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official critique thread

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Thread replies: 338
Thread images: 109

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this thread is dedicated to critique only
>>
>>521331
looks unfinshied but overall decent
>>
No one can really critique it without knowing exactly what it is supposed to be, what it is going to be used for and without seeing the topology.

It's lacking in surface details and the edges of the main shape (handle to magazine) look too square, it's width being so uniform makes it look unnatural.
I'm not buying the trigger at all.
>>
>>521333
>>521343
i don't want you to critique it i just found a 1 year old gun lying in my folder as excuse to start this thread
>>
>>521347
Could this board suck any harder?
>>
>>521331
Looks awful too be honest. Like something from a late 90's first person shooter.
>>
The whole purpose of this thread is that OP wants his image to become the symbol for all other critique threads just like the image from the WIP thread
>>
>>521343
>can't recognize a tech-9

wtf man
>>
>>521347
then why didn't you post something more recent?
>>521358
>tech-9
kek
>>
>>521359
here is a candle stand im working on in substance
had to mess around with uv's abit
im debating if i should remove the height or its ok for now
>>
>>521362
Is it a game asset? It would be nice if the arms of the candelabra had more edge loops

Maybe bake a bevel into the candles, and bake in some details / normal map stuff so they look different (even if they're all fresh new candles)

Something seems off on the proportions, would def. compare it to some reference images (that said, pretty sure you can find a candelabra in any shape and size you want).
>>
>>521362
No one can really critique it without knowing exactly what it is supposed to be, what it is going to be used for and without seeing the topology.
>>
>>521364
this is fairly lowpoly, especially the arms.
>>521363
yes but i had nice unwrap with it, i don't know if i should add more loops at this point
>>
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>>521331
>>
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>>521331

5 minutes of work. I probably could've done better with the lighting, but fuck it.
>>
>>521402
pretty suave
>>
>>521331
David O'Reilly?
>>
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my first keyshot rendering. i know theres no eyes yet. whats a good way to make skin texture on something like this?
>>
>>521470
if its a sculpt then polypaint or vertex paint
>>
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yoooooooo
>>
>>521362
I think you need a darker roughness value overall. A quick google image search shows that most of these are pretty shiny. If it's meant to be dirtier, then you should get a lot more variation into the roughness so it seems like grunge.

>>521401
The fences are looking pretty good. It's weird to me how the color balance of the verticals is so different, though. I get that you want them to stand out but it's too much imo. There are also a couple darker boards that look out of place. Are there ladders that have round verticals and rectangular horizontals like that? Something about the design or scale of it looks strange to me. Anyways, I think overall you could introduce more breakup into the noisiness of the surfaces.

>>521499
Try hiding her scarf. I bet her head/neck will seem disproportionate. What's the overall design? I feel like the face doesn't quite fit but I can't tell with only seeing this section. The upper lip area feels very sharp and I would introduce more softness to it. The bottom of the chin as well doesn't feel fleshy enough, like just the chin bone is sticking out and the fat isn't there (she looks chubby enough that it looks incorrect to me). The model seems pretty stylized... so perhaps slightly larger eyes would help.
>>
>>521343
have you ever played a WW2 shooter ever once ever?

come on.
>>
>>521515
Thanks for the tips and look out for this model in Battlefield 1 ;)
>>
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currently im working on wall-e model, any criticism here?
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making starwars DH-17 or however that shit is called....

Gimmeh critizism on form and style, not details. I'm still working on details.
>>
>>522261
are you doing this from memory?
if so, your memory is shit.
>>
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Yes finally, a critique thread
How did I do anon?
>>
>>522258
look good, but are you gonna unwrap this thing?
>>
>>522258
Stop using edge creases for subdivision modeling and start doing proper supporting edges.
>>
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here's a newsstan i'm working on. it's quite detailed even tho it's meant for a game engine. i'm still working on populating it with magazines and thing like that. oh, and the textures. made with blender

rate
>>
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>>522371
*newsstand
>>
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>>
>>521902

Even if this was true, which it is not. respect your god damn NDA ya bastard.
>>
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>>521902
>>
>>522366
how can I do that? any tuts
>>
>>522320
not enough depth
>>
>>521401
What are roughness maps
>>
>>521470
Roughness maps and subsurface scattering. What you really want is a skin shader, not a texture.
>>
>>521499
/r/r theme plz
>>
>>522366
I'd also actually like to know that
>>
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Any feedback?
Made in Zbrush.
>>
>>521499
No one can really critique it without knowing exactly what it is supposed to be, what it is going to be used for and without seeing the topology.
>>
>>524237
generic blob demon. Everything is bad. no, i'm not trolling, Start again with a human head. Follow some tuts, repeat until not blob-tier.
>>
>>522261
If I could suggest a workflow for doing Star Wars weapons, do it the way the actual people working on the movies did - find out the real gun they modded, model that and then pop the fake parts on after that to make it look nifty and real.
>>
>>521331
Barrel is a bit long, the top could use more hard edges since it looks a little to much like a ray gun.
>>
>>521401
You should use a different texture for the latters they blend in with the wall to much.
>>
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New-ish to Blender. I have to redo a few things, like the rudder and canopy.
>>
>>524474
Looks like the is an extra vert in the tail section
>>
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So I made this simple katana, probably for a game or something in blender.
>>
>>524507
Also I can't make human models for shit, should I start out by stealing a basic one and modifying it for my needs?
>>
>>524508
Make a basic model with Makehuman, modify in mudbox/zbrush or whatever you use, rig in blender.
Boom, a human
>>
>>524509
What advantages are there to using zbrush instead of blender?
>>
>>524512
Blender is shit and zBrush isn't.
>>
>>524514>>524512
Blender is a voxel modeling and animation (but also game engine for some reason) program.
zBrush and Mudbox are sculpting tools. They're better for adding small details to templates/models made in Blender.
>>
>>524474
Mice MiG-21.
Apart from the canopy and Rudder it looks mostly good. The nosecone looks a weirdly warped in the first view. It's also missing the tail fin on the bottom. Are you gonna model control surfaces and landing gear?
>>
>>524515
But blender has sculpting tools, are the others really that much better?
>>
>>524519
The point of Blender is animation and modeling. That's it. Sculpting tools are there to make Blander complete, but Zbrush and Mudbox are made specifically for sculpting, so they're much better.
>>
>>524495
Lack of, actually, the tail is filled with triangles and it's screwing up the shading. I have to redo it, I'll post a wireframe tomorrow
>>524516
Dont mind the nosecone, its following the blueprint. Its just ortho view. Forgot about the fin thingy, and after I finalize everything you see in >>524474, I'll cutout the control surfaces, airbrakes and gear doors, then the actual gears. Then Ill finish the rest of the details, add some missiles and rocket pods.

If anyone has advice on modeling for simulators, it'd be extremely helpful.
>>
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First attempt modelling a human head in blender. Yes I know the ears are messed up.
>>
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>>525718
tips get he model smoother
>>
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hi. Trying to match a character design. Feedback appreciated.
>>
>>525719
subdivision modifier. Also you should sculpt humans not box model
>>
>>525722
post the character design, remover the clothes and hair to better see the anatomy and make a higher resolution render, then people can properly critique you
>>
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>>525724
Sure thing. Still not sure how to go about sculpting the hair. Lower leg got messed up, too
>>
>>525726
I think some 3d anime type styles paint on 2d eyes on a plane. If not they all seem to make the eyes more naturalistic in shape because what people draw in 2d doesn't make sense construction wise in 3d.

As for hair here are a lot of ways to do that, maybe pic related is what you're looking for.

Horns are a little skinny in your model too, in the drawing they're chunkier and more appealing IMO

hope I could help
>>
>>525726
It's blobby and lacks the proper form in her clothing especially compared to the concept
Biggest offender being her dress and shoes
Her face also looks nothing like the concept, and her general proportions looks more like western comic proportions than anime proportions

>>525728
>I think some 3d anime type styles paint on 2d eyes on a plane. If not they all seem to make the eyes more naturalistic in shape because what people draw in 2d doesn't make sense construction wise in 3d.

Not necessarily actually, there are plenty of 3D models out there with an anime aesthetic which looks appealing from multiple angles
The artist just needs to be careful and observant
>>
>>522374
>>522373
>>522372
>>522371
You did all this in Blender? I would have already killed myself twice, good job.
>>
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>>525731
This, just remember the basics of anatomy and you can make shit like this in Zbrush.
>>
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Literally my first model I have ever considered "good enough"
I was looking for character tutorials for blender and it recommended to use a reference sheet and since I suck at 2D art I went to Google Images, and the only one I could find that actually seemed to have consistent quality in side and front views was furry shit
>>
>>525728
>>525731
Noted. Thanks for your feedback. I'll keep working on it
>>
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>>524474
>>
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>>525759
>>524474
>>
>>525723
thanks man
>>
>>522320

Sailor Michael Jackson?
>>
>>525739
Are you sure? The corners of the eyes are not defined in anime how would the eyelids work?
>>
>>525792
I don't think it's necessary to flatten features for anime styled reference. Seems like a shortcut.
>>
>>524237
Spyro has really himself go lmao
>>
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rate my toporogy prease
>>
>>525882

WHAT the fuck/50
>>
>>524474
>New-ish to Blender
I've been meaning to model stuff like planes in Blender too. Do you know of any good resources for stuff like that?
>>
>>525884
eraborate senpai
note that i'm just using it as a low poly base to subdivide
if you need a reference just look up eagle t1g
>>
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>>525886
Hey, same guy who posted >>524474 and >>525760
There's not much 'resources' for modeling aircrafts, people told me it comes with experience. I'd look at wireframes, figure out how they make small parts, decide how much and how little detail to use. It also depends on the use. Flight sims require tons of detail for today's standards while keeping poly count around 50-60k tris for external models and 80-90k for cockpit models. If it's for film use you don't really need that much detail so you could get away with subdividing and baking normal maps to get smooth shading, and using tons of tris. Sim models must be smooth without NMs, so skinners have their jobs easier. Also make sure you have good blueprints. Start out doing something small like a Cessna and work your way up.
This guy has some decent tutorials for getting the general shape of planes:
https://www.youtube.com/channel/UCAPBda1yQ33FRVS2LpjocbQ
>>
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>>522258
done
>>
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>>526763
holy shit anon! expertly done.
>>
>>521402
what program?
>>
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Rendered in-game (Arma engine).
>>
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probably an odd request but, i'm making a DOOM mod and i'm modelling some weapons.
i want the weapon renders to look like some 90's styled ones, something like this:
http://www.espacoinf.com/tela9.jpg
http://www.espacoinf.com/tela10.jpg

but i can't seem to replicate the same style.

do you have some suggestions about how can i replicate it?

for example the render i made uses only blinn and an ambient light, but it looks too plain, not even 90's renders were like that.
>>
>>526825
you can make a pretty simple 3d model and then render animations to sprite sheets tho get authentic 2d. Early 3d looks shitty
>>
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>>526851
that's what i'm doing, rendering the weapons as sprites for doom.
here's another example (this one rendered as a doom sprite in terms of resolution)
>>
>>526931
do some low res texture work on the guns it will add variation.

If you want to go even further render in 8 bit color for true 90's authenticity
>>
>>526932
ok, i'll try to do it, for now i'm adding some details to the gun, it looks like it lacks details, even for 90's standards.
>>
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>>525723
hmm? should i use polygons for the hair or the cycles render?
>>
>>525741
if furry seems like an acceptable hybrid, if fox, analize more the anatomy
>>
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>>521331
r8 yo
>>
>>527015
make ammo a little bit less round and make them more reflective depending if lighted by flashlight or day light, they're too dark for flashlight imo, tho
>>
>>527016
ty
>>
>>527015
>steel case
clearly brass
>>
>>527017
welcome, famie.
>>
>>527015
/k/ here.
If your company has bullets that are that shiny and that color, they're moly coating their 9mm which makes no sense. However if for some reason they are only coating advertise that on the box.

Unless they are anodized (which would be absolutely retarded for a company to do) then the cases aren't steel, but they seem to be too dark to be brass. Lighten them up if brass, take out some brown. If steel, make medium-light grey, and matte. Make the actual bullet copper colored or darker and more matte. Make the bullets themselves less round. Also my screen is making it hard to tell but your rims look rounded a bit where the extractor would catch them. They should be a strict 90°. Also your cases look short and fat. Take a look at the cartridge specs for 9mm Parabellum: https://upload.wikimedia.org/wikipedia/commons/thumb/4/41/9x19mm_Parabellum.svg/2000px-9x19mm_Parabellum.svg.png

Your mags need feed lips, and different guns take different mags. So choose a mag and base your lips off of that. Just remember, there is also double vs single stack, and that will affect a lot of the dimensions of your mag. Also every mag will have a base plate, add those.

Good luck.
>>
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made a low poly and high poly crate. I wanted it to look like something from banjo kazooie.
>>
>>527131
looks like its covered in glaze
>>
>>527137
slurp
>>
>>527137
This
Make the lines more defined
>>
>>527010
this post isnt getting enough attention
>>
>>527164
it's not worth it
>>
>>527164
not that good
>>
>>527166
>>527176
pls no bully ;_;
>>
>>527215

If you think that's bullying, you haven't been on 4chan long.

I'd fix the ear textures before even thinking about hair.
>>
>>527215
not bullying, my newfriend, just opinions, just make it more realistic.
>>
>>525887
>Wants to subdivide
>Trangles everywhere
>weird triangles everywhere.
>Convex shapes out the ass
anon...

>>525886
Go to military-meshes, lot's of useful stuff on planes there.
also virtual airplane tutorial is quite useful.
>>
test
>>
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A mouse guy I'm making for a game. Any advice on how to improve it? Is the topology good?
>>
>>527423
what topology?
>>
>>527423
The topology is crap.

Here's a tip though:
Circles
Unigoogles
Gasmask
Eye nose loop.
>>
>>527476
>The topology is crap
>everything is quaded
>everything is even
>said nothing about face topology

maybe show us your none crap topology
>>
>>527478
Here's one example.

This should applies to all of the faces.
>>
>>527486
mobile assets often don't have face topology, it completely depends on the purpose
>>
>>527487
Actually, mobile assets does have topology, especially on the face, but they often cut corners for optimization.
>>
>>527494
it might blow your mind but face topology differs depending on purpose.
when i say mobile assets i don't mean all of them but none main chars usually are not face rigged
>>
>>527496
Pretty much, mostly because they can easily cheese it with texture animations.
>>
>>527501
So is it ok?
>>
>>527567
yeah
>>
>>527423
>for a game

Way too high poly in my opinion, a lot of the polys don't do anything, and the general form can be achieved with much less

As the other anon said, topology, judging by the later posts you're not going to deform it, which if fine; biggest and most obvious problem however are the n-gons that seem to come from deleted edges for no reason at all

If you're going to animated the mouth, good luck with that
You're going to have an obvious intersection point between the ears and head, it might look weird, good luck with circumventing that (unless you're just going to use a toon shader)

How close will you see this character? Because unless you're going to zoom into the face THAT close, that's seriously too high poly
But of course, modern tech can definitely handle that poly density just fine, but the main problem being that it's high poly for no reason at all, the model is just simply unoptimized by all meaning of the word
>>
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How's this for a bed? I tried to stylize it a bit cause I'm going to be animating two characters fucking on top of it.
>>
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This is a cartoonish character I've been working on in maya. I plan to rig and animate it for a short video i'm making to learn about this process. I'd love some advice/tips!

i know the hands and feet are a bit weird looking, i plan to fix that
i did this without reference
>>
>>527652
Post concept art
That does NOT look cartoony
>>
>>527656
looks kinda cartoony, its certainly not atomically correct.
>>
>>527650
looks alright, colours aren't perfect tho
which characters specifically?

onya for keeping the bed simple because it'll draw attention your characters
>>
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making anime
are the eyes evenly spaced out here?
how's the overall face proportions?
>>
>>527658
Cartoony comes from stylization and exaggeration of proportions

Anatomically incorrect =/= Cartoony

If the proportions are about the same, and has no distinct of visual style which breaks it from a regular anatomical structure, then how is it cartoony?

>>527668
Looks good so far, but I think topologically I'd expand the eye loop
Occasionally when you have compact eyeloops like that, it's makes your blinking eye look weird, which, unless you're using toon shader, is a problem

I'd show you what I mean, because I have this exact problem right now, but it's "official" work and I can't post it anywhere
>>
>>527693
implying that dorrito chip body doesn't look kinda cartoony.
>>
>>527693
what would you call it then?
>>
>>527698
>>527711

I'd call it weird looking
It's a model in blocking stage, it will always look odd most of the time

That's why I requested for concept art, because with that blocking I cannot for the life of me picture what the end result is supposed to look like
>>
>>527728
you need a better imagination.
>>
>>527728
Find reference photos instead.
>>
>>527734
>>527744

Of what?
The thing is there is no information of what it's even supposed to be, aside from "cartoony", which it fails to be amazingly.

Look, I know /3/ isn't /ic/, I can't expect you all to know character design, but I can expect to see some semblance to a description, so again, how is this cartoony? What exactly did you expect me to critique when there's nothing except excuses to the lack of style and anatomy?
I can't say it's anatomically incorrect because "it's cartoony"
Now, I can't even critique on it being 'cartoony' because apparently cartoony is such a term that apparently anatomical mutations without a modicum of stylization counts now

At the end of the day, you can tell yourself it's all good, good job, it's super cartoony
But the general design lacks anything to discuss since it's only met with denial and any attempt at getting more information or explanation is useless

Ergo,
>>>/out/

This is a critique thread, and you're leaving no room for critique
>>
>>527728
>>527774
>someone makes an anime character
>don't understand that anime was never made in 3D therefore its hard to interpret anatomy and facial features
>that's before shading and texturing which are even harder
especially this >>527774 faggot right here that i doubt ever modeled in his life talking about forms and deep concept on a 100 tris model that's not even polished yet
>>
>>527774
lmao, bruh you are stupid af

glad you are gone.
>>
>>527781
>>527774
>>527728
poster of the image here,

i have learned nothing from all of this
i said that it is cartoonISH, besides i like the style and plan to keep it
i have no concept art, i'm doing this from nothing but mental image
can someone please tell me the following things:

1. does it look ok to rig/animate (like will it work well)
2. if not, why not and what should i do next

thanks in advance
>>
>>527811
your model is fine, if you actually took reference from other anime models i don't see a problem

but as with most people that model anime you might not have the proper skills to make a character from scratch let alot shade it properly
come back when you have something more substantial, if you want to study other models go to sketchfab
>>
>>521402
5inutes my ass. That had to take at least eight.
>>
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Low poly game character. CC?
>>
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This is a school project I made in Maya
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>>527812
do you think it will animate well?

btw it wasn't intended to be a anime model
>>
>>527835
the plastic/glass material looks too transparent and the speculars are too soft.
glass/plastic is way too thick, text should be a normal map or a very small extrusion.
metal cap isn't reflective enough; it looks like velvet or something.
the liquid inside is too black; coke is like a dark burgundy.
>>
File: sarokiroda.jpg (2MB, 2048x1152px) Image search: [Google]
sarokiroda.jpg
2MB, 2048x1152px
vray for rhino sucks
>>
>>527839
> I can't use this software correctly therefore it sucks
>>
>>527835
Might wanna show the render
>>
File: face plate mock up.png (147KB, 1280x1024px) Image search: [Google]
face plate mock up.png
147KB, 1280x1024px
how is my robots face.
>>
>>527814
wall building simulator?
>>
>>522261
>3D background
How? Or is it just a static 2D image?
>>
>>524515
>blender
>voxel modeling
Ehh, are you sure you didn't mean "vertex"? There's no voxels in Blender unless you specifically make them.
>>
>>527015
Too little light out of 10
Bullets too round
Brass too brown
Bevel is only one way on the rim, it's at 90 degrees on the primer side

Everything else that >>527091 said. Decent start though.
>>
>>527835
Glass too thick, bottle too narrow, bottlecap too tall; use a reference photo or 3 next time
>>
>>527872
you forgot totally flat shaded.
>>
>>527874
But it's not. If it were you'd be able to see all the polygons - Almost everything there is smooth.
>>
File: RENDER 3.jpg (741KB, 727x815px) Image search: [Google]
RENDER 3.jpg
741KB, 727x815px
Sorry for the shitty render.
I made this in CATIA as an engineering project.
>>
>>527877
Forgot to tell, its a CASA C-101.
I made it really accurate, besides the stabilisers, cause I left them till the end and I was really tired.
It was made in GSD, obviously.
>>
File: recoil spring.png (80KB, 923x288px) Image search: [Google]
recoil spring.png
80KB, 923x288px
>>
>>527877
Decrease hardness and specularity, just make it matte so we can see the actual curves. Also, show more angles.
>>
File: ktlnt-bg.jpg (46KB, 470x351px) Image search: [Google]
ktlnt-bg.jpg
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>>527781
>>527783

Funny, because I actually make anime models for a living
I'm pretty sure you're a retard because you can't follow 4chan's reply format and probably thought I was talking about >>527668, when I was talking about >>527652, which you'd have to be braindead to think it was anime styled

>>527811

Can you atleast tell me what is it supposed to be? Is it going to be naked? Is this Green Man? Because if I have atleast an idea of what it's suppose to be then planning the damn thing isn't a guessing game
I was trying to help your initial form because good luck fixing that after rigging, but ok, let's go with your current style and ignore my critique entirely
So your face (if any) is going to be a texture, because there's no topology, that means you'll need to animate the textures itself (unless you're going for separate geometry)

cont.
>>
>>527811

It's going to be hard with a model that high poly
Topo will be harder to fix because it's already subdivided, just read the sticky because I can't fit all of the basics here (elbow and knees topology being your first priority now)

Things to note that may not be in the sticky,
Fix the messy horizontal edges on the legs, keep them as parallel to the leg orientation or XZ plane as possible,
Fix odd poly saturations in certain areas, the most problematic that I can see is the excessive amount of hip loops which WILL fuck you up, so try to keep it uniform and as square (proportion wise per poly) through-out the model, these both will help a lot during the skin weights because it will distribute the influences easier
2D faces, which I can't help (yet) because I have no idea what the hell is your intention

So all in all, I have been trying to help you, but the lack of information makes it pretty fucking hard and you're literally only getting any real critique from me
>>
>>527836
oh we are not even talking about the same model
>>
File: you can stop right there.jpg (23KB, 403x403px) Image search: [Google]
you can stop right there.jpg
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>>527903
>Funny, because I actually make anime models for a living

and no i can follow 4 chans reply system just fine. Its you who thinks I have it wrong, nice worthless ego there broski.
>>
>>527908
So you seriously think that the post is anime styled? Even when the poster says it isn't supposed to be, and wasn't even mentioned by anyone of us in the entire chain of comments, except you?

It would be easier to admit your mistake or ignore this post, or you could keep trying that damage control


Also
>4 chans
>lack of any argument except "no u"

Back to your containment board
>>>/b/
>>
File: Polygon.jpg (854KB, 1920x1080px) Image search: [Google]
Polygon.jpg
854KB, 1920x1080px
Hows this look from someone withonly 2 years experince in 3D modelling using 3DsMax?
>>
File: 4 u.png (280KB, 477x724px) Image search: [Google]
4 u.png
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>>527928
I never said it was never anime style . I said it was kinda cartoony.

which op did say.

so kiddo you need to get off your high horse and die lmao.
>>
>>527937
underwhelming.
>>
>>527945
>I never said it was never anime style

So you did say it was anime? Or are you just bad at English? I also don't think you understand what high horse or an argument means
Let me be the bigger guy here and just say that you're right, the post is SUPER cartoony, truly the paragon of all cartoony styles, congratulations anon, you sure showed nasty old me! Now, it's settled, and I suggest you to stop replying because your damage control over your idiocy is shitting up a critique thread.
If you do choose to reply however, at least it'll be a valid reason for people here to report you for shitposting

>>527937
Like what >>527951 said, it's pretty underwhelming.
In a render, the windows can't be transparent since it'd just show the main building body behind it, and would rely more on editing in post than anything
Also scale might be off, judging by the stairs, a human would be about the height of a single story or more
A pretty decent BLOCKING, but that's it, it has no features
>>
File: Render 4.jpg (1MB, 1466x874px) Image search: [Google]
Render 4.jpg
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>>527891
Sadly, I couldn't get the multi section solid of the Inlet-Nozzle on my computer. It kept crashing, so I had to use the libraries student version to finish the job.

If anyone knows how to open student files for CATIA v5 with a pirated version I'll be eternally grateful. It took me a long time to make that plane.

This is another student project. Kaneda's Motorcycle. This one is not made in GSD, but part design. Things are a bit more blocky.
>>
File: Moto de Kaneda.gif (219KB, 1267x612px) Image search: [Google]
Moto de Kaneda.gif
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>>
File: He's looking at you kid.jpg (66KB, 600x1200px) Image search: [Google]
He's looking at you kid.jpg
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>>527954
I added an extra never by accident. oops.

Im pretty sure i do know what an argument is and what a high horse is.you are the one who's pure damage control right now m8 and you are just making yourself look like a complete dingus, so please stop like you said you would.

you are one sorry mess of a person I'll tell you what.
you still live in your mothers basement making you "professional animu models".

sad.

i pity you
not really.
I wont waste my pity on you.
>>
>>527956
why is there no surface wear at all?
>>
>>527957
Damn, this looks like something from the mid-90's/early 2000's. What program is this?
>>
>>527993
Because he didnt texture it
>>
>>527992
>Im pretty sure i do know what an argument is
>proceeds to make 0 points of refutation with complete asspull ad hominem as insults which doesn't even remotely affect me because it's like calling a chicken a duck

I love it

>>527957
>>527956

It would be cool if you could export the mesh, retopologize it and texture it
But that would really be more of a 3D artist project really, not an engineering project
Just saying, you have a better grasp of blocking out shapes and form than a good chunk of 3D artists who I had sat in class with
>>
File: this is you.webm (2MB, 698x662px) Image search: [Google]
this is you.webm
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>>527999
thats what you think.
saying its one way doesn't mean it is, stay butt hurt bud.
>>
File: Render 2.jpg (847KB, 1112x889px) Image search: [Google]
Render 2.jpg
847KB, 1112x889px
>>527996
Yep
CATIA V5, It's fucking amazing for engineering stuff. I never post on this board cause all I do is engineering related CAD. This board looks cozy tho.
Also don't ever try doing art stuff with CATIA, if you enjoy sanity. Its parametric.

>>527999
>export the mesh, retopologize it and texture it
If you are up to it I'm I have no problem sharing the file. I have no idea about renders and photorealism and all that. I might get into Keyshot to learn about that stuff.

>you have a better grasp of blocking out shapes and form than a good chunk of 3D artists who I had sat in class with
Thanks! means a lot to me. I made the most out of my 3D design course in uni, I think.
You have to have some short of 3D muscle that I found awesome to exercise. I'll keep doing 3D design, maybe move into artistic stuff.


PD:Another shitty render
>>
>>528009
If you wanna move into artistic 3D stuff, I say go for it anon
But just remember that you're basically going to need to learn new software and general 3D workflow if you do, which is different compared to CAD suites like CATIA, AutoCAD or Fusion

But basically if you do want to render that bike nicely, you'll need to learn the following:

>Using a General 3D Prod. software (Personally I use Maya)
>Modelling/Topology/Retopology
>UV Unwrapping
>Texturing
>Rendering

It took me about a year's worth of classes to get the hang of it until I can output something decent, and I'm still learning
Do note however, it's not hard, just time consuming to understand the workflow enough for good results
>>
>>528014
thanks mate! Cheers
>>
>>521470
I really like Quixel's ddo painter for texturing these kinds of things
>>
>>524507
needs normals fixed/10
>>
File: uguuuuing all day erry day.png (44KB, 559x481px) Image search: [Google]
uguuuuing all day erry day.png
44KB, 559x481px
is he cute senpais
>>
>>525726
as a blockout it works
but you should now modify, just move around the forms to match the concept more without worrying around any topology, distortion or anything even clipping polies, just dont worry about breaking everything as long as you get the forms matched
then replace each part once again, by a new one
might be a lot of work, but it will be worth it
>>
>>528026
> sloick
opinion immediately ignored
>>
>>528009
>also owned by Dassault Systemes
Have you by chance used Solidworks as well? If so, since they're both parametric, could you give me a quick rundown as to the differences between them?
>>
>>528025

Is he on benzos?
>>
>>528032
I have never used Solidworks, over the next semester I'll be learning it so don't take now my word for it.
What it's often said is that CATIA is much powerful for design and crazy GSD shapes. It's much less user friendly and you'll have to wrestle it, it's a lot better for finite element stuff (tho don't ever think of doing serious finite element on either of them).
Solidworks has a generally better workflow for machine design than the modules "Assembly Design" and "DMU Kinematics" from CATIA.
For more basic shapes and fewer parameters you can get away with solidworks and it's alright (keep in mind I basic cause it's not a aeronautical profile or something like that).

The lads at Dassault differentiated them with the machine design in mind, so that's what you need to look at when deciding to use one or the other (and keeping in mind that SW is more user friendly and a bit less of a torture). You can keep importing stuff from one to the other no problem.
>>
File: Strandbeest.jpg (483KB, 1676x838px) Image search: [Google]
Strandbeest.jpg
483KB, 1676x838px
I also made a Strandbeest on DMU kinematics.
I think I'm derailing the thread, sorry lads.
>>
File: GUNS 1.png (1MB, 2608x1980px) Image search: [Google]
GUNS 1.png
1MB, 2608x1980px
are these good looking weapons for a first person view?
>>
>>527903
its a dude in a weird style i came up with idk just go with it
>>527904
thanks, this is actually useful information
i have a early low poly version, i'll try starting over from that
>>
>>528052
You need to sort out your smoothing groups anon. Unless these are without normal maps?
>>
>>528052

Good job. What's the topology look like?

For me, I'd put this into zbrush and then bake some normals.
>>
>>528052
first person view weapons should be something like 10k polys with highly detailed normal and diffuse maps
however you can get away with lowpoly and great textures like this

https://sketchfab.com/models/3b4b7bceedf942da95c2f22df37fc76a
>>
>>528070
that would be good in 3rd person but in first, the silhouette is blocky and too many details are made with normals
>>
>>528075
diffuse only means no normal
this is state of the art mobile asset

also i don't recommend texturing weapons if you don't have at least quixel
>>
File: 2.0.png (69KB, 981x195px) Image search: [Google]
2.0.png
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>>527881
>>
File: Untitled-1.jpg (148KB, 1500x1500px) Image search: [Google]
Untitled-1.jpg
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hey 3DCGuys, your friend over from /ic/ here.

Just got zbrush last week and I made this creep fairly easily. What do you guys think about it? also, are there any good tutorials/podcast about 3d sculpting that you would recommend?
>>
File: feat cycles.png (2MB, 1920x1080px) Image search: [Google]
feat cycles.png
2MB, 1920x1080px
I've been learning blender over the weekend. and so far this is the result
>>
>>528266
https://grassetti.wordpress.com/

This guy is bretty good. His ecorché too.

For your creep, it shows that you have a background in anatomy but you're not 100% familiar yet with a 3D sculpting package.

Also, why the super glossy material.
>>
>>528268
yeah, it was all pretty much done with the move and the clay tubes tools. I knew right off from the bat that I would struggle with clear geometric shapes, so I made something more organic to better hide my crimes. But I´m looking forward to learn other stuff regarding 3D sculpting. I find Zbrush very beginner friendly, so I can´t wait to find the time aside from my drawings to study it further.
as for the glossy material, dunno, just looked cool I guess.

also thanks for the link man
>>
>>528271
use matcap materials anon they will highlight forms and make it easier to see, also check out the dam standard brush, clip curve, pinch and hPolish those are pretty standard.

In terms of anatomy you didn't do the armpits right. The neck doesn't have muscles in the right place overall it's lumpy looking but that's just because you need to learn the software.

things to learn
>dynamesh
>Zremesher
>zspheres
>proper use of masking
>lighting

Artstation on Youtube has some cool stuff

most importantly have fun
>>
>>528267
Not a bad start, looks pretty nice. If you're intentionally going for the low-poly look, that's okay, but if not, there's a Smooth modifier on the left panel near the top when you're in Object mode.

Do you have any prior modelling experience? This looks really good for a beginner.
>>
File: 1457644741008.jpg (69KB, 181x232px) Image search: [Google]
1457644741008.jpg
69KB, 181x232px
>>528266
>tfw some anons first project is better than all the stuff you've ever made
why even live?
>>
File: untitled.png (100KB, 960x540px) Image search: [Google]
untitled.png
100KB, 960x540px
>>528277
I was going for low poly. I had dabbled on modeling before but had never done something more than following a tutorial to make a crappy penguin.

I just kept adding more and more characters starting by frisk, and It was so fun I just kept going
>>
>>528275
>>528275
I appreciate the input anon.
Yeah, I had a lot of problems with the neck. I made both the head and the neck out of the same ball, so when I stretched it, I lost polygons(forgive me if I'm using these terms wrong), but the grid was all stretched out and I couldn't model it well at all, It's like I just ran out of surface.
As for the armpits, in the middle of the project I figured I would make it look more like a real sculpture, so I just blended the inbetween parts to look as it was made from one solid piece of stone.

>>528278
oh don't be like that, I probably just got lucky a bit, that's all.
>>
>>528285
that's why you need to learn how to use dynamesh. It re-projects polygons so that you dont "run out of surface" that should be #1 on your to do list
>>
>>528285
>I just ran out of surface.
kek
you can't be this much of a pleb and make that,

I call bullshit.
>>
>>528291

He said he's from /ic/, it's perfectly believable anon.
>>
File: waifu.jpg (75KB, 1920x1080px) Image search: [Google]
waifu.jpg
75KB, 1920x1080px
Rate my waifu
>>
>>528335
0/10
pure autism
>>
File: head1.png (373KB, 2188x1237px) Image search: [Google]
head1.png
373KB, 2188x1237px
fairly new to modelling and 3dsmax, first attempt at something organic. i regret giving her bug eyes
>>
File: head2 (2).png (199KB, 987x1107px) Image search: [Google]
head2 (2).png
199KB, 987x1107px
>>528360
>>
>>528360
try sculpting instead you would be able to fix her eyes in a minute
>>
File: Front.jpg (178KB, 589x963px) Image search: [Google]
Front.jpg
178KB, 589x963px
Well, trying to learn by copying game models in zbrush.

I read that they train sculptors in atelier to copy classical sculpts so I'm planning to just copy the art I want to create until I do not need to copy.
>>
Gonna post a bunch of my stuff for critique, not quite the usual stuff you see around here. But first; my critiques of the stuff posted.

>>521362
Good texture. Try making the candle sticks unique from each other

>>521401
Pretty good, nicely disguised repeating wood planks.

>>521499
I like her design, hair looks a bit firm but the scarf sits naturally with its buckling.

>>526763
Good levels of detail. Maybe save some polys make some stuff textures. Like the smaller circle around his eyes.

>>527015
Work on your lighting.

>>527956
TETSUOOOOOOOO!

>>527957
KANEDAAAAAAA!

>>528050
Adam Savage fan?
>>
File: LokiHelmPep.jpg (395KB, 1804x932px) Image search: [Google]
LokiHelmPep.jpg
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Should say first, I'm a self taught modeler and I never really read any tutorials, just messed around with buttons in what ever program I could find. Been doing it on and off for about 5 years. I make models for the purpose of turning them into papercraft/pepakura creations (hence the low poly count)

My first "proper" model and probably my most popular and well known/well stolen without crediting me.
I really had no clue what I was doing in a 3D modeling sense, but I've got a natural talent for feeling out how models will turn out when made in paper.
Like I said this is my most popular papercraft model and I plan to remake it some day.
>>
File: AmonMaskPep.jpg (523KB, 1832x956px) Image search: [Google]
AmonMaskPep.jpg
523KB, 1832x956px
Soon after the Loki helmet I made this, Amon's mask from Avatar: Legend of Korra.
Amon was super cool and this mask was a bit of challenge, trying to get it sturdy and also smooth.
Another model I plan to remake some day.

This mask fit my face PERFECTLY when I built it, only needed to add a strap when I put resin and body filler on it.
>>
File: GabranthHelmModel.jpg (664KB, 2570x910px) Image search: [Google]
GabranthHelmModel.jpg
664KB, 2570x910px
Gabranth's helmet from Final Fantasy XII, this is 1 version of like 7 I made when I was designing it.
Never got around to finishing it, but its back on my list and hopefully I'll do all of Gabranths armour by years end.
This model has way too many vertex's and all too close together to build in papercraft. Started working on reducing the poly count but as I said, never finished.
>>
File: LudenceHelmPep.jpg (600KB, 2214x918px) Image search: [Google]
LudenceHelmPep.jpg
600KB, 2214x918px
One of my more recent works, made it before Christmas last year.
That was when Kojima Productions had only shown us Ludence's logo so I had to do LOADS of guess work to how Ludence would look in full CG render.
I did pretty well I think, especially on the round disk things near the bottom. Compairing them to the CG render; I got pretty close.
>>
File: TransistorSwordPep.jpg (189KB, 1568x748px) Image search: [Google]
TransistorSwordPep.jpg
189KB, 1568x748px
Transistor sword thing from Supergiant Games' Transistor.
Not much to say about this really, mostly simple-ish geometric shapes put together.
I never get credited when people rehost this pepakura file either. Really grinds my gears.
>>
>>528412
>>528413
>>528414
>>528414
>>528415
>>528416
can i get tl:dr on that essay?
>>
>>528422
he makes models for papercraft
>>
>>528416
Post pics of the finished models.
>>
File: Shiteitte ne!.jpg (60KB, 1280x720px) Image search: [Google]
Shiteitte ne!.jpg
60KB, 1280x720px
I belive I made my Magnum opus
>>
>>528453
>>528335
>>528280
>>528267

Please stop going for flat shading, I'm pretty sure these would look pretty decent if it were rendered properly
Hell, why not just go for toon shader, not this weird hard normal low poly aesthetic
Just sayin' senpai
>>
>>528457
Hmmm sure. I do like the low poly look but I might try.

After all Im just learning for fun, I might like different styles when I try them
>>
>>528459
>learning for fun
get out of here you filthy causal
>>
File: plane2.png (359KB, 1920x1223px) Image search: [Google]
plane2.png
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>>521331
>>
>>528435
Not my build.
Just typing "loki helmet papercraft" in any search bar will probably turn up this helmet, no idea wh it got so popular.
>>
>>528435
Not my build.
Remember, paperc quality matters in the build.
>>
File: qey4h5.jpg (204KB, 1501x918px) Image search: [Google]
qey4h5.jpg
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>>528435
Kojima-senpai still wont notice me ;_;
>>
File: Reptilian.jpg (47KB, 640x480px) Image search: [Google]
Reptilian.jpg
47KB, 640x480px
Kind of noob in Zbrush, usually use it to alter organic models for other purposes. This is the first thing I do from scratch that I like.

It's still a w.i.p., I know some things need sharper details and that the anatomy doesn't make much sense (although I'm aiming for something alien/monstruous I'm not liking the muscle thing from the chest to the ear)

Any tips, specially about sharper details, are welcome
>>
>>528416
>I never get credited when people rehost this pepakura file either. Really grinds my gears.

I know that feel anon.
I've had my work stolen by nightclubs and shit and used for their promotions.
Rehosted on wallpaper places, used for people's album artwork, you name it.

Not a god damn single link to source.
It pisses me off.
>>
>>528500
That shit sucks. Only way to combat it even a little is to brand and mark and sign your stuff. But I dont like doing that because I feel it takes away from the piece itself.
>>
>>528487
I don't think the back muscles really make any sense or the way his ear connect directly to his neck muscle. His shoulders are also very narrow for his head size and for how muscular he is.

Its not the worst thing I've seen see how far you can take it
>>
>>528513

Thanks for the feedback! I didn't pay much attention to the shoulder yet but I'll look into it.

I kind of like the back even though it doesn't make much sense, I'll see if I use the shape as a base for something else. The neck thing I'm definitly changing soon, it's kind of creepy in a bad way
>>
>>528515
If you're not going full on insane then monster designs are still subject to logic
>>
File: marciano para insta2.png (3MB, 1200x1200px) Image search: [Google]
marciano para insta2.png
3MB, 1200x1200px
>>528487
try to not use a lot of smooth, i like to sculpt just using clay build up and then add the detail like skin and stuff
>>
File: poster metalhead 6.png (1MB, 1063x709px) Image search: [Google]
poster metalhead 6.png
1MB, 1063x709px
I used maya, keyshot and photoshop to make this poster, i accept all kind of critiques. thanks
>>
>>528564

Yeah I'm kind of addicted to smoothing. I don't know if I should be using more geometry or if it's because I sculpt with the mouse, but every stroke seems to make the model so rough, even with lower intensity and a smooth alpha
>>
>>528613
try to get a drawing tablet, there's no problem using the mouse, you can get awesome results too, the only thing is that you will lose time switching brush sizes, opacity, etc.
and about the geometry, are you using dynamesh?
>>
>>528615

Yes, I use dynamesh, specially in the beginning when I'm still defining the forms. But to be honest I don't know when is the best time to stop with the dynamesh to keep the lower subdivision levels in case I want to change something later.

And I also don't know when to use dynamesh and zremesher, both are very similar and I can't see much difference in their applications with my limited knowledge
>>
>>528618
zremesher makes your edges look clean. You can make eyelids for example look good with dynamesh. The reason for this is because dynamesh topo is all over the place and no matter how much you pinch and smooth edges like that will never look clean.

Use it after your confident that you wont need to make any major changes. Also remember you can just duplicate things and hide them so if you completely fuck up you can just go back easily.
>>
>>528565
you could have made it wallpaper sized
>>
>>528565
could use more color variety
>>
>>528660
i have it, it's for a poster in 90x60cm :)
>>
>>528565
ahhhhh Metalhead. I miss my childhood.
I love it.
>>
>>528673
thank you! :)
>>
File: stitch1.jpg (94KB, 1920x1080px) Image search: [Google]
stitch1.jpg
94KB, 1920x1080px
I decided to make a stitch model to try sculpting... a couple hours later making a base model: "Fuck it I'll just keep box modeling"

Moving vertex around is so addicting
>>
>>528565

Fucking awesome. I had a metalhead figure, remember it well.
>>
File: 125364534.png (59KB, 332x626px) Image search: [Google]
125364534.png
59KB, 332x626px
made custom tiles
>>
File: friezafirst.gif (2MB, 512x512px) Image search: [Google]
friezafirst.gif
2MB, 512x512px
How's this?
>>
>>528813
Pretty nice. Something about the lack of detail on the flat sections like the purple tip of the tail and the black shorts is annoying to the eye, though. They don't necessarily need to be striped like everything else, but having them as just a big featureless blob makes them stick out.
>>
>>527937
Exactly like something made by someone trying to qualify their lack of talent
>>
>>521331
>>
>>528833
now that is cool!
>>
File: fetillo.png (1MB, 786x786px) Image search: [Google]
fetillo.png
1MB, 786x786px
just sculpted and rendered this like in 1 hour, trying to improve making more realistic aliens and monsters, but... i don't know, i always feel like i'm missing something :/ what do you think?
>>
>>528862
Add some subsurface scattering.
>>
>>528862
looks to me like an old idol of some sort. The scale of the surface noise makes it look on the scale of inches (seems to be intended) but what gives it that actual sculpture look instead of a monster, is that it seems to be made out of one shape. The limbs aren't detached from the body. If you want it to look more like a real thing rather than a sculpted representation of it, try using a generic open pose to sculpt then transpose it into the position you want.
>>
>>528862
Try putting more than an hour into it? It's a blob monster. Work on quality, then increasing your speed.
>>
>>528813
I feel like the face needs to be wider than it is.
It's all coming to a strange point that thins it out. Maybe it's the nose.
>>
File: file.png (77KB, 542x771px) Image search: [Google]
file.png
77KB, 542x771px
How's the topo for rigging and how do I fix it?
>>
>>528052
Definitely some issues with smoothing groups, maybe some topology problems too. Overall good shape, need some wireframe pics though
>>
File: Dva Turret Gen1.jpg (110KB, 1920x1080px) Image search: [Google]
Dva Turret Gen1.jpg
110KB, 1920x1080px
I'm working on a turret based on D.va's gear from Overwatch, I've been told it kind of looks like a slug. Thoughts?
Made with Max and Substance Painter
>>
File: Dva Turret.png (199KB, 1857x755px) Image search: [Google]
Dva Turret.png
199KB, 1857x755px
>>529208
Reference I sketched out
>>
File: 1468330288038.png (1MB, 1910x1078px) Image search: [Google]
1468330288038.png
1MB, 1910x1078px
>>528478

I know I may be nitpicking because I know a thing or two about fixed wing aircraft, but basic knowledge of aerodynamics is essential to design an airplane model.

Yours couldn't possibly be airworthy. The modeling is fine, if not a bit boxy.

This is the rare case where function precedes appearance, and yet both complete each other. A well designed airframe will look sexy, pic related.
>>
>>529208

Need more bevels and rounded corners/edges.

You could cut yourself by holding it.
>>
>>529208
The pivot all the way in the back looks stupid
>>
>>529209
>>529208
Looks more like some futuristic hovercraft or zamboni than a turret, sorry.
>>
File: source.png (171KB, 300x220px) Image search: [Google]
source.png
171KB, 300x220px
rate my source work :)
>>
>>529242
how old are you really
>>
File: SlaveI_egvv.jpg (987KB, 1486x1853px) Image search: [Google]
SlaveI_egvv.jpg
987KB, 1486x1853px
>>529209
>>529208
>>
File: hue.png (69KB, 444x632px) Image search: [Google]
hue.png
69KB, 444x632px
This is my first time doing 3D.

I was fapping to a certain artist drawings, then I stumbled upon his reference drawings that detailed proportions, and shapes he uses to draw, and couldn't help myself but want to model this, despite having 0 experience.

It's obviously in progress, no head, hands or feet, the arms don't have a good shape, neither do the legs, her back and shoulders are a bit weird, the mesh is completely fucked behind the knees, and the chest is a bit weird, too.

Armpits were a hell to model, I'm not even sure that's how it's supposed to be. Legs need a bit of work.

What I really like on it are the bones, the collar bones and the way they deform the flesh, it gave me a new obscure fetish.
>>
>>529290
Sculpt instead
>>
>>529294
Do you recommend I switch to ZBrush or sculpt with Blender?

And should I trash the model if I'm going to sculpt?
>>
>>529245
Ignore him, he's a shitposter from /agdg/ and thinks it's funny to post this nonstop in every thread
>>
>>529296
Not him, but Blender is "okay" for sculpting. It's possible but has its issues. Zbrush isn't free, but it's a professional tool, so do what you will.

You shouldn't necessarily trash the model if you're more-or-less satisfied with it and just want to add details.

Honestly, for a first attempt, that looks really good.
>>
>>529296
do the base model with no fingers with subdivision

then use dynatopo to make the fingers and refine some detail
then face and extra anatomy in sculpt mode
>>
>>529299
>Zbrush isn't free
:^)

I was thinking if Zbrush would help in anyways to be faster, or be easier to add detail.

>for a first attempt, that looks really good
The reference image is very good.
The only problem I have with it are feets that are not enough detailed for me to do it properly and the artstyle doesn't allow hands to look good in 3D.

And the head is going to be quite the challenge.

>>529301
I'll give it a try, not sure if I can pull it off.
>>
>>529307
Yes, ZBrush isn't free if you want to use it commercially. If you want to just do home projects, be my guest, do whatever you want.
>>
>>529307
>not sure if I can pull it off.
good luck, you will need it
>>
>>529241
What would you suggest to be changed?
>>
>>529317
Move the axis more towards the center
Modify/get rid of the lever at the back
Have less bulk around the barrel / make it narrower
Modify the top "ears" so they're not smoothly transitioning into the turret (hard transition instead)
Past that, I'd have to see a rework to really help more.
>>
File: stuff.png (1018KB, 960x540px) Image search: [Google]
stuff.png
1018KB, 960x540px
My first render so pardon the simplicity and material ignorance. Made while dicking around in Blender. Not really looking for critique on the scene itself, as I won't be revisiting it, but what habits should I take up and which should I abandon when making something like this in the future?

~106k tris because I didn't (and still don't) know how to make an economical wire mesh.
>>
>>529242
What the fuck man.
>>
>>529352
Love the marble, care to share the mat? Everything looks too perfect, though, you need some dust and weathering.
>>
>>529359
He doesnr need any weathering its not like someone is dragging the pen through the dirt
>>
>>529241
wrong

>>529208
looks like the upper part of a milling machine, I've actually seen a milling machine with curved protective plates on the top that looks exactly like yours.
>>
>>529242
Why does this exist?
>>
File: marble_9181130.jpg (2MB, 2560x1920px) Image search: [Google]
marble_9181130.jpg
2MB, 2560x1920px
>>529359
>you need some dust and weathering.
Thanks for the input. This was something that concerned me too, especially with the ash tray. Simulating dirt and general fouling through particle systems (or something less sophisticated) is something I'll have to explore. This is beyond me at present though.

The marble is very basic. It's an image I pulled from Google (attached) and put it through a Mix Shader and used a 4% value of the image itself as the displacement. Nodes incoming.
>>
File: countertop.png (83KB, 917x536px) Image search: [Google]
countertop.png
83KB, 917x536px
>>529371
>>
>>529360
this lol
not everyone loves having their shit dirty and beat up.
>>
>>529371
You can almost always do dirt with textures
>>
File: New Text Document.png (614KB, 1058x849px) Image search: [Google]
New Text Document.png
614KB, 1058x849px
>>
>>529383
You disgust me.
>>
>>529383
What the actual fuck is this?
>>
Did you carve that piece of shit out?
Why did you do this?
This is Hammer Level editor for source games.
>>
File: Dva Turret Ver3.jpg (99KB, 1920x1080px) Image search: [Google]
Dva Turret Ver3.jpg
99KB, 1920x1080px
>>529208
>>529209
Took some of your suggestions into account, ver 3. Tell me why It's shit (nevermind the weird vent topology on the left side, was feeling particularly lazy and didn't want to fix it for a test render)
>>
File: Claymore.png (3MB, 1920x1080px) Image search: [Google]
Claymore.png
3MB, 1920x1080px
Scottish Claymore
>>
>>529422
Those weird little things coming out of the top look like a weird tumor
>>
File: ro_ue4test_v2.jpg (1MB, 2048x871px) Image search: [Google]
ro_ue4test_v2.jpg
1MB, 2048x871px
I made this animation thing just to try out a new card. How did I do?

https://www.youtube.com/watch?v=Xxu-eQrmo3Y
>>
>>529484
They're gonna be ears when it's textured, see reference img >>529209
>>
>>529511
Nice camera work, might have been better if you had zoomed in on them coming up after the slow pan and then slowly zoomed out again when they flew by but I could be completely wrong. Also not a fan of how red it is, more oranges and yellows would look better
>>
>>529523
I hadn't noticed, but yeah, I think the monitor I was using made me fuck up the color too much. I might fix it some time.

Thanks for the feedback, man
>>
>>529528
No worries, monitor colors can cause problems. Mine's more blue than most.
If you have multiple monitors check it on the others before marking it finished, it can help
>>
These threads inspire me so hard. I haven't done much with my life, and I'm not incredibly artistic, but 3d modeling has always seemed like it would be almost relaxing. Keep up the good work /3/.
>>
>>529543
It is, you don't even have to be necessarily artistic to be decent at it. I'd recommend trying it out sometime. Download some programs, watch some tutorials, make some models.
>>
>>529511
super stiff camera
>>
>>529522
then make them more distinct, note how they don't blend into the top in the source image, the are attached straight
>>
File: ezgif.com-optimize.gif (1MB, 460x259px) Image search: [Google]
ezgif.com-optimize.gif
1MB, 460x259px
I don't know if links are allowed, but I'd like some general feedback on my animation. I added a sample (entire file way too large) as proof I'm not bulshitting you.

link: https://youtu.be/jtQ9AToDY0Y
>>
>>527839

architect here, looks more like you don't know how to use it.
>>
File: 1111.jpg (381KB, 1921x1454px) Image search: [Google]
1111.jpg
381KB, 1921x1454px
first attempt in modeling Human :v
what should I do
continue did I failed? :v
(ut's unfinished yet BTW)
and I'm not trolling some guy said it to me :v
>>
>>527091
>If your company has bullets that are that shiny and that color, they're moly coating their 9mm which makes no sense
Could be copuro-nickel jacket, but those really aren't used much anymore.

Correct on the rest.
>>
>>529669
*cupro
>>
>>529557
I sketched out the reference in like 30 minutes, I decided to make the ears part of the mesh when I was modeling cause I think it looks better and flows better than if they were detached
>>
>>529242
This is easily the most disgusting thing I've ever seen in my life.
>>
>>528901
Your arms bend at the forearm instead of the elbow. Loop your limbs at the actual joints.
>>
File: dust-particle1_1.jpg (51KB, 960x540px) Image search: [Google]
dust-particle1_1.jpg
51KB, 960x540px
>>529374
I'm sure it is as it's probably easiest to manage. This is more what I was talking about though as the "depth" of the dirt is not simulated if you make it particle-based and cast via emission.
>>
Before I post a bunch of WIP models, what's a general rule to follow when posting? Should I include a wireframe of the model?

Including one of the five or six models I'm working on (no wireframe pic taken atm). I'm absolutely terrible at making hands and faces, so I leave them for the very end. The folds for the scarf were added manually just to see how a sculpted result might look.
>>
File: IsaacWip.jpg (47KB, 757x596px) Image search: [Google]
IsaacWip.jpg
47KB, 757x596px
>>529939
Whoops lol. Here's the right pic
>>
>>529422
>>529320 here, don't really have any more suggestions. Looks better, more reasonable and balanced.
>>
>>530007
Thanks anon, now I just have to unwrap it all
>>
>>529939

It's up to you. Don't know why people obsess over wireframes though.
>>
>>529939
>>530039
Wireframes help show if you're doing something you really shouldn't be (nonplanar ngons, bad edge loops on limbs, weird topology, etc.).
>>
File: Dva_Gen3.png (1MB, 1920x1080px) Image search: [Google]
Dva_Gen3.png
1MB, 1920x1080px
>>529422
I don't like this texture, what am I doing wrong?

Also what color should the feet things be?
>>
>>530327
>don't like the texture
Which? There's a few on there. Pink could be a bit more reflective, though.
>feet things
Honestly looks fairly decent with that scheme.
>>
File: DVa_Reference_1.jpg (166KB, 1600x900px) Image search: [Google]
DVa_Reference_1.jpg
166KB, 1600x900px
>>530329
I feel like the metal parts don't fit in with the rest of it, I wish they had chosen colors that didn't clash so much for the original dva.
I don't think white or grey will work for the feet, at least not unless it's combo'd with something else. Notice how her mech only seems to have white underneath other parts or as a minor highlight to the pink. An entire base wouldn't fit I think
>>
>>530383
Segment the base (add lines, contours, whatever) to break up the profile like D.Va's mech does on the thigh and back of the "head" area. Might work.
>>
>>527857
looks really nice. post more!
>>
File: BlenderCouch2.0.png (3MB, 1920x1080px) Image search: [Google]
BlenderCouch2.0.png
3MB, 1920x1080px
Still a big newbie but i have learned a bit.
>>
File: sofa&lamp.png (2MB, 1080x1080px) Image search: [Google]
sofa&lamp.png
2MB, 1080x1080px
>>530667
Also something else i have made. these are really the only two finished things i've done. i know i have a long LOOONG way to go to getting better. but i'm just glad i made something semi-nice
>>
>>530667
>>530668
Looks pretty nice, actually. Second is a bit dark, though. From scratch, or did you follow some tutorials?
>>
File: sofa1.png (813KB, 960x540px) Image search: [Google]
sofa1.png
813KB, 960x540px
>>530672
from scratch. i was trying to get the perfect texture for the cushions but gave up and left that for another time. an easy fix for color though. here is it in good lighting
>>
>>530667

This couch is a bit too amorphous

>>530668

fill lights

>>530673

the perfectly white background is playing some weird perspective tricks
>>
>>527010
depends. Do you want your alien jew to have deadly sharp hair? or smooth disgusting jew hair?
>>
>>529214
not enough lift fixed wings too many missiles/10
Thread posts: 338
Thread images: 109


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