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This place dead now or?

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 314
Thread images: 97

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This place dead now or?
>>
Animation of a girl testing the durability of her new box spring rails.

I'm thinking of using the blender game engine for this project but I'm starting to get ptsd from my awful blengine days.
>>
>>519948
>This place dead now or?

It's been dead for at least 3 years, even back then it would've been disagreement about it's life status.
But like a doll of sewn together corpses reanimated by German lightning we keep stumbling onward committing acts of Frankenfuckery.
>>
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Beyond dead m8
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>>519951
Jesus that sounds awful. Maybe someone should put us to sleep.
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>>519953
i don't want this board to die
>>
At least we aren't as dead as /i/.
>>
this board would be as dead if people didn't only come here to A. ask stupid questions B. ask for pirating shit C. Ask for help for shit they should be doing themselves D. Being stupid fucks F.uck you
>>
>>519957
You forgot E you stupid shit.
>>
>>519950
not only do i have a boner, but i'm also super impressed with the quality of the movement and expression. gr8 b8 m8/8
>>
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Spider for a animated short i'm making.
Would love some criticism on the design.
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>>519959
>F.uck you
>>
>>519961
I really like it. However, the only slight problem i see is the visual detail consistency. The legs and face have a good amount of detail and shape, but the abdomen lacks any true detail. Make the overall visual noise more consistent, imo. Its really small and overall not that problematic. Very nice sculpt otherwise.

How many points btw?
>>
>>519961
Yeah, what the guy above said. I'd probably leave a little stripe of detailed sculpting along the top of the abdomen.

Also, spiders don't have 8 eyes on the front of their face. They have 6, with an extra pair on back of their "head" that detects motion.
>>
>>519948

At least we are not /ic
>>
>>519950
do you have steam ?
>>
>>519950

You're going to make a lot of money, anon.
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how would you take a model like this to the next level? how could I make this look real?
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>>519995
Way more polygons to smooth the shape. Better materials for the surfaces. Most sunglasses/glasses have slightly curved lenses and frames. Hinges on the arms. Smoothed normals.
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>>519995
Add metal details like the hinges and screws.
Mesh smooth, tweek your verts until you are happy with the reproduction, maybe add some more loops here and there.
Then mapping and taking into a texture/material authoring package.
>>
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playing with shapes and HDRI a bit, and the glossy material is giving me problems again
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>>519950

What are you going to do with this? Is there going to be some gameplay or is it just a real time rendering movie. Are you going to add virtual reality support? Why Blender game engine? I guess its because of better animation tools than some engine like unreal or unity.
>>
>>520010
It will be gameplay. I'm going for something similar to those illusion games (playclub, sexy beach, etc)

It will be VR, though I'm gonna have to do some work on that. I think I saw a blender game VR project but didnt have much success with using it on the current blender build.

Yeah, I just dont like the way the export from blender to other engines works. I have to worry about constraints not working anymore, bone segments don't export, and the mesh needs to be smoothed realtime to look good. This stuff is all very difficult for me to do in unity. Unreal, I'm not familiar enough with.

>>519978
I'd rather not share that. You guys are all pretty spiffy, but I've run into a few really hostile people online with this project.

>>519991
>>519960
Thanks anon :)
>>
>>520014

> You guys are all pretty spiffy, but I've run into a few really hostile people online with this project.

What kind of hostility? I wish you the best luck.

Could you elaborate your workflow on the clothes? Do you make them in blender or some outside program like marvelous designer?

If you make them in Blender could you give me a brief explanation how you make them?
>>
>>520014
fuck the haters.
>>
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>>519966

Not that guy but spiders are fucked up and can have from 12 eyes to absolutly no eyes at all.
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>>520023
I can't stand having that open for more than a few seconds

Creeping me the fuck out
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>>520026
yea man
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>>520027

Typical 4channer
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>>520023
>11
NOOOOOOOOOOOOOOOOOPE
>>
>>519950
>CGI porn of a realistic human form

Literally all of my whys.
>>
>>520014
can you add me on steam plz
Karlos_19983
>>
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wat cancer are you making? post it.

>made this just to fuck around at least, because that's better than doing nothing
but actually I need a real project with a real goal...
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Can I move on yet?
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>>519950
holy fuck meakrob is still here XD, I remember those tinychat days
oldfags unite
>>
>>520103
I'd say so, the wood grain could be more developed but I would honestly do that the rest of that work directly on your normal and not in high poly
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>>520096

Is it better to model weapons like that in one object or multiple objects? I'm worried about texturing issues where some areas might be too obvious. Then I read that quixel suite 2 and substance (maybe others as well) create texture maps based on the high poly bake down to the low poly, and create a curve/whatever map to deal with intersecting objects, like the trigger guard for example.

Working on pic related.
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>>520103
Chroma Aberration wrecking my eyes, pls be more gentle next time
>>
>>520111
you can separate parts you don't want into different UV islands then mask the rest in substance, its also possible in blender
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>>520121
you can also make a different layers so painting the extra parts like the trigger guard won't blend with the base color of the gun
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>>520109
awww shit son! I'm glad you're still at it. Whenever I notice old fags drop off from this board, I feel like they've given up the hobby. I'm sure they're off doing something somewhere else, but I really wonder what they're up to.

>>520019
Being called a samefag, claiming I stole work from daz, and just some general rudeness.

It's not really anything too complicated. I just used a shrinkwrap modifier to form the clothes. Once I'm close to finished, I use a data transfer modifier to copy the weight groups of the skin onto the cloth. I wrote a python script to automate the process a bit in case I want to make changes later. Marvelous designer is really cool but I've had a hard time adapting the cloth over to a usable state in blender.
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>>520103

Very nice. The placement of the second set of spikes is triggering my autism tho. Are the bits on the handle stone because they are reading like such. I would make a few of the spikes blunt too.
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>>519950
What's your blog called again?
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>>520123
see : >>520064
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ayy
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lmao
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>>520147
Did you cop out and make the eyelids out of different geo ?
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>>520151
They were at first, but I dynameshed it all together.
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>>520147
How many polys, I love it btw.
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>>520153
The head is 4 million polys because I couldn't be bothered retopologizing. I'm more worried about the proportions which seem wonky as hell to me.
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opiniones?

Why are the eyes so white
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>>520149
Please tell me you didn't get paid for that
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>>520149
shouldn't it say "effects" instead of "affects"?
>>
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Trying to sculpt a torso. Following Grasetti tutorial.

I don't get Paul Richard diagram, in the front view it makes it seem like the acromion process is higher the top of the sternum, yet on the side picture they appear equal.

So confusing.
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>>520181

The eyeline to bottom of the nose(not the tip) is 1.5 eye widths. Your nose looks really long.
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>>520201
artists arent always perfect you fUCOKING IDIOT
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>>520201
our abs intersections are in the wrong places
and i would lower pe position
otherwise keep wroking
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>>520201
I make a shitty quick paint, check the form and the proportions a little bit
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there is a contest for healthy food and i was bored

[spoiler]this type of food is healthy right?[/spoiler]
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>>520234
You need to stop and move on to something else. It looks like you've hit a ceiling in terms of current skill.
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Trying again
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>>520234
Nice, always a joy to see someone who understands the importance of asymmetry. That model shows great promise, keep at it and you'll evolve into a fine face-maker in no time.
Here's some tips from how I go about 'next leveling' faces from that stage that u might find useful.

Also, did you look at Eva Green making that?
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>>520252
And with 'to the right' I mean to her right. I code a lot so I tend to think of stuff as seen from the axis of a model sitting in 3-space.
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>>519950
nice, you could fix those blinks though
they snap to the close pose sharply and stick there
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>>520006
it looks very blown out
I don't know what you're shading with, is it a pbr shader?

>>520103
cool

>>520147
nice work... I feel the lower lids are unnaturally peeled down if that makes sense. I think you could move them a bit into a more relaxed looking shape.

>>520181
what's the color value on the eye shader? sometimes newbies tend to set it really bright when it'll look more realistic as a gray-ish value.
I disagree with the other anon, the proportions look believable enough.

>>520231
cute

>>520234
the lookdev needs some work, almost like there's translucency everywhere and it's destroying the shaping. the lips look painted on as well. some other things too you should notice if you look more carefully at a real face to be honest. keep working.

>>520247
It feels like I can see grunge maps pasted everywhere. You have to fight against the proceduralism. The doors and the chair look too saturated.
>>
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Hi-res sculpt.

Thoughts?
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>>519950
Oh god my dick
Keep up the good work
>>
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Just learning how to take objects from maya to UE4 and about diffuse, bump and normal maps.
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>>520279

Not bad. Hands are too small though.
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>>520279
Torso needs to be considerably smaller. From that angle she looks like a linebacker.
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>>520310
>>520310
Don't listen to >>520321

Torso is fine when you take into account that she's wearing an armor.
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>>520342
If he's going for realism, the torso is fine then.
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>>519948

Super Deformed low poly Chibi.
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>>520234
not that great
i agree with other anon, you might want to move to next study, as you seem to hit your current anatomy knowledge
my recommendation is to do a study of each face part at a time
lips
eyes
nose
ears

and then try a female face again
you might not want to, but if you want to stick with 3d, you need to get used to starting models over and over and making studies dozens of times
>>
>>520279
show the unposed model, it feels very awkward in both proportions and anatomy
the face lacks most anatomical landmarks
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>>520231
what kind of food is that even ?
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>>520496

Says Ramen on the box.
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>>520498
i dont speak moon
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>>520111
Is that a pistol or a rifle? If its a rifle how the fuck would one shoulder it? Or are u gonna make the shouldering part later?
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>>520252
Thanks for the tips. I didn't put in much detail, for example the eye tear layer because the model will be in a poorly lit environment (pic related) with not many close ups. Though I will try and bring out the facial features like you said
>>520494
>you seem to hit your current anatomy knowledge
The fuck is that even suppose to mean? This is a WIP thread and I've made a lot of progress. The face looked a lot shittier and I can easily fix any features through a non-destructive sculpting process I'm using which I then can export as a point cache. My only roadblock for now is the damn hair and It always has been for years
>>
>>520540
>My only roadblock for now is the damn hair and It always has been for years
Welcome to the club
>>
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Working on sci-fi living quarters. Pretty empty at the moment (Bed bottom left and desk bottom right)

Feedback for the design of the room plox
>>
>>520491
I'm sorry anon, but I fucking hate you.

I hate you so god damn much...

And not because you're good or anything, because you're not; it's because you have horrible topography and so many fucking polygons for a "low poly" model.

Seriously, what the fuck, anon?
Are you new at this?

Before you learn how to do a stylized or deformed character, you should learn to do a normal character.
It'll teach you basic topology to make a low-poly character.
Once you know how to do that, then fuck around with the vertex until they're a deformed abomination like you want, but for god sakes, stop what you're doing now, drink some bleach to un-learn your shitty ideas on 3D modelling, and then start over once you've left rehab and they let you take the fucking helmet off.

Fuck man; that model of yours hurts my soul...
>>
>>520558
>.50 cals in space
other than that neat
>>
>>520564
What's the problem? Actually bullets are more potent in space then on earth, cause no friction, no gravity, it will go on forever.
>>
>>520566
the problem is that its way too powerful.
something like a 5.56 would be more logical
but its the future right? wheres the lazor rifles.
>>
>>520563
he should model from ref
or download a lowpoly character and learn the patterns
>>
>>520566
Can a round even ignite/combust or whatever when there is no atmosphere?
>>
>>519948
looks like from overlord 1
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>>520200
yes it should
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>>520576
Yes it can. Modern ammunition contains its own oxidizer.
>>
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>>520564

They'll get replaced by lazors. It's for a short I'm working on and firing a .50 cal in zero gravity would send you flying back into the sun.

I'm thinking about something inspired from the Tau rifles pic related
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>>520563
Nigga chill. It ain't that serious.
>>
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Someone please suggest how I should pose this pretty boy; camera will be a closeup, no lower than the belly button line
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>>520604
face down, ass up
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>>520604
>>
>>520604

With his dick in my mouth.
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>>520563

That's a lot of salt for something that doesn't really matter.
>>
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>>520256
It's just the cycles render with the default glossy materials with different roughness for each material on the sword with HDRI for illumination, no fancy node setup or whatever. I'm working on this sword to practice more complex shapes now and replace the old one to see how it looks like
>>
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Just working on some assets, atm it is a lamp post, im new to this so what should the poly count be for this sort of thing? it'll be purely for the PC platform, no console peasantry.
>>
>>520540
>The fuck is that even suppose to mean?
it means you should stop being fucking lazy and do more studies
hair isnt you problem, your problem is hitting facial features like eyelid shape and how flesh folds around lips
instead trying to headbutting a realistic human head out of flaved model you should increase your knowledge of each part of the face

also non destructive is what you should avoid, working over your previous form is much better than moving around mistakes, its something I discovered long ago

and I don't get it, you are sculpting it or poly modeling? why do some confusing workflow of exporting point cache or what ever that is
>>
>>520624
>how long is a piece of string?

Depends on engine, type of game, size of the scene, how many assets you are using, and the aesthetic of the game, etc...

Ask your programmer.
>>
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>>520626
I've known about my eyelid problem. The reason I'm having a hard time fixing it is because 3ds max's terrible hair and fur bugs out when moving around the verts. I'll put in some time to fix that and the lips were completetly rushed, I'll redo them as well. Two reasons why I'm using non destructive sculpting.
1: I love Joe Alter's sculpting plugin which can help bring out small details in animation like wrinkles, muscles and all that fun stuff but sadly its only in Maya. Because of that I rely on point cache to export vert data back to Max
2: I was retarded enough to make 20 morph targets of my previous shitty model in Maya so If I do any poly modeling it will render all that useless. Hope I cleared everything, getting tired of writing these novels
>>
>>519948
Is that from Shrek Game??
>>
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>>520600
Did you look at their model?
There's seriously a lot wrong with it.
>>520618
You want this kid to fail?
You saying that THAT anon; with their horrible topography, doesn't really matter?
It takes some cold, hard truth some time to reach someone. To show them where they need to improve, and if you don't think this anon needs to return to basics and learn some better habit, you're part of the problem.
Did you get participation awards in school? Did you get praise for simply showing up and not shitting your pants that week?

That's not the real world, anon.

And that model is shit.
He needs to know...
>>
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Working on high poly, how shit is it?
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Making a car for my friend studying car design :)
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>>520643
>>
>>520644
You wot nigga
>>
>>520645
You know what
>>
>>520646
wot?
>>
>>520647
they have the same head
>>
>>520649
U wot mate?
>>
>>520649
Is true
>>
He said captain!
>>
Do oldfags remember this place being more active ? Or was it always this dead.
>>
>>520678
there may have been a time when things went faster.
>>
>>520679
There was not.
>>
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>>520643
I take it this car has no form of suspension?

You will have to move the wheels into the car, to allow for vertical travel (or flare the wheel arches more or increase the distance between the tyres and arches).

Apart from that - I like it, keep working on it.
>>
>>520558
Feet on the suit are big like clown shoes.
>>
>>520705
>I take it this car has no form of suspension?

Must be a fucking Chrysler.
>>
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Tried to make a translucent bubble
Results in my mia_fastskin to fucking vanish behind it, leaving behind the eyeball alone

How the fuck did this happen
Wat
>>
>>520694

If anything it's been picking up a little bit more around here since Daz studio went free.
>>
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>>520637

Oh well. It does what I need it to do, which is be a potato-esque nuisance character ala the Munchkins in the old Tales of the Wizard Of Oz cartoon and it looks the way I envisioned it to look so overall I'm happy with it.
>>
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can anyone recommend a good tablet, no high end
>>
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Ready for sculpting?
>>
>>520768
why UV unwrap?
just export the remesh,unwrap, then bake
>>
>>520769
going to use mudbox. Haven't used it in years, I remember uv mapping my models before hand so shit didn't get fucked up.
>>
>>520622
sorry, I don't know cycles so I can't give you specific advice about that. but I can tell you that it looks like your materials look very blown out, you see how some parts look completely white? this is not ideal when you're doing look development on something. if you're sure you have a neutral lighting setup or a decent HDRI, then it's a problem with the metal shaders. it looks like it might be old school so make sure the diffuse is dark enough, it could be why in that case.

>>520279
it's not bad but like slocik said a few things seem weird about it, small head and hands maybe? I'm not a sculptor. post it unposed?

>>520563
it's topology, not topography, at least spell it right jesus
>>520491
he's still right though, if you actually want to get good at this doing super low poly stuff won't help

>>520540
he's right though about the anatomy, and I was right about the lookdev. just move on to the next one and leave this as is.

>>520558
I'm not a fan of how promiment the bolts are everywhere, but the layout is looking nice
>>
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>>519948
Judy Hopps from Zootopia.
Don't mind the shitty texture for eyelashes. Its just a placement to get the idea and add the feminin look to it.
>>
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>>520772
>he's still right though, if you actually want to get good at this doing super low poly stuff won't help

It's a very specific niche character that I want to be a... not antagonist so much as annoying weird get in the way nuisance for my main characters which are less stylistically extreme chibis.

They're just supposed to be these spud-like pests.
>>
>>520756

If you're not going to go high end then just grab a Wacom Intuos and call it a day.
>>
>>520776

Basically the spud is going to be like the Munchkins from the old cartoon I used to love when I was a little kid.

https://www.youtube.com/watch?v=UEbhYZ3r4uc
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>>520775
Make Nick instead because someone already made Judy.
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>>520639
Looks good, start blocking in your major wear and tear
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>>520678
>>520679
>>520694

A few years ago it was not this slow.
>>
>>520769
>>520771

UVing first is the right way to go about it
UV first, then you just do whatever the fuck you do in Mudbox, then you're done, just export the Normals and Diffuse or whatever the fuck else.
No need to remesh, unwrap the fucking remesh and bake; why make it harder for yourself?
>>
>>520792
allowing lewds might make things more lively, or just create an influx of unwanteds
>>
>>520806
Yes, that would invite a shit ton of unwanteds
I do support the idea of allowing PRODUCTION of lewds here, since literally where else would it go? And I like to believe there are a few good artists here on /3/, even if the most prevalent ones are the shitty ones

But honestly, aside from that /3/ can simply be summed up to:
>1 WIP General
>1 Questions Thread
>~2-3 [Theme] Thread, like the surprisingly productive Waifu Thread that has yet to be revived

Everything else?
>HURR I HAVE QUESTION AND I WON'T POST IT IN QUESTION THREAD
>SHITPOST CENTRAL ARGUE WITH MEEEEE (Pixar sameface thread is a prime example)
>Where 2 download pirated copy???
>LOOK AT MY WORK GUYS!

It wouldn't really help the speed at all

At the end of the day, /3/ is simply slow because there aren't many users on it
Are you aware /po/ is still up and running?
Neither did I until I just checked
We're just simply slow, that's literally all there is to it
>>
>>520806
even though I'm with that idea, I'm afraid it might turn /3/ into a 3d version of /d/. I mean 1 alioto is enough for one board.
>>
>>520816
Contain it in the lewd general, make them make some 3/d/ general or something
It can always be contained in whatever the fuck general they want
>>
>>520823
definitely needs spoilers tho
>>
>>520824
Best case scenario is that 4chan inplements a spoiler-like image option that is simply just for lewds, not spoilers as it's original meant for
Realistically speaking, if lewds are allowed, they'll just use spoiler tags
Photorealistic™-ally speaking, no one who runs this place gives a fuck and 3D lewds will be in limbo

Judging by how shitpost threads are still up on /3/, we probably don't even have janitors
>>
>>520825
Yeah but still, Nudity getting deleted and banned on a board thats about art is ridiculous. It is literally barbaric.
>>
>>520831
it might backfire and they might add more janitors here to moderate porn because people are spamming them. Isn't there a feedback board request stuff from mods ?
>>
>>520834
Yeah agree, it shouldn't be senselense spamming,more like protesting for better board politics with includes examples.
>>
>>520825
That's retarded. You're overcomplicated things
>>
>>520768
ready for sculpt
>>
>>520835
artistic nudity is different from things like just showing a picture of an asshole and pussy, the nudity shouldnt just be for sexual things
>>
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Any one got any arnold tips for me? I'm using it with maya and I need some pointers.

Should I make the scalar zero value for my displacement -0.5 because I extracted it from zbrush? How do I fix stair stepping?

Why is arnold such a pain with displacement? Vray is so much easier.
>>
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>>520871
The thing about art, is that its subjective.
>>
>>520834

Sadly there does not seem to be any mechanism to appeal the policies of a board once they are set.

I'm pretty sure if /3/ was created today it would be a red board like /ic/. But when /3/ was created we were mostly 14 year old blender fags who thought they were going to be the next superstars of game design instead of the sad, lonely waifu makers that we grew up to be.
>>
>>520825

Every now and then a new mod or a janitor with no idea about the culture of this board will come in and run amok with the ban hammer. The people who use this board know we occasionally have to post nudes to get critiques on anatomy or to give tutorials on anatomy . The occasional time out is just the frustratingly annoying price of doing business.

But it is stupid that an art board where at least 60% of the stuff being posted are figure and anatomy studies has a ban on nudity. It's like a friend of mine who went to a christian college and the art classes there used live models who were fully clothed and didn't teach their students anatomy at all and as a result none of their graduates could make life drawings for fuck.

I got a 3 day bannination once for posting a tutorial on how to model a vagina because someone had specifically asked for a tutorial on how to model a vagina. It's insane but that just seems to be what we have to put up with since there is no way to change it because none of the mods use this board or care about it.

At the very least a lewd spoiler tag would satisfy everyone.
>>
>>520876
>>I got a 3 day bannination once for posting a tutorial on how to model a vagina because someone had specifically asked for a tutorial on how to model a vagina. It's insane but that just seems to be what we have to put up with since there is no way to change it because none of the mods use this board or care about it.

Meanwhile I posted an image tutorial on how to model lolicon vagina because someone asked for it and…nothing happened.

The politics of how this board is run really leave something to be desired. I’ve been here since the beginning and seen it flip flop multiple times.
>>
>>520831

Is that Cutty Sark?
>>
>>520876
>I got a 3 day bannination once for posting a tutorial on how to model a vagina

Was it the one using Maya in webm format from god knows how long ago? If so, that was pretty fucking amazing, simple and effective
It's pretty fucking stupid how lewds aren't allowed here, like you said, fucking anatomy
/3/ is the imageboard equivalent of a christian art college, that's pretty fucked up
>>
>>520938
here is my advice.
make 1 thread that's dedicated to nsfw so the board won't get spammed
>>
>>520939
I would, if it weren't for the fact I'm not working on anything related enough to warrant a lewd thread, nor do I have any images of 3D nudes
If anything, another anon with the prerequisite materials should start the NSFW General

In other news, is this WIP thread also critique general? What if my work isn't WIP, but technically already completed and I'm looking for feedback for my next project?
>>
>>520940
there was a critique thread that's not up anymore, maybe it reached bump limit.
>>
>>520878
Idk, it was the first usable image in my anatomy folder. Its most probably from a Polycount Wip thread.
>>
>>520872
I don't know arnold but are you using 16bit displacement or something? That could cause banding in your map, resulting in the stairstepping. Make sure it's 32bit exr, displacement center set to 0... at least that's what works for me in renderman.
>>
>all these posts
>almost no pics of WIP or anything
fucking hell
>>
brother...
>>
>>520961
right. on afraid to post more stuff in working on because of this. had everyone finally migrated to where they can actually get help?
>>
>>520984
https://discord.gg/0Y4utWZT6cttbDHS
>>
File: LR_room_V1.0002.jpg (554KB, 2559x720px) Image search: [Google]
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Adding furniture, lamps etc.

Also reduced bolt diameter
>>
>>521008

Space looks like a portrait, warp the plane a little bit.
>>
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>>521013

It already is on a sphere, how can I do that
>>
>>520558
>>521008
The size of the bolts annoyed me too, it's a spacecraft not an oil-rig.
Forget about the space warp, space is big, you wouldn't notice any.

The lighting seems rather harsh, I'm sure if it was light by the light from space, it would not be so directional with clear shadows, the room itself would bounce a lot of light around.
>>
>>520639
Absolute garbage, you should just give up now
>>
>>521008
Looking good man. I started doing something extremely similar to this late last year, but realized I wasn't good enough at 3d yet. Planning on picking it up again soon. Be sure to post updates on this.
>>
>>520123
Heya! Glad to see you posting again. Little question: Are those Makehuman meshes?
>>
>>521016
It looks fine; exactly as it should. That anon is just retarded.
>>
>>521075
Thanks, I will. It's for a short I'm working on. Due 365 days from now.

>>521042

I'm still at the modelling stage and not particularly gifted for lighting, but you are absolutely right. Especially since I'll put glossy materials on most surfaces in the end.

I'm even still shifting stuff around. I replaced the armory and the suit with a kitchen, still working on it.

If you have any idea what to fill the massive empty space in the middle with, don't hesitate. I goofed a bit when designing the room
>>
>>521091
If I was to design a space vessel with living quarters for a single crewman(as this seems to imply) I wouldn't have it so big!

Seeing as you have already made it, I can only offer a few suggestions as to filling the space.
1. A few comfy chairs and a coffee table.
2. An Abstract work of art.
3. Some sort of octagonal plinth for 3D TV.
Bear in mind it would have to be the same sort of 'bolted' construction as the walls.

I have never made a living quarters like this but your idea inspires me, maybe I should give it a go and post in a later WIP thread?
>>
>>521092

Sure.

Collect a variety of sci-fi room designs, it will only help.
Pic related, an inspiration for some of the parts of the room
>>
>>521093
Cheers anon. . . . .It's my next project.

The floor(on this pic) looks as though I would regularly trip over the extruded bits and break my neck on a daily basis. kek.
>>
>>521094
It's what I was thinking about as I posted

Looks neat tough
>>
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>>521008
Furniture looks good. Have you started considering how you're going to light the scene, since you already have an area light (the window) placed?

The biggest criticism I can offer is that the wall texture is too noisy. There's no reason why the gaps between your plating would be this extreme, and it causes your other shapes (as well as your lighting information once you add it) to get lost, which is a shape. You'd have two ways to approach this problem - either push the plates there's less of a gap between them, or bring the pit of the gaps closer to the wall surface (less extruded) so the occlusion isn't as strong and they don't appear full black/very dark.

Besides that, two other pointers I can think of:

-Floor and ceiling (from your previous pic) are completely flat for now. This is fine if you're planning on adding a lot of clutter later on, as it will be less glaring, but if you're aiming for a sleek, clean design, you will want to consider giving these planes a pattern at some point. Since your walls have a pretty uniform pattern, your best bet would be to contrast it with something that has irregular variation - maybe the ceiling has a few really wide beams, or the floor has a single inset step that follow the shape of the room. Be creative!

(cont.)
>>
>>521096
-Start thinking of a narrative for your room. What kind of facility/ship is it in? Who's using it? You're a good stage to start adding clutter and details, and those will really help sell your story and make your room a lot more believable. For example, you have a gun rack, but this appears to be a single room and there's no way a single dude will carry three identical sniper rifles. In addition, there's nothing yet that really "sells" that your room's occupant would have a gun rack. If they're a mercenary or soldier type who keeps weapons in their room, think of the kind of stuff they'd have with it. Cleaning kits, boxes of ammo, medical supplies (for when they get hurt), maybe a disassembled weapon they're tinkering with on the desk. Look at the picture I posted above - it's a different theme from yours, but it tells a story: the guy in that room is obsessed with data, he's a scientist, maybe a biologist. There's a bunch of tanks with animals, plants that he's studying, and you've also got computers, notes that he's been taking or newspaper clips, on the walls, scattered all over the floor. You can also see the guy is super messy, has stuff lying about everywhere, garbage bags (maybe filled with salvage?) What's important is it's all /cohesive/, it fits together to tell a story rather than being randomly there.

Btw, remember to do a block in of your clutter/furniture before detailing it, so you can make sure it fills the room properly rather than being a bunch of objects that are too tiny or look like they don't belong.

You're doing great otherwise, keep going! And if you already know any of the stuff I've just said ignore me.
>>
>>521016
Oh, and (imo) you don't really need to worry about your skybox before you get to your first lighting passes and have set your color key. You'll probably end up changing it at that point anyway.
>>
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>>521096
Haven't thought about lighting yet, the matte painting is not set in stone yet and will influence it. I was thinking about a low earth orbit with a sunrise.

The walls really are noisy, that's why I haven't touched the floor/ceiling yet. I attempted to put tiles like a normal floor/ceiling but it became overly noisy in general.

There is a black surface shader behind all the panels, I could tweak that to alter the appearance of the panel gaps.

>>521097

For the design of the room, it's the relatively luxurious, considering its on a spaceship, living quarters of a space warrior in her late teens/early twenties (Pic related for the inspiration). I'm not dead set yet on what happens, but I'm thinking something along the lines of a light hearted SOL.

I never skip blocking day ;) Really helps before adding the details. But I think I'll leave the design of the vacuum that is in the middle of the room when I get the story down.


Thanks anon, outside perspective really helps when you get too much into a project.
>>
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>>521106
If you wanna do something fun, add one of those, but fill it with a mix of makeup and weapons/ammo.
>>
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>>521106

My first draft, not quite there yet. I want to try a blend between a realist face and a cartoon-ish one.

>>521116

Interesting idea, although modeling/texturing all those engravings is kinda scary
>>
>>521118
Goodness, I didn't mean literally this picture. You could model just about any vanity. Give it a space style. The one I posted is silly for this purpose and wouldn't fit in your environment's artstyle anyway.
>>
>>521122

I thought it could be funny, a very old engraved wood vanity in a otherwise sci-fi setting.
Might need some scenario significance tough, or else it would stand out for nothing.
>>
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Came back to this model i was working on a few monts back. I've added different materials to help break it up a bit, not that it shows (even without my over-zealous editing).
I want to add small lights to areas so that it looks like it's actually powered. I'm not sure if i should create spheres with an emissive material , or point lights, and tracks on which i can add visible lights in post.
>>
>>521118
bit early to be doing details if you as me
legs like form definition, abs and pel;vis look weird
unless you did it as another layer
>>
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>>520147
I like this a lot, very appealing front and three quater, but the profile needs some work. soften up the lower lids, and push the eyes in to let them sit in the face a little better. some modeled detail on the ears would also be nice. the curve of the upper lid could also be nicer but that's just nitpicking
>>
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We're just a really slow moving board, not quite ded yet.
>>
>>521312

If anything, it grew in the past couple months.
>>
>>520941
Someone please create a critique thread so that my garbage wouldn't be the OP image
>>
File: campCopy_00001(1).png (2MB, 1920x1080px) Image search: [Google]
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>>
>>521301
makehuman new tomorrow am not a robot
>>
>>521327
>00001(1)
>glass fire
>low poly meme

Cancer. Do you plan to have 99999 iterations of this? or at least 10000?
>>
>>521312
if your intention was to make whatever animal this is supposed to represent, you failed the texuring. take a bunch of pictures and start over.
use zbrush and displacement maps to make wrinkles, add some real colors and not this green trash and then add a realistic shading with gloss and specular maps.
>>
>>521217
I always like to check out this project of yours, I'm sure I've seen it on a few other sites too. Looks great and could easily pass as 'complete'. How much further are you going to take this?
>>
>>520643
the wheels are too small proportions wise. Otherwise neato
>>
>>521341
I've never posted it elsewhere. So i'd be curious to see if you can find it somewhere else and link it back here. It isn't really a project; I'm just fucking around.
That aside, i might add a lick of colour to some parts, throw in some lights on the ends of antennae and such.
I was also thinking of see how a fracture script goes on the 1.2m or so polys of this model, then maybe create a few asteroids to smash it apart. But that might be more effort than it's worth.
>>
>>521220

Yeah, I have a lot to learn.

First step I think would be buying my own tablet instead of borrowing the school's Intuos Pro each time.
>>
File: Majorette 2.jpg (109KB, 1692x1236px) Image search: [Google]
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Making more clothes. Majorette outfit.
>>
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making a clothes store for my gfs uni. this is the first photorealistic project i have done so i think i'm doing well so far...
i'm impressed with the cycles render engine
>>
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how do i make this sexier?
>>
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>>521334
>file name was generated throw a render farm
>probably to complicated for you
>/3/ actually gave me the ideas for using glass with a duplicated scaled down emission of the fire
>yes
>>
>>521434
>using a render farm for a single frame with no detail or quality

>yeah, render farms are so complicated

>/3/ gave me the ideas- that's why it looks so bad
>>
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jhust fukin about, gotta bake and then I can finally try out painter 2
>>
>>521433
Ctrl + A
Del

Start again, and think about edge flow
>>
>>521433
add breasts, a penis and a vagina
>>
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>>521327
>>521436
>you can't handle the hotness of my fire
>which is why you just got burned
>>
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>>521433
>>521463
>oh you
>>521464
i like it
>>
>>521527
>oh you

actually his advice was good. There is nothing for you to salvage. None of that edgeflow is useful, and nothing of the shape is useful.
Why are his elbows almost at his shoulders?
>>
>>520010
>I guess its because of better animation tools than some engine like unreal or unity.
I thought blender was considered shit for animation? Has it improved recently or are other engines just even shittier?
>>
>>521536
Well Blender is a 3D content creation suite with a bolted on game engine. Unreal and Unity are dedicated game engines lacking any form of comprehensive content creation capability.
Neither aspiring to have such features either, so the comparisson is kinda void. People who grow into 3D artists using blender might be tempted to use the native engine as this might seem simpler.

But if you think about it you realize people using max or maya or other dedicated content creation tools will never go to blender for it's game engine capability.
>>
>>521539
>lacking any form of comprehensive content creation capability.
you mean lacking asset creation capability
>>
>>520181
Make it more grey red ish
>>
>>520775
All the fur from the movie, how you gonna solve that?
>>
>>521543
You can build stuff from primitives, and there are things like terrain editing tools etc, so I meant it as I typed it anon.

You can also construct meshes via scripting, so technically you COULD model things in at least unity.
So if tomorrow there was like WW III and you got stuck in a vault with a PC with only unity installed you could still make yourself a virtual companion to help you fap your way trough that nuclear wasteland.
Grantet it would not be a intuitive and very fun experience, but then again neither is the global nuclear holocaust.
>>
File: F4F.png (883KB, 1153x707px) Image search: [Google]
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How's it look?
>>
>>521566
It's a nice blockout and seems to have good proportions, are you planning to detail it more?
>>
>>521618
Maybe a bit. It's for a mobile game and it's already around 1200 tris, so I might have to make up for detail with textures and materials.
>>
>>521625
What's your topology like? If you're going super cartoony you can probably paint the cockpit flat onto what you have, but if you're going for realism you might want to add a cage/armature to it and actually push in your windows (which if you do smartly shouldn't increase your polycount significantly).

You might also want to consider breaking up the wings a little, either with a crease somewhere, or rudders that stick out or in? That would depend on whether you're copying a real plane or making stuff up, but I'm afraid a surface as wide as the wings could easily end up looking flat without additional geometry, even with textures.

What's with the three little bumps at the front of each wing? For mobile, these seem way too small to justify the polycount.
>>
File: Capture.jpg (374KB, 1000x664px) Image search: [Google]
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not sure if weeb related shit is acceptable here, posting anyway
gona retopo next
>>
>>521628
Thanks, I considered adding the cage to the cockput, but for some reason I thought it would destroy my polycount. I'm only just now realizing that it won't.

I'm going directly off of a blueprint for a real plane, so the wings do actually have rudders that move independantly when menuevering. You just can't see them because they're currently parallel with the wings.

And those bumps are happening because the wings and body are seperate at the moment, but I'm going to join them later most likely.
>>
Doing plain doll using someones concept, is this considered tracing?
>>
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>>521566
Okay, so I'm having problems with connecting the wings to the body. So far, this is what I've got, but I'm getting weird rectangular shadowing. how do fix?
>>
File: chillydog-3d-yeah-man.jpg (122KB, 1920x1080px) Image search: [Google]
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Made this a few months ago.
>>
>>521703
Shit man that turned out so good. What did you render in? How much of that is post?
>>
>>521703
nice

btw, gl winning your artstation challenge :^)
>>
>>521634
might look better if the hat funnel was smaller
>>
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>>521452
sp2 is delicious. Don't feel like it's wroth 50 extra money tho
>>
>>521713
Well of course it's not when this is your end result.
>>
>>521715
it isn't, obviously.
>>
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>>521707
Thanks man, Just rendered it in Marmo, yeah it has post effects like the DOF, bloom, normal stuff.
It was video game spec.

>>521711

artstation challenge eh?
>>
>>521655
what the FUCK is with her head
>>
>>521703
Looks realistic, there's just the perfect amount of detail, something most 3d artists miss today, they either overdetail it or underdetail it, but you nailed it.
I'm not sure what kind of sabre you were trying to do, if it was meant to replicate some design, but I can tell you the detail amount is perfect, from all the sabers I've seen at museums and pictures, this is just the right amount of detail.
Can you post the whole thing please, without dof and bloom, etc.
I'm also interested in what program did you texture it and how many polys is it, looks rather low-poly.
>>
>>521430
I know it's a wip, but there are a lot of problems.
>>
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>>521433
>>
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Is topology ok?
Where can I find tutorials on that?
>>
>>521754

Forget topology, focus on the forms first. Topology is the last consideration. Also use zbrush and dynamesh.
>>
>>520279
in addition to what others have said already, terrible and confusing composition. Desaturate the image to check your values, add more contrast, add color-contrast. If the background is blue, her suit needs to be orange or something.

Apply rule of thirds to position objects in scene

what's up with the random gradient top left
>>
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Just a quick two hour project of a thing that popped into my head. Remade one of the monsters from Unreal.
>>
>>521787
I like the idea. What's under the blur?
>>
>>521788
[spoiler]Nothing[/spoiler]
>>
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>>521787
>>521788
>>521789

The poorly-optimized wireframe.
>>
>>521702
Grab the disconnected vertices, enable snap to vertex and move them to the part of the fuselage you want them to connect to.

Then remove doubles.
>>
>>521787
spend another day working on it and it'll look a lot better
>>
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>>521738
Here you go, with the flat albedo channel.
It was 15,091 triangles. Had to lean zbrush for it, in a small amount of time. To shill, it's for War Of Rights. It's a 1850 Officer sword.
>>
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>>521738
Here's the whole thing too.
>>
>>521801

Very nice. Nailed the materials.
>>
>>521793
Nah, it's already connected, it's just creating this weird shadowing around the rectangular area and nothing seems to fix it
>>
>>521810
Dunno then, shading gets kinda weird at low polycounts. Maybe throw on a subsurf modifier when rendering?
>>
>>521811
What do you think is the best way to go in-game when it has to be low-poly? Just leave the wings as a separate object?
>>
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Now for the texture mapping (aka my least favourite part).
>>
>>521702

You will always get that on long thin polygons. Add more edgeloops to the wings to reduce it.
>>
File: qwfwerwefr.png (277KB, 966x562px) Image search: [Google]
qwfwerwefr.png
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>>521566
OK so basically I said fuck attaching the wings, I just left them separate. Too much of a pain in the ass and too many tris.

Added some details to break the main body up. Hovering around 2000 tris now. Hows it look now? ready for texturing?
>>
>>521829
Looks perfect. Could probably optimize it a bit more, but it's really just personal preference.
>>
>>521830
Thanks senpai. Yeah I'm still gonna tweak some areas and clean it up a bit first, but it's all pretty much where I want it for the most part.
>>
>>521829
The really tiny tubes sticking out of the wings aren't doing anything at the moment. This picture is twice on my screen as a mobile phone, and I can still barely see them. Either drop them, or make them a few sizes thicker.

Unless your canopy is shaped like a pentagon, you can afford to bevel the top edge loop at least once (making the top three-sided, if not four-sided).

I like the detail you added at the front. How does it look from the back? Keep in mind the angle from which the player will view your model.
>>
File: 1462513744649.png (283KB, 1202x689px) Image search: [Google]
1462513744649.png
283KB, 1202x689px
>>521833
Thanks for the advice. Yeah, I did scale the gun tubes up a bit.

Here's the rear. I know there are some fucked up shadows, those are areas I'm cleaning up.
>>
File: 0Yrcud6.png (45KB, 800x476px) Image search: [Google]
0Yrcud6.png
45KB, 800x476px
Nice Wildcat, senpai
Just trying to git gud, so what kind of workflow did you use to make this?
Cylinder and extrude or using something like bsurfaces?
Pic related is something I'm working on.
>>
>>521841
Its also like 20k Tris, so nothing to be honorabru about.
>>
>>521763
> Also use zbrush and dynamesh.
fuck off, cunt
>>
File: 3535363636356.png (65KB, 1212x729px) Image search: [Google]
3535363636356.png
65KB, 1212x729px
>>521841
Thanks! If you can actually tell what model aircraft it is, then I guess I'm doing my job right.

It's just some good ol' fashioned extruding. Just slapped a cylinder over a blueprint image and worked around it. Like I said, wings aren't even attached for the sake of keeping topology clean and polycount low, so there's nothing too advanced going on here.

Here's a Zero I'm working on now. It's currently pretty basic, 800 tris. You can see the topology though, it's pretty similar to the Wildcat.
>>
File: 34424254524.png (96KB, 1210x635px) Image search: [Google]
34424254524.png
96KB, 1210x635px
>>521869
>>521841
Oh, I forgot to ask, are you going for a specific model of aircraft?
>>
>>519961
bredy gud
>>
>>520147
the ponytail should be more fluffy
>>
File: 6.jpg (2MB, 4150x2528px) Image search: [Google]
6.jpg
2MB, 4150x2528px
Small update to address the critique I received (>>521301, >>520256). I still have a lot to do before I can consider this finished.

>>521909
Yeah, that was the idea. For now the ponytail just serves as a base mesh and silhouette.
>>
File: 7.jpg (1MB, 4150x2528px) Image search: [Google]
7.jpg
1MB, 4150x2528px
Without the polypaint.
>>
File: okha22.png (70KB, 968x201px) Image search: [Google]
okha22.png
70KB, 968x201px
>>521869
>>521871
I can barely extrude and build on from that, except that model I made. I'm so used to using programs like Inventor. I've been using blender for like 3 months now.
Pic related is MXY7 Ohka, basically Nippon steel banzai flying bomb, I would post a recent pic of the model but I'm with the family atm
>>
>>521918
I would suggest some youtube tutorials on box/extrude modeling. Fundamentally it's all the same, especially if you can find one on maybe weapon modeling, because it's also basically just cylinder extruding like the aircraft.
>>
>>521917

The cheeks make her look like she is smiling but she isn't. I would flatten them a bit beside the nose and pull them back near the eye.
>>
File: 3535363636356.png (66KB, 1320x701px) Image search: [Google]
3535363636356.png
66KB, 1320x701px
>>521871
ayyy zero is done
>>
File: crawlinginmyskin.png (340KB, 2000x1625px) Image search: [Google]
crawlinginmyskin.png
340KB, 2000x1625px
>>521929
Shit anon, nice low poly
Zeros are bae
>>521921
I should try car modeling or weapon modeling to challenge myself more. Once I get the technique down, I'm pretty sure I can do it. One thing I have to learn now is cleaning up my mesh.
pic related are my current wips
>>
>>521922
I feel like that would kill the silhouette value of the head at 3/4 view though, I think it looks fine as it is given the exaggerated cartoony proportions
>>
>>519950
<3 you're the man
i remember the animation of the girl "sitting"
that was good
>>
>>520103
take of CA and it'll be good.
>>
>>520148
BE ADVISED
>>
>>520873
fucking modern art
go kill yourself. Art needs standards.
>>
>>521950
The moment you put standards on art is an artist's suicide
Production work aside, to limit art is to limit humanity's ability to conceive ideas and the narrative which questions that very concept
It doesn't matter if the art is "good" or "bad", it's about does it serve it's purpose
And the art I want to see now is you sticking a gun up your asshole and pulling the trigger, it would serve it's purpose quite nicely
>>
>>520873
>defending rubbish with subjectivity.meme
>>
>>521829
Your problem is that you need to fillet the edge with an extra loop or two. That will soften the transition, but not eliminate the issue entirely unless you add a ton more polys or use things like normal maps to trick the eye. Also look into manually cutting quads into tris to direct the lighting- you can see how I did this on the left front edge of the fillet vs the right back edge. Also note how I used the slide edge tool to make the join rounder, as opposed to leaving it square, which also can soften the transition. All being said, vertex lighting has it’s limitations with very low polygon counts.
>>
>>521932
Nice man. Yeah, looks like you're getting it, I especially like the bottom one.
>>
>>521975
Thanks for the advice. Yeah, when I subdivide it looks fine, but I'm really trying to keep polycount low. I had to make a trade off for the ~2000 tris with the slightly worse looking shadowing transition of detached wings.
>>
>>521980
I understand that, I mostly model low poly for mobile games now myself, but what I look at is the total overall polycount on the screen at any given point- I tend to give myself ~20k tris- especially if you aren’t going to go for modern lighting like pixel lights, normal maps, etc- you can get away with a lot more poly budget wise. Hell, even the 3GS can pull of 10k onscreen at once at 30FPS if you are just using a single albedo and vertex lights. It’s all a trade off, however.
>>
>>521984
For example, this building exterior is 6k polys, but with backface culling on its more like 3k, and unless you’re at a distance with a totally unobstructed view (which will never actually happen in game because of other buildings/environment objects occluding the view) you’ll never see or draw all those polys or vests so the budget is higher than you would think. Mobile GPU’s, especially iOS devices, are great at using TBDR to throw out unneeded verts/tris/pixels to speed up rendering for the most part. I am in now way an expert on this stuff, but at the same time my experience has shown that you can drive the things a lot harder than you might initially expect, especially with the last couple or three generations of devices.
>>
>>521984
Yeah, I'm trying to fit as many of these things on screen as I can with it still looking okay. I can't get it as smooth as I want it, or better looking than simply leaving them separate, Without upping the poly count by a lot. Either way, the player won't typically have a terribly close view of the aircraft.

nice house btw
>>
>>521999
Thanks. You could always bend the normals on the verts at the point the wing intersects the body to smooth the transition with no geometry cost.
>>
>>521999
Also, you're way more likely to hit a draw call ceiling with cramming all those objects before you hit a poly ceiling, just something to keep in mind- draw call context switches cost a lot more than additional polygons/verts on the GPU/RAM subsystem.
>>
>>522058
>>522058

New thread since we're almost at bump count
>>
>>519950
post more stuff, in this thread:
>>522058
>>
>>521335
>>take a bunch of pictures and start over
kinda hard since it's been extinct since before humans and therefore cameras came to be
>>
>>519950

Fucking amazing. Our own Picasso.
>>
>>519963
>>519961
he asked you a question.. how many verts nignog
>>
>>520122
>>520121

Can you guys explain this a little more. I'm not that guy but i realize the importance of good UV mapping and struggle to decide whether to join objects or UV map them separately and how to pack them properly without messing them up. Like how to pro game dev companies UV map every single fucking think in an open world? Is it 1 giant UV cluster fuck? Seems almost impossible to me
>>
>>520109
knight, you mind explaining the different map layers you have. I recognize the img texture and normal map--- what else do you have there? Specular and..
>>
>>520156
>>520147

Great work bro! Hell of a job.. post up the retop when/ if you do it
>>
>>520181
not bad. i am just getting to this stage of sculpting
>>
>>520212
>>520201

1 thing to note is that the pectorials have more fat on the nipple area and lower crease
>>
>>520494
great advice!
>>
>>520772
i always thought cycles was better than blender-render?

what do you use?
>>
>>520310
me too. I started with scuptling objects, and uv mapping. Then i got into normal and specular maps but it's hard to grasp for a noob. should be easier for you
>>
>>520386
lol. got to start somewhere bro!

>>520563
Wow dude, maybe he's teaching himself. Anyone who's an artist knows we all start somewhere
>>
>>520500
>>520498
>doesn't know what Ramen is

Isn't /b/ the board for 12 year olds?

>>520539
Nice render and scuplt!!!
>>
>>520558
the scuplt looks good but obv unfinished. Did you make both doors identical size?

I would play with the image in the window too. It feels too bright for the shadows cast in the room and a bit flat, like an image
>>
>>520639
I like it. the upper lip of the handle next to the bland looks smaller than the bottom. Not sure if that's what you were going for. Going to work in a few scratches and texture it?
>>
>>520801
>>521093
good shit mates
>>
>>521985
dude, i fucking love this and want to do this type of work. do you have a website or portfolio on deviant?
>>
I am only (2) months into teaching myself... help. me. pleaseee.
>>
>>519950
Holy shit how much do you earn for making this can of shit?
Thread posts: 314
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