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>>532209
From previous post >>534786
This is the composition I was thinking of going for.
I know that the couch (which is my focus and will eventually have a person sleeping on it) is violating the rule of thirds by being in the middle of the frame, that's why I want as many guiding lines as possible.
This is the first time I'm doing a complex scene , so I kinda need help.
The couch will be a bright green color while everything else will be some shade of brown/indirectly lit.
I'm still debating on whether putting the door on the other side or leaving it as is and either making the whole back wall striped or just the bottom floor.
>>534790
here is the pice that I'm working on, it's second ever thing I'm doing in zbrush (the first was seth fanart that I've posted already),
any suggestions, critics are welcome, it's not finished yet though ..
>>534802
retopo it sometime soon
>>534802
it looks visually like a mess
>>534805
sometime soon
>>534722
hpolish that armour my dude
>>534806
yeah agreed, it needs much work before it'll look something decent, I'm starting to work on internal body details, and I'm gonna change these out plates coz they all suck, it was looking cool when i just sculopted dconcept but when I started hard modelling I somehow fucked up, I'm gonna restart the process I think (head is cool though I think)
but hey I'm learning workflows, that's the main thing in this,
BTW cubebrush tutorials are the best ones IMHO
>>534810
I'll do, didn't really study the armor polish/rendering before making it actually.
Otherwise, began working on another model.
unwrapping of shotgun.
seam on the stock is visible tho
>>534844
Also, in the case of "stylized" anatomy, should I rather try to keep it or just make a more realistic one?
>>534849
forgot pic.
>>534849
idk i think the face are alright, the hair have "goo" feel to it. use clay buildup and snakehook to make hair strands. try to keep it sharp as possible
would even be better if you made them as individual objects
>>534851
meant for the anatomy of the body actually.
I was still working on the hair anyway, but didn't think about using snakehook for the hair strands, guess I could five it a try.
my friend's modteh died and he asked to design grave for her :v (it was kinda quick thing)
here's the result
>>534863
*mother
PS: it's they kinda gave me concept, or I'd done some things differently
>>534864
some pointers.
>fix the gravel edges its weird
>texture is too small and stretched on the (tree?)
>tiles look a mess. its just a concept so make 3x6 and tile the UV a few times
>bevel EVERYTHING
>edgeloops and cheeky smooth if you feel like it
its just a concept so that should see you ok.
just tryin some hentai shader
>>534918
this was done just to show to workers what they wanted, nobody cares about gravel edges,
I just posted because it's kinda wierd experience ))
TY for some suggestions though !
>>534922
This is a surprisingly good cartoon shader. Maya's ramp shaders, or something else? If you followed a tutorial, I wouldn't mind having it.
Still working on this chick.
The face is killing me.
>>534947
Reference reference reference.
You should start off with a very basic feminine looking face before you put in any of the details,like, right at the beginning. things like a narrow jaw and small-ish nose.
>>534947
i feel ya. maybe just settle and focus on good lighting
>>534922
nice work
>>534947
the torso seems super long and some of the anatomy feels blocky and like the muscles aren't really there (legs mainly). the face is at a decent place actually, just focus on the anatomy of it more and look at more reference. you dont need a small nose for it to look feminine, it depends on your goal
>>534922
I like how the muscle details look so well-defined and sharp. Usually toon shaders turn out pretty wonky. And I'm loving those stuffed buns
>>534947
The face is an issue for sure. I'd define the ribcages a bit more. Also the bottom of the neck where the sternocleido-mastoid muscles end looks way to wide.
Other than that I don't think there's anything a little sculpting can't fix.
Im doing harasser from Planetside 2
>>535008
Is that yours? Or did you really just post a picture of somthing finished just to let us know anonymously what you are working on
Retopologized a test character for the short. Not sure I like the style, I'd rather go with something more cartoon-ish.
The sculpt went from 3 mil polygons to 30k.
>>535063
The materials still need a lot of work. I haven't touched the textures yet.
Just got done downloading Substance Painter and Substance Designer, I hope they are as good as I heard they are.
>>535064
...And the wireframe
>>535063
I told you to add something cool outside the window. Oh well.
>>535076
This is far from over.
I've been busy all summer long and haven't gotten to do much /3/ but I got a few days off now to work on some stuff.
Making a hoodie outfit for my chibi figure.
>>535063
The walls are super ugly. Can't you come up with something other than box shapes?
>>535057
What kind of question is that?
>>535084
I think that's a picnic table with four stools.Wouldn't be very comfortable.
>>535095
I'm hoping the textures will fix that. A bit of gloss and some flakes. The reflections will break up the monotonous pattern
>>535094
she looks sexy
>>535084
that's how graves are in georgia ....
in some regions they build small statues etc
Barely done with the general shape of the castle, now adding some bigger details on the main tower. The "cliff" 's shape still bother me but ain't got a better idea so I'll deal with that later.
>>535117
No amount of texture magic will "fix" that. Its just bad design. Which takes up 60% of your room. Just saying.
I would fix that by designing a new wall.
You do whatever you like.
>>535126
If reflections don't fix it, I'll look into it.
>>535008
looks good , anon. Substance Painter ?
>>535008
if its substance painter, make the scratches exspecially those on the front more random and partly by hand because they look liek computer generated.
Added bewbs
>>535140
Loving the simplified and defined anatomy. That's the secret to making toon shading look good right?
I need to model a couch...pls halp
>>535130
>>535129
yo thanks for comments, spot on
moving on, still wip, gonna be doing some dirt and stuff flying from the wheels
>>535147
The depth of field makes it look like a toy
Maybe play with the suspension a bit more to make it more dynamic ?
>>535147
This is tasty as fuck, very nice, love it.
>>535094
Almost done the modelling part.
>>534933
Nope, this is all in Unity
>>534965
Thanks
>>534973
Thx. I'm making sure everything stays sharp when the shader applies.
>>535144
Yep, with this model it's all about the anatomy. I'm basically trying to get it to look like these references.
>>535175
Cute.
>>535182
Do you have to write code for shaders in Unity?
>>535183
No.
finished
what do you guys think?
>>535219
Pretty cool.
What renderer did you use ?
>>535200
Face is way to detailed already when you're not even at the detailing really. Eyebrows make it a joke when the facial structure is very messy. I believe in you anon, I've just seen a certain person post here on /3/ and never learn from his mistakes - Don't go down his path.
>>535183
Nope, there are several shader editors you can use.
Here's a version closer to the reference above
>>535222
looks dope, can we see a wireframe?
>>535219
>Being TR faggot
>Not being NC master race
Lol I bet you don't even get bonus checks.
Pretty much just started really trying to get into this last week. I had been watching tutorials since like June off and on getting familiar with just how to fucking operate Blender without falling into GUI holes. Made a couple objects before but no full scenes, much less materials.
This is my first scene, going to be a camping scene. Land, mountain, river, car, gonna add some luggage to the car and like a tent and a fire.
This is what I have so far.
Yes car too big, not at the posing stage yet.
Yes I want it to look like plastic, like some kinda of model kit.
Yes it's low poly garbage but It's simple enough for me to be able to work on every stage of making a scene instead of spending half a year to learn how to poorly fake anatomy on a terrible photo-realistic scene that I'm not going to be happy with anyway. This is my baby step.
>>535234
Also close up of mostly finished car.
>>535235
Honky "Lips"
>>535175
Just got to make hair now so the chibi doesn't look bald.
>>535247
The 2D Animu style flat eyes are in strong contrast to the 3d-ness of the cloth and shoes.
It does not fit together so well.
>>535271
I'm 3D printing figurines for weeaboos to jack off on.
>>535247
it was so much better without textures ...
>>535247
The eyes doesn't fit at all with the rest. They're bad even for Anime eyes and the clothes are done too realistically. Look at actual Anime figures If that's what you want to do, because as one that's terrible. What's with the lack of hairs anyway? That face is just creepy as fuck.
I really like what you did for the shoes, so I think you should rather try something else for the face. And still would need to improve the rest of the clothes.
>>535290
The figure is one that already exists. I'm just making clothes for it.
>>535290
What the hell are those things sticking out the side of her head in front of her ears?
Here's the head. Thought I should cover her body a little as well.
I'm trying to find out how to model the eyelids.
Upper part is somewhat good but the lower one is giving me a headache.
>>535317
Can always draw your own face, sempai.
>>535317
I think >>535301 is perfectly fine. It's a solid, retro anime adult female face. Problem is you kids with your modern weeb shit where everything has to be moe as fuck with a thousand degrees of gradient in the eyes. You kids don't know how to appreciate a good anime woman when you see one. No good punks.
I'll take a Kei and Yuri or a Fujiko over whoever the hell is the waifu of the week. Now get off my lawn.
>>535290
>What's with the lack of hairs anyway?
Did he not say in the very post you're responding to that he still has to model the hair. Do you not read?
>>534922
the thought of this in VR is making me diamonds
>>535322
>Problem is you kids with your modern weeb shit where everything has to be moe as fuck with a thousand degrees of gradient in the eyes
Don't be stupid. I like good looking mature Anime faces and it's definitely not one. Stop acting like some oldfag when you seriously find something like that >>535301 "perfectly fine".
>>535322
Thx =) The face is a mix between Hidemaru's style and the girls drawn in Golden Boy. I was fighting the urge to overcrowd the face and eyes with extra details but apparently as you said a simple retro style works much better.
I might follow the other anons tip and add more facial lines to give her a bit more characteristics and expression.
>>535335
I'm not sure how well it would work with VR. There are lots of flat colored areas on the body which kinda makes it harder for the eyes to make a 3d image out of.
>>535355
The lines worked well for the body but I'm not convinced when it comes to the bikini. It looks way too weirdly thick for a swimsuit.
>>535353
It's a perfectly fine anime face which you'd know if your anime experience didn't start at K-On.
You're not good enough for Mugi-chan, Anon. You'll never be good enough for Mugi-chan so give it up.
>>535357
> which you'd know if your anime experience didn't start at K-On.
It's time to stop projecting.
I won't insist, the way you're ignoring my previous post clearly shows you're shitposting, aside from not even knowing what you're talking about.
>>535359
All I'm hearing is "stop making stuff in the style I don't like." There's nothing wrong with his face. It's a retro style that not many of today's weebs will appreciate but it's obvious to anyone who knows what he's going for that he's hitting his marks.
You, on the other hand, have offered nothing but "I don't like the face".
>>535360
> You, on the other hand, have offered nothing but "I don't like the face".
Yeah, let's ignore the pics I posted. Funny how you insist about making me a moefag when that face is much more "moe" like then the examples I posted.
The mouth is ugly, and so are the eyes and eyelashes. The pupils would most probably work better bigger. The gigantic forehead is gigantic. And that hairstyle is bad. I don't know if he was going for something like the right one >>535354 but he's not at it yet.
A good mature manga face is definitely not easy to do, but this one doesn't hit the mark yet for sure. Still need improvement.
>>535296
It's like her sideburns, they're too short to fit in the pigtails
>>535362
Can you post some references as in what kind of face would look good ?
>>535363
They look more like leeches attached to the side of her head. They're completely separated from the rest of her hair.
Took me sometime due to Real World stuff but here it is
>>535389
This kicks ass man. It already looks production ready. Nice work.
Finished the feet and heels as well.
>>535389
Woah man, i know this is 4chan and racism is somewhat expected here, but you're seriously pushing it too far.
>>535389
This is great.
Maybe just me but I don't like the light saber blade. The edges are too hard, making it look like a fluorescent light bulb.
>>535400
Fuck, I totally forgot about adding some post-vfx to that.
Thanks mate.
Working on a low poly Jessie; I think I might do James and Meowth; then set up a little scene or something.
I still have to fix the weighting (note the receding chin in the first pose), and fix the textures.
Hopefully I'll finish it, and not let it become a dead project like most things I make.
>>535389
100/10
>>535389
What better way to deal with your PTSD than by wearing it on a T-Shirt.
>>535394
You still using forge?
>>535389
Looking great man.
I see you found a good way to make the hair work at the edges.
proud of u
Working on my first project on 3DSMax, im currently working on the textures and the UV wrapping, any criticism is welcome.
>>535432
yep. shader forge all the way
>>535464
You're getting great results with it, gaus. I love the way this looks.
>>535467
Thanks brah. I'm glad you liked it :)
Finished the arms too.
>>535359
>>535353
These girls are thicc btw. This is oda-non right ?
>>535480
Sorta reminds me of Aeon Flux, and that ain't a bad thing. Good work man. I love how clean and defined this is.
heavy wip
>>535492
Did you model everything? Pretty nice so far. Just one thing, the cube patterns on the walls kinda feels like they're lacking volume compared to the ones on the door, feels weird.
>>535493
Thank you, yes I did. Not sure what you mean, it could be the ambient occlusion.
Texturing lamp atm
>>535503
It's the occlusion on the door indents- because the gap is small it's a lot darker making them look deeper when in fact the indents in the wall panels are probably deeper. I wouldn't change the doors but you could probably tweak the range on the occlusion on the wall paneling and make it darker without significantly making them look out of place.
I have to build this IRL for an exibition, wish me luck boyos
>>535507
>trapezoid LED screens
good luck
And so the Evangelion is complete. That was fun.
>>535520
Brighten your monitor then, I can see it fine. Was just playing around with lights ("awakened form" from rebuild 2.22)
>>535521
>uses shitty tryhard "cool" lighting
>lul its ur monitore
I give it 0/10 already
>>535522
Literally your monitor though.
>>535523
-5/10
>>535524
Keep going.
>>535525
-99999999/10
give it proper lighting or it willl or shite
>>535526
That is proper lighting. I'll be doing a render with different lighting though. Still not sure what tryhard lighting means.
>>535527
Give it a directional lighting, a low ambient lighting and the self illumination. Tryhard lighting means you're trying to make it look cool but it looks shite
>>535528
>>535517
I wasn't trying to hide anything, just giving a cool effect. Although this is my first model so I don't expect it to look amazing or anything. But I also don't think it looks like shit, I think it is pretty damn close to the one in the show.
>>535533
thats better :^)
>>535545
Thanks anon, I can go to sleep peacefully now knowing you approve
>>535533
Lookin good.
I tried to make 01 before and I couldn't fucking wrap my head around it.
Then I tried to do Gurren Lagann, but quit pretty early.
I can't fucking hard surface for shit.
I'd like to make cool robits, but I guess it's something I need to work on.
Nice job for your first model though, you seem to have picked things up pretty quickly and nicely.
>>535389
it would be so easy, but it would help a lot if you made the lightsaber glow bleed out at the edges. either render a matte and blur it or do it in a paintover.
Good work man
>>535454
I think design wise the sword arms aren't practical, what would happen if the robot fell?
Watch out for oversaturating texture colors if you are aiming for realism.
Good start for your first project.
>>535503
I feel like the bloom's too strong
>>535517
cool
I think the modeling's good, just I would either shade it stylized/flat, or if you are going to light it realistically then I'd texturepaint it properly.
>>535533
You thought your and effects were better than actually showing us the model in decent lighting? Don't get arrogant so soon anon, we're not mean or rude here often but when someone gets pompous without it being deserved the dogs start to bite.
Don't throw autism tantrums when someone says they can't see the model very well. Have a nice day.
>>535549
No, I never thought to seek your approval nor do I care about your autistic tantrums over lighting effects. Take that shit to reddit.
>>535549
the point of the art is to actually make it look good. He wasn't asking for crit on the modeling, he was posting the product itself.
Not everything is ideally showcased in a neutral 3-point lighting / IBL setup, jesus.
>>535557
Of course not, but he threw a tantrum and started shitposting as soon as someone said they couldn't see the model very well. If he had just acted normal instead of a sperg I wouldn't be making fun of him.
>>535550
You come off as pompous and your effects weren't that great. Sorry you get butthurt over opinions anon.
>>535548
Thanks for the tips on the robot :) im goin to fix this
>>535550
Look. If your model is only lit by its self-illumination, and you're expecting people to understand anything from the dim light is reflecting off of it then you're retarded. You should atleast admit you know nothing about lighting composition and not act so childish.
>>535533
Thats good, it would be interesting to add some textures close to the anime style, try to paint them yourself on photoshop.
>>535559
I have noticed that quite a few /3/ goers are super arrogant about the work they post but don't have a ton of skills to go with it. 4chan is just filled with that type of behavior I guess, don't worry about it.
5m speedsculpt
>>535574
wow, it looks like a 6 minute sculpt
good job
I'm really just thinking of things to add as I go, so any suggestions are appreciated
Model in progress.
>>535604
His hat looks sort of like a tumor
>>535605
It's a crown. Will look better after finishing it.
Hello /3/, new to 3D modeling. Is there a simple way to retopo this or should I do it from scratch?
>>535614
your topology is horrendous, start again and before the shape turns complicated activate the subdivision surface and switch between your mesh and the sbsurf mesh to prevent ugliness
>>535616
Thank you friend
>>535605
>>535605
modeling practice.
the part that encase the flame have some messed up topology from inside but i can work on that
>>535486
>>535480
>>535359
>>535353
>>535322
I remade the face using references from Oda-Non works. The front face proportions are the same with Oda-Non sketches
Also changed the eye texture and made a new hairstyle.
>>535647
wires please
>>535669
Interesting, and nice improvement. Think it'll still need some more work though, in the third shot her profile face looks really weird, did you try to get some profile references?
>>535671
These are some of the references I used. I used the top left image for the frontal so the nose, eyes, mouth and the jawline should be accurately proportional to the original drawings. There isn't a clear profile pic from the side but these are enough to grasp the form of the face. One of the issues is that the nose is drawn with various lines from different angles so it's hard to adapt it to 3D. Also the nostrils appear in almost every pic but it looks wierd when I add them to the face texture. So yeah, it needs to be experimented to catch the artists style.
>>535669
Kinda liked the old face better.
>>535674
Agreed.
The face has that sameface that Legoman does.
Just more uncanny.
While my dick likes LM's stuff, the faces do get boring after a while.
>>535672
How often do you stop modeling to have a wank.
Is zbrush a good program to texture with? My PC hates Substance Painter for some reason. I'm trying to paint skin but I'd like to paint on the model itself instead of relying on maps like in Photoshop
this shit
>>535696
good shit
Been working on a lowly version of this light fixture. A bit harder than I thought it might be.
>>535669
looks like she got hit in the face with a frying pan
I mean other than that it's good, but it just looks too flat. I don't get why people are posting references for details and such, those really aren't the issue.
>>535590
Reminds me of Amnesia. Cool
>>535669
why is your view so warped? Change the focal lenght of your camera to something liike 40mm - 50mm
Hi guys Im doing a postapocalyptic bus
>>535669
She looks like Nicole Vicius
>>535686
Now often enough.
>>535674
>>535690
>>535704
I'll keep experimenting on the face and post updates
>>535707
The scene view has that default 60 fov, which warpes pretty much and doesn't allow anti-aliasing.
>>535709
Wow, she really does.
Made a new hair model.
>>535533
I think the model looks pretty decent, pose isn't good and lighting choice is questionable, good first effort - don't take the salt too seriously
>>535708
Looking good, assuming the door is a placeholder right now
>>535721
Pretty. Looks like Rangiku
>>535721
25 FOV is a good degree for anime-like styles
>>535752
Thanks, it's one of the reference hairs
>>535775
Here's a 25 FOV camera shot. Also I feel like the outlines below look better than the colored version. Maybe I should make their skin lighter or tone down the light-shadow contrast to bring out the outlines a bit more.
i'm out of ideas
what do
>>535835
A duck.
>>535835
a dike and balls
This.
Its still wip, shaders and bottom part are the worst.
Blender
Made this garbage a few days ago.
>>535840
> maybe I'll get some compliment if I call my stuff garbage!!
>>535842
Exactly. I'm addicted to (you)'s
>>535844
very realistic looking, how did you make it?
>>535845
Subsurf modelled in Blender, textured in Substance Painter
>>535815
The outlines do resemble the style more. Also the face proportions looks better than before. nice
>>535815
Really like the black and white.
Now it would be time to work on more defined sexier and thinner fingers don't you think?
>>535846
Plus points for putting barely visible fingerprints on the TV screen.
I decided to start working on this again after over a year. When he's done he'll be able to transform into his imperfect and semi perfect forms
>>535604
Continuing, a little render test. Still need to refine more some parts of the body (hands and feet), add clothes and rework on the cape. Should try to remake the base of the crown too.
>>535917
The realistic texture of the shell doesn't really go well with the face.
Think you should choose one style. Either you keep the original Anime look, or you make the whole thing more realistic.
>>535920
>>535865
Trust me, you don't want to see that mess
>>535921
What I'm trying to do is keep the original design of the character but with realistic textures and materials. I just need to paint some skin details on the face
So how long, on average, should it take someone to model in 3D something like the APC from Aliens or a GW Rhino or Land Raider?
I'm still a novice and can't figure out if things are taking me too long to make.
I've read some posts on a few other forums that they could knock something like that out in a few hours.
That doesn't seem realistic.
>>535837
a bike with dolls
>>535941
well you get fast with time this is how it is.
just like when good guitar players learn songs in one day.
just model anything, when time comes you will feel it
>>535949
Pixar Animation Studios get
>>535949
Dinnah!
Made this for college application. Not sure how to get good materials in c4d anymore.
I haven't really modeled since last year, so I'm trying again. I'm working on this thing right here and I want to then transfer a slightly subdivided one into sculptris and do some sculpting, then maybe baking or just material painting and get a fine render/ But I wanted to get some critique here, I know the arms need a massive recall, but what are some things I could approach differently here and in the future? I try to go in with the thought that I will want to rig this in the future with my models, but I feel like there's more I could be doing in some areas. What can you guys say?
>>535952
Not much of an answer, unless you intended to give a totally vague and obvious one.
Duh, "you get better with time". No shit, but not what was asked.
>>536020
isn't your question is fucking vague as well?
its not like "how long does it take for a tomato to grow"
you could make that apc in 3 months or 3 years or 3 weeks depending how satisfied you are with the result.
when modeling something you always have a picture of how something is gonna be, but its not necessary translates to how its gonna come out.
>>536001
Then watch a quick tutorial about reflection channels on youtube and actually learn it. Its no rocket science. Maxon should have some and there are 1000 more.
>>536008
Its always the same: study anatomy, use preferences. Work on artistic fundamentals, do thousands of iterations. Think less and do more.
Your model is barely there, there is not much to see and much to say.
I can't even recognize what kind of furry shit this is supposed to be.
>>536020
Yeah your question is vague, because you tell us nothing specifically about the target quality you want to archive.
Low poly real time game asset?
High poly real time game asset?
Photo-realistic Vehicle for VFX/live action shot?
TV or cinema?
Should have posted an example.
The answer is: something between 3 hours and 3 months.
>>535815
>harem girls
I like where this is going. Any updates ?
Please critique. Everything from the models, the lighting, textures, the post-render composition, ect.
made this yesterday
it's part of a small video to present this render.
what u think girls?
https://vimeo.com/183655411
>>536053
The watch and glasses are okay I guess, although I think you could work more on the gold/brass/whatever material. The cup looks alright but the coffee/tea looks more like metal than something you'd drink.
The background and the wood is terrible, the cloth looks pretty bad and you really need to add some dirt to the glasses.
The lighting is super flat and there's no light coming from the windows. Also, some DoF would make it look more believable.
>>536052
its good, everything is sort of lowpoly and can be improved, specular is not visible enough
feels like 3D hoyle casino type game, i love the old school atmosphere.
>>536053
its great, you could add dust (it is possible) use some blur and maybe film filter and light up the scene a little
great stuff
>>536056
oh and please take care of the texture on the window, 3D people are gonna notice the resolution
>>535815
I think the makeup is a bit much though. Or maybe the cheekbones are a bit too highup. I liked it better when they had clear faces.
Working on a new outfit.
>>536131
feet too wide. Looks like man feet
>>536052
Looks like its from 2002. Sorry dude.
Also don't do post-render compositing if you don't know what you are doing. What is that shit effect doing?
And why is it there?
Last one, light looks like shit. Is there really light coming from these lamps? The shadows don't look right.
Restarted work on a BDRM2 that lost almost all data in a .mb file corruption half a year ago
>>536132
It's an already existing figure. I'm just making clothing for it.
babby's first render with blender layers, how'd i do? Shit? or completely shit?
>>536153
looks good. a little low poly at the edges. Bevel them later
>>536052
Add more CA, just to be sure
this shit scult of a robot, retopo to the left
>>536227
fuck, it actually looks like a puss puss if I look at it a second time.
Hereby I am going to force this meme
matcapped version looks nice and clean
what do you think
>>536232
looks wonky
>>536237
>wonky
good. any suggestions , and where on the mesh
>>536227
>>536232
Post the wires on the retopo, I'm pretty sure you've got too much geometry that's causing the subdiv to produce detail you don't want (i.e. crooked bits that should be smooth)
Also you probably need to make extensive use of Smooth / Relax (addon) / The other Smooth Modifiers that are a Pain
Some objects I made.
>>536244
can you link me to the addons ?
>>536249
looks nice anon, I think there are some visible texture seams on those wood logs though.
>>536244
I think I see it myself, at the edge of the left side of the eye.I will delete this part of the mesh make a new part covering the hole.
Also, any suggestions on making it look less organic ? Its my first ever sculpt and design
>>536254
those logs are placeholders at the moment, im going to try and make my own bark texture, rather than just get them from the cgtextures.
couldn't figure out proper tucked limb deformation so it's rayman time I guess
>>536208
thanks, edges are bevelled actually
>>536283
then add more screws, even if its not in real life because a tank is not made out of shapes
>>534850
>Don't talk to me or my son ever again
>>536283
Have fun texturing it. Looks like its already in Substance Painter.
>>535815
What is this going to be? Is there going to be a story or gameplay? looks pretty good for a toon shader
>>536052
>>536249
Continued.
>>534790
ARARGH.
>>536324
Where can I buy hover sofas ?
>>536333
Nice meme
>>536252
You working in blender? I know if a few good add-ons for that.
Low poly looking lamp post, having a hell of a time trying to hand paint materials on to it.
>>536341
Wow really got that indie reddit feel to it bro! Keep it up
>lets dance a tolerant dance of polyamorous open relationship kumbaya hehe
>>536341
kys
I like boobies.
Working on an anime-like room
doingstuffoutoforder/10
I texture stuff for half an hour, then do some lighting, then I realize my mesh is fucked up in the window area.
>>536358
most of you people fucking wish you could model as well as that pic.
>>536380
a picture cannot model you dumbass
>>536369
https://www.youtube.com/watch?v=ZiqrCRqyLzE
>>536393
Thanks anon, that looks helpful. I'm using Maya though, is there a similar option to the Freestyle edges in it?
Trying to replicate the Nichijou environmental style.
>>536283
Edges are razor sharp, looks stupid and unrealistic.
Need more panels and screws.
You have more polygons on those tiny hinges than on your wheel arch.
>>536053
The foreground stuff looks like a painting, which I really like. Everything not on the cloth gets a bit shit though. Whatever that thing on the left is suffers badly from being too close to the window and too straight to the other lines. The reflection in the vertical brown part makes it seem transparent. Shift it around a bit.
Wood looks too flat. Maybe go for a thickly varnished or waxed look (possibly a little like the inner part of the watch's lid), or try and make it seem dry, grey and textured.
Windowframes have a similar issue, plus they are too square and sharp at the moment. Find some images of old windows; they usually have a bit of moulding on the frame. A little bit of warping, some visible caulking and maybe a coat of chipped paint might add credibility.
Finally, the tea in the cup looks kind of solid. I think the reflection of the cup rim is giving an illusion of a ripple or something, but it doesn't look right. Maybe remove the liquid altogether or blur the reflection?
>>536235
Not convinced by the sculpting, but major props for a fantasy helmet design which actually looks pretty practical.
>>536236
Most of it is workmanlike, but that mouth is gorgeous. Really distinctive and expressive while still being elegant.
>>536283
Polygon density seems weirdly inconsistent. Some areas are high-resolution, others not so much. I think it would generally benefit from a bit of 'greebling'; try to pick out some panel lines, add a bit of rounded piping along weld lines, maybe have one of the side panels a bit bent as if from a collision and strap some stowage onto the thing.
>>536249
That fireplace seems to have a lot of issues. The exterior bricks seem to be really arbitrary; I know some people actually have stuff that looks like that added over their brickwork to make it seem more 'rustic' but it looks pretty fake even in real life. Also, fires generally have more structure than just a square hole in the wall. There should be a grate and a guard. Badly needs a thick coat of soot and ashes too. Fireplaces are clean until you light the first fire in them and after that, they are filthy forever.
>>536390
That looks like it's going to be a long modelling job. But you're off to a great start.
>>536408
I made the fireplace. Thanks for the advice. I will definitely add a grate, a guard, and some soot.
>>536053
>>536405
OK, having watched the video, what I thought was a vertical part of the object on the left (which I now see is a desk lamp) is actually part of the window frame. The composition of the still image makes this very unclear. I think moving the lamp forward would help make a better image.
Also, just noticed that the glass in the window seems to be flush with the window frames somehow. That's not how window frames work; there should be two layers of wood with the glass sandwiched between them.
I spent the whole day trying to get the hair correct, but it not correct.
I can't make the hair(ice cream) correct. It like bubbling, but how do I model that.
Yes I will change the topology when I get everything correct
>>536425
I hate to tell you to throw more polygons at a problem, but if you want rounded shapes you probably need more faces to work with.
To make them bulge out, it depends on the software but there should be some kind of sculpting tool which inflates things into rounded shapes somewhere in the toolbox.
>>536428
I guess I will try again. Even with higher poly cannot get the shape down. I thought by reducing it it would look better.
Wasted a day on this rubbish.
>>536430
Dont give up. What I would actually do is use modo's sculpting tools on a few joined spheres to get those shapes. You can then retopo the result.
>>536425
Don't try matching it perfectly to the picture, try to get the "feeling" of it
>>536430
>Wasted a day on this rubbish.
It's not a waste, guarantee you learned of or about a bunch of shit and how things work, even though you didn't get the result you wanted.
Also, what software are you using (if Blender, try the To Sphere option) and can you post a reference image?
I'm not familiar with the character, I assume it's some Adventure Time guy? What you've done so far looks really fucking cool, and at this point it seems like you've just got tiny details to fix
>>536450
>What you've done so far looks really fucking cool
>>536425
https://www.youtube.com/watch?v=ZiqrCRqyLzE
>>536450
also, just go in Blender and press ctrl+1, and add edge loops with ctrl+r to make it representthe actual edges better
Making a new outfit. Realized I didn't have any evening wear for my chibi figure.
>>535064
Is that Reese Witherspoon?
How long would it usually to take to texture something like this? I took 4 hours to texture this and it seem to be too long.
>>536575
1hour max if you handpaint it with accuracy
>>536575
seems about right.
it always take lots of time
>>534790
yo wht up my rocket ship sculptors????
anyone post some new sick rocket ship view ports sculpted in their blender programs???
haha sick to see this thread still going ahaha xD
keep on keeping on, rocket sculptors!
>>536605
(same model, other viewport)
>>536575
suffering.
>>536605
not bad
>>536605
Looks good but the top of the forks are kinda weird.
>>536625
>>536598
Sent!
;)
>>536673
What planet in No Man's Sky did you find that abomination on?
>>536684
My PC's not good enough for No Man's. Just a hobby modeler/rigger.
modeling some stuff as practice
https://www.artstation.com/artwork/rDEqO
been working on this last weekend finaly made a render
>>535920
I would give him a bit more muscle definition.
>>535454
http://www.digitaltutors.com/tutorial/1578-Introduction-to-3ds-Max-2015
Trying different color schemes, I need to be set before I start texturing
>>534922
pretty good shader my man
>>536764
those wall panels seriously need to change. The idea is nice, but the execution is lacking. The black space between the panelling and the rivets are way too large and makes the room feel too noisy. I would try scaling down the rivets a lot, and either brightening the spacing to a lighter material or making it smaller.
>>536772
I'm sadly too far down the pipeline to make the walls again from scratch, as much as I'd want to.
The only thing I can do is adjust the bolt's size and the color of the gaps.
>>536774
You are sadly too far down up your own ass to make something with the walls, even though you have been informed a couple of times weeks/months ago that the walls are shit.
> i 'll fix it with the shaders
No you will not i told you.
And here we are. The walls still look like shit, and you still don't want to change them.
Thats the heart of the problem. For some reason you don't want to.
I could fix that shit in an hour why can't you? Why are you so resistant in upgrading the quality of your scene? Too big of an Ego? Can't accept that you are wrong and others right?
>>536794
whats your deal with those walls? just because one person here brags about it he doesnt have to do it all over again. it doesnt look like shit. its just a question of style.
>>536774
i would be interested if its gonna have a slight grungy look or very clean. also i personally dont like the orange that much. maybe try two colors for some variation.
>>536800
>its just a question of style.
Yeah obviously. I call that shit-style or No-style.
Bad lazy design with randomness in non-aesthetic patterns.
Look, 90 % of Scifi Walls and Corridors are random extruded and beveled shapes with no real function behind it. But at least most designer put some interesting patterns and proportions in it.
This wall has none of that, and i am being so picky because the rest is good enough and has potential, but this shitty wall pulls the whole work down.
>>536794
>>536800
>>536801
Newer anon to the discussion here. Yes, the walls are not great and they bring down the production of the entire project in my opinion (probably quite a few others as well). The question is whether or not this is for portfolio or production, and if it's for portfolio why on this mitten sewing Cantonese image board are you not replacing them with a task that could take half an hour to an hour max? If it's for production I could understand, deadlines suck. But if it's just for portfolio or even a student project with a gracious delivery period why would you not just replace the walls, especially since you consider the walls to be inferior yourself.
Hit up ArtStation and find inspiration if the underlining factor is that you're insecure about designing. Maybe you're just lazy? Or perhaps you just like the walls - We're on an anonymous image board anon, if you truly don't like the walls and you are just doing a portfolio piece or something akin to that, you're just avoiding confrontation in some way or another.
>>535842
His comment is not pathetic but yours is
How desperate for attention do you have to be to snipe down someone's post because of a single word they used?
>>536794
I can list all the other things I have to work on, all of which have very close deadlines for this student short :
-Storyboard
-Textures
-Shaders
-Character design and modelling
-Lighting
-Animation
-Arguing with you (keep at it tough, any input is great)
Yes, the walls have a noisy pattern with no harmony, but I'd rather fix more urgent things for now. I might have more time later, but for now, character design is my priority and it is not a light task. I appreciate any input nonetheless, you are right. Don't need to be a dick about it.
>>536800
Like an idiot, I had f.lux turned on when picking colors. The orange is a bit too saturated I think, and the wall needs to be a bit more blue. The blue hue of the light from space might deal with that.
Orange blue are complementary colors and that's why I'm aiming for both of those, but I'm not particularity good with colors.
pic related the wear I might go for. Managed to make a Substance painter -> Mental ray's MILA workflow that gives pretty close results.
>>536806
The thing is, when you spend hundreds of hours in the same project you become blind to stuff people spot the first time they see it. I got "used" to the walls and their bolts. So many point it out that i'm going to bump it all the way up the priority list.
>>536818
I'll give a shot at what a kind anon designed for me, if the doesn't mind.
For the colors I'd rather go with something darker tough, because the room has a bit of this industrial design, especially with the glazed galvanized walls
>>536819
This alone looks much nicer. Your panel and bolts initial image could have worked, but this just flows way better and really feels like part of the scene. I know you can do it anon, keep it up.
>>536703
Whatever it is sure is a mistery
>>536822
>>536801
>>536806
>>536844
>>536845
Waited for you to post again so i can tell you its garbage.
>>536846
Care to elaborate
>>536844
More details, more love. Just a note, the color palette in your initial image (imo) looks more aesthetic. This is probably personal preference but it just feels homier in space. I know you can knock it out of the park with time though, keep it up.
>>536845
Do dark-grey walls seem kind of unlikely to anyone else? I don't think I've ever seen them on a real building. Just way too oppressive. Brushed steel seems plausible, as does light grey. Maybe a few dark panels for accent here and there, like that long horizontal strip.
A lot of this looks like weird design just to look 'futuristic' with little thought as to what function the various elements serve. What is the benefit to that huge moulding at the bottom of the wall? How do you reach the stuff at the back of the kitchen alcove? Why is there a huge room with a high ceiling on a space station? Who puts an air-vent like that into an otherwise sleek design? What purpose does the random projection in the middle of the door serve? What is that huge green power sign for?
>>536851
I'll try to lighten up the walls, it does seem a bit gloomy
For the elements, I can give you why I put them there but if have to then I could have done better
1-The moulding is the heating system. They're radiators.
2-Not easily :/
3-For the short, gravity is turned off and there needs to be a fair amount of room to float around
4-I wanted to keep it a bit industrial, hence the neons and ceiling fan.
5-That's a keypad, it's actually modeled
6-The green power sign is the gravity toggle for the room. The screen on its right will read "GRAVITY 100%".
>>536851
>>536848
>>536851
I'm really torn between pic related and
>>536864
this
>>536865
Don't you think the galvanization on the wall should be a lot smaller?
Also, I love this one
>>536873
don't think the orange is too flashy ?
I like it too but I'm also under the constraint of making a room that doesn't distract the attention away from the story
r8 barrel
Why are organics so hard?
>>536885
10/10 would drink plump helmet wine out of.
UGUUUUU ONII-CHAN WHAT IS AN HAIR?
>>536991
Aaaaw, you're no fun.
>>536972
Sculpt rather than model.
Critique please.
>>537061
Edges need to be sharper. You need better material definition rather than having a tileable texture treat each plane as a seperate area with different things like scratches finger prints dust etc.
>>536865
Combine the 2. Use the blue walls and the orange trim around everything