpting brushes (mainly knife and scrape) that were imported from Mudbox. With this approach you will need a very dense mesh, reduce the polycount afterwards (mesh>reduce) .
This really is a job for a dedicated sculpting program, Mudbox for example has a free student license. It's very simple to pick up, you should give it a spin.
If you're meaning to turn this into a proper game asset take a while to think about a economical tiling UV layout, the Polycount wiki for example should give you lots of ideas.
Brickwork done, now time to get started on the trims.
Thanks for all the help. It's not easy to see here. But the cut tool you suggested, along with reducing the mesh worked out exactly how I wanted. It'll take me a while to get the cut tool to work exactly how I want. I've seen videos of programs outside of Maya that do the sculpting and it does look far easier.
One thing I noticed is I'm going to have to exaggerate the crack sizes, since they are hard to notice. Might also be because I'm using a global illumination without any sort of texture.
Just some general sculpting in blender, keep in mind this is very early wip
The issue was that I've been working in comic book production for a few years now but my artist disappeared and I don't have the funding to hire someone of his caliber. The experiment was to see if I could make some form of viable art myself but 3D comics have such a stigma.
I'm reasonably well versed in 3D but I fail miserably when it comes to 2d art
Pic is a test render from something I was working on awhile back
I don't know exactly why, but mudbox distorts much less when you get really close to the object, so you might wanna use that instead. (Or just "buy" zbrush)
With orthographic view you're just gonna end up with a mesh that looks completely wrong in the final render.
Working on a fat man model, maybe to make some kind of Beta-Man game. I was planning on giving him shitty cardboard armor covered in white duct tape and a fedora.
I just made teef
Whenever I try to model clothes for my character I start jacking it and lose interest. Then after a round of battlefield, I just cant be bothered anymore. Can anyone relate?
Lol, yes. "oh shit those ass weights could be blended more evenly" or "i could tweak the UVs on that nipple a little further"
but then, "that finger can bend back the wrong way slightly when the IK locks - MEH"
[spoiler]pls no mean[/spoiler]
It's a totally nondescript, eyeless and horrendously textured duckman. This was actually the second model I ever made in a big boy modelling program (blender).
Second ever experience with modeling, working in Maya.
Going to add textures later
One walk cycle done. Many more animations to go. Gamedev needs to many animations these days!
I don't really post my work here (I don't think my work is good enough), but I mainly lurk. Here's a little something though, I'm kind of pleased with how it's coming along.
I'm working on a little loopable webm/gif.
Usually I just make wallpapers, if you've been to /wg/ I post as Axiom (I won't namefag here), but I'm trying some new shit.
My laptop/computer is pretty shitty (at least in terms of rendering speed), so I'm really stuck doing tiny animations anyway. It's not really a problem I guess, maybe I'll get a new computer someday.
I'm still working on trying to get it to loop perfectly. I've got a bunch of moving parts, and for the most part I'm just eyeballing the geometry against guides to get placement.
I'm planning on adding a flat plane with buildings in the background that slides to the left. Kind of like those old racing games for SNES and Genesis.
I'm happy with the way the post production is going though. I've never bothered with the compositor because I prefer photoshop, but fuck that for animations.
Anyway, sorry for the blog post. Let me know what you think.
Just finished an artest for a 3d position at an AA company. I know the people so a pretty good % to get there.
2 other companies have expressed interest for hiring me for a 3d position and 2 more want me on for QA.
Gotta finish uni first but hopefully I'll be in soon.
This is cool, reminds me of old school dbz when they went to picolos planet.
So I've made some progress on the little animation.
Please ignore the tiny as fuck size and shit noise.
I've added a little city in the background, which is just an image sequence of the texture translating. Right now it's way too fast, and I'm confused on to how to make it slower but still loop.
I have a 30 frame animation (0-29) with the last keyframe on 30. The texture's x value is animated to go from 0 to 1. Obviously it's too fast, it needs to be around 20% of the speed it's at but I have no idea how to slow it down in relation to the rest of the animation and make it fit.
I have to work on the post pro a little more as well. It needs some big tweaking, which will be an easy fix.
I'm kind of iffy about adding actual lamps because of how it would attach to a highway ramp like this.
I can try making the image brighter overall though.
The base female character model for my game. Topology is fine, deforms are acceptable. Needs a cleanup pass: especially the feet and knees.
Texturing is *not* my strong point.
I'm not 100% on the proportions.
The background image has to move even slower than 20%, parallax effect man.
Also, maybe add the moon to the shot and use its light to brighten the scene.
To slow down the background, maybe make the car loop several times before the background loops once, something like that.
Yeah that can work. It's a simple solution.
I don't know what I was thinking.
I felt like I was tied to getting it all in that one go.
Fuck me for forgetting that I had made a fucking indefinite loop. The background could move as slow as I fucking want.
I haven't had much sleep.
Thanks for the advice anon/s.
I'll see what I can do about the background/scene. How much brighter does it need to be? I usually do synthwave art, so everything is pretty dark save for neon and shit.
hey this what i'm currently working on i'm trying to get the little texture on the gay dial gonna do that today then i'll be finish "3 finishing what" haha
>Whenever I try to model clothes for my character I start jacking it and lose interest.
I can relate. You're creating your ideal woman, she's yours, you can get her to move, and do what you want. This is probably more common than most will admit.
It is hard, but you can use the energy of your "being horny" to get yourself to create stories, and content for your character to live in. Give her the personality, an environment deserving of her, and create a story of what you'd like to see her in. This is partly how creativity is sparked if managed to produce long term results.
I'm trying to make the tv glass look "cooler"
Also, not sure about camera position
Still the beginning, I'll ad later, but thanks for that tip
Edited the curtains, sofas and tv screen, gonna add some other objects
So for the most part, I guess I'm finished with the loop.
Here's what it looks like.
I rendered it out at 1920x1080, but everything I use to try to convert the avi to webm, it compresses it or shrinks it.
So this is the best I can get in terms of quality despite actually rendering at high quality.
I've never understood how people can jack it to their own work. I've had people ask me if I fap to my own hentai drawings and I'm like "Are you kidding, I can barely stand to look at the damned things once I've finished drawing them because all I see are a shitload of mistakes that fill me with a burning crimson shame."
Having a blast creating this guy for a second time. It is quite fun. As for the model needs a shit tone of retopologizing and other body parts. The feet are a place holder.
But a drawing is different from 3d. In a drawing you're creating a definitive view of what is, where as in 3d you tinker with different parts, and move the camera around to see other parts of it.
A 3d model tends to have a more exterior appeal to it (as if a life of its own) over a 2d image with one specific locked view of it.
2D > 3D
thats always been the case. I can draw impossible shapes and amazing views with beautiful lighting that you can't replicate in 3d. 3d is for retards who can't appreciate the elegance of 2d
>3d is for retards who can't appreciate the elegance of 2d
Are you certain? Because I do both, and appreciate both for different reasons. 2d, partly for what you mentioned, and 3d because it is fun to see the different lighting, and changeable viewing angles.
>modern internet absolute binary opinions
>If I like A, I cannot like B, people who like B are stupid...
>Chocolate, or vanilla, no other flavors, or combinations of the two can exist to be appreciated by intelligent beings
You're models are horrible. Essentially primitives strapped to each other with the exception of the pillows which actually look like they might be alright and I guess the speakers are better than the rest of the scene.
The textures are unbelievable, over-saturated, poorly sized.
The lighting I can't even get a read on because of the rest of the scene is so poor. Regardless, turn up the samples. Do you not see that?
Be more critical of yourself. Remodel something if it comes out poorly, spend the time adjusting samples and quality to get lighting correct, realize if your textures are terrible everything else is going to automatically look terrible.
I know some models still need work, going to fix those, the scene is still very wip
For the textures, I was surprised about the "oversaturated" part, I mean, I did the exact opposite, the woods were really saturated and I turned em all down, also, which textures you consider to be horrible? Just to know what I have to focus on, for example the floor and frames wood looks ok to me.
Also I'm trying to check the scene from multiple angles
The woods are still saturated and vibrant and strange colors. The couch fabric is over-sized and has really strange UV mapping that makes it look even worse than it should. Everything else pretty much looks like flat colors on basic shaders. If it's a vibrant red object, it should read like paint, plastic, or both and there is a lot of red in your scene that looks like it's supposed to be wood or nothing.
The curtains are alright, the books are fine
Good lighting will also make a lot of what you have go much further. If you are just on a final gathering setup, add some GI passes. That can help with indoor lighting setups.
>I don't know how you did it, but you made it worse.
It's pretty simple, I tried to be "efficient" in terms of frames. So I thought I could take a shortcut and the outcome be alright.
It's not. I'm re-doing the cityscape proper. Or at least better than it is here. I've set up a full 360 degree scene, that should look better than a repeated texture (webm related; just a small snippet). I'm still working with getting the speeds right, so right now it's a bit too fast I think.
I thought the texture would be alright because they got away with shit like that in old vidya games, but I guess not.
Lucky I haven't posted it anywhere except here.
I'm going to have to bite the bullet and make the city have an animation.
Lucky I have the big part (the road) all animated. Rendering out a 720 frame animation that's nearly all emit shouldn't take too long (I've calculated it at around 6.4 hours). My computer isn't really built for this sort of thing.
Glad you like it. I haven't done animation before so I'm still working out the kinks.
Now that I see it in motion like this, neither do I.
Thanks for the tips
Usually I chamfer every box, and if a cabinet, I add the minor "spaces and details", but if you tell me it doesn't look like that I have to do something. The red boxes are actually wood, but with this light setup those look like flat red, gonna fix that, also I'm trying to put some hq texture in the right place, gonna update as soon as I fix some of these mistakes
Try going back to some of your older hentai. Your brain wont remember all the mistakes and you'll see what other people see when they see your art.
I'll masturbate to your hentai if that makes you feel better
I like this idea a lot. With a more solid character, it might be easier to decide what she'd be wearing.
buh. And then you end up just reverting back to a previous version because you overthought it
Looks pretty cool. Is that low poly already?
enjoy muh quik tipz
1: Add a SubSurfaceScattering map to the curtains, it's way too bright as if its a self illuminating map
2:Why is there blotches on the wall, low GI subdivision or something?
3:Increase reflection value slightly on the TV and increase the subdivision as well, its noisy
4:The paint frame is big and putting it up higher would look more pleasing
5:What's up with that disgusting noisy AO? Fix that
6:Play around with the lighting, setup HDRI or add some soft ambient lights
Tweaked a few things, also cut cause im fixing the left side. Still can't get rid of those black spots on my walls and some mats, every reflective mat's subd is set to 32, so is the AO
LC is 2000 and IM is High with subd set to 100 (doubled)
Why the hell can't those spots go away? Perhaps I should increase secondary light's intensity or add more fill lights
Subsurf eh? Using extra geometry, or Shift+E to control your sharp edges?
Your panelgaps and part lines are lacking definition. It's what makes or breaks a good subsurf model; subtle topology differences can mean a crisp model, or a melted subsurf mess.
Also, try your hand at just using matcap viewport screengrabs instead of setting up lighting and geo for a scene. Much easier to assess a model when the finer details aren't washed out!
>down in at least 2 years,
well with good instruction sure, but if you're just improvising and have to reinvent the past 8 centuries worth of art discovery you're bound to make 11th century mistakes
so i made this,
and i don't know how to do png like hair ahah..
how do you guys make hair ?
this time I´ll work my way from low to highpol with divisions, hope this gonna be more efficient than high poly+retopo
still a long way for me out of 3d peasantry