Fish Wheelie Edition
Old Thread:
>>546863
Still working on Duke
>>548926
shitty anatomy
>>548927
yeah? let's see you post accurate and constructive feedback that explains to the anon exactly how he can improve
>>548928
cgpeers.to you cocksmoker
>>548929
fucking retard
>>548928
other than the wrists being bloated as fuck all the muscle groups are fine and dandy. you should kys
Nothing really challenging but fun to experiment with various materials and render options.
>>548926
The pectoralis major to Deltoid division is too deep and too close toward the armpit.
The anterior and lateral deltoids should be longer as they get closer to the humerus, it looks like his tendons snapped.
The clavicals are too extreme on both sides, they do not protude like that, smooth them out on the outer side that is facing the camera.
The humerous should be slightly longer than the ulna and radius, the bicep should also be a bit longer/slimmer following that.
The rest of his arms are unrefined, do all that and come back with progress pics.
>>548944
good shit senpai
>>548944
quick, put the anatomy in the bag and nobody gets hurt.
>>548963
It already is.
>>548927
I'm sure your anatomy is a bit off too
>>548926
Looks great to me, i like it
>>548969
benis :D
Started working on a scene featuring several homosexuals in space.
I could do anatomy fixes on your models for you guys if you put it as download.
Then you can compare and contrast.
>>549002
don't forget to stock em up with loads of the elysium grenade
>>549002
Are they gayniggers by any chance?
ur thoughts?
>>549021
what soft did you use
>>549022
zoom in on the lenses and u can probably tell
>>549023
glorious modo?
>>549024
nuh, blender cycles
>>549025
looks like shit then.
>>549026
:(
>>549017
The plan for the scene is to have 3 gayniggers and a white faggot trap boi.
I'm making my very own fluffy pony to love and torment in numerous pleasing ways.
>>549109
looks like bojack horseman had too many poptarts
>>549109
This is the kind of shit I come here for
>>549109
Maybe sculpt some poopie for fluffie as well? Just an idea. Good job anon
Blockout is done for most part. Just need to add a few things, like the room on the left, the plant, lights, some pipes, books.
Trying to think of an idea for what is going on with the window on the far side of the room.
I'd rather not leave it blank.
Perhaps it could be a screen that could display a variety of vistas. I can't imagine a window looking out into space would be to practical, or interesting. That's quite a challenge in it's self.
Lots of interesting challenges to tackle. And a fair amount of content will need to be made. With this in mind I concluded that the homosexuals were adding to much ambition to the project.
>>549109
Keep at it and you might catch up with Alioto in a few years.
>>549143
craters of the moon seen out from window
>>549109
I knew it was only a matter of time until this cancerous shit turned up on /3/
>>549109
> he modeled the dick
>>549187
why's that the weird thing when anon modeled the specular reflections on the eyes
>>549191
Trying to copy Anime shining eyes. And god it looks cringe as fuck when badly done.
I learned how to do this today
I will get job in no time
>>549192
>Trying to copy Anime shining eyes.
Seems like the shit you would do in a texture though.
Modelling it will look fucking awful once lighting and stuff gets thrown into the mix.
>>549193
It's fun to play around. Next try to draw it using splines.
>>549194
it can looks very good when you know what you're doing.
>>549197
I can't read japanese.
Are the spots textured white permanently?
>>549198
Well, it's for a real life sculpt here, so yeah.
>>549200
So what's even the point of raising them from the surface?
>>549201
I guess it just looks better?
>>549202
Alright.
>>549201
It gives the illusion of the highlight appearing from different viewing angles without it becoming flat.
>>549208
I see.
I don't understand that drawing though.
Does he put a lens over it or is it simply implying that it gives the illusion of a lens?
>>549209
Skipping the first chunk of text:
(Eyeball drawing without cornea) Membrane ball of figure (?)
(Eyeball drawing with cornea) Cornea ->
Human eyeball
As shown in the figure, the pupil of figure is like drawing drawn on the pupil, it seems that the pupil has come out from an oblique view.
Since eight(?) illite (lights?) can be formed on every membrane, it is made in a convex mold one step higher.
/end
It doesn't seem that they made an actual cornea, but they did raise the highlights out from the iris to the approximate depth of the cornea on a convex (sphere) bit of material for each. The eye drawings were just to illustrate that making a round eye and painting the iris and pupil on it were wrong because that's not how human anatomy is.
>>549215
Alright. Thanks!
>>549187
How else will it gib speciaw huggies??
Uh oh! Looks like this little guy's got some serious "huwties" coming his way!
>>549299
There's got to be medication and behavioral therapy that can solve this.
You could probably streamline the diagnosis process if you print these out.
>>549300
He knows what he did and he knows the consequences.
>>549299
kek
>>549311
seconded. my god, can you imagine being this unfunny and insufferable?
kitchen for a building I'm working on now, textures are placeholders, lighting now done yet.
>>549334
Looks comfy, missing a sink and some outlets.
Can I have some feedback on my antz rip-off?
>>549381
Criticize my DANK-10
>>549399
retarded smoothing, hard edges everywhere, and you omitted essentially all of the important details. not really sure what you're doing.
>>549388
I think it would look too much like antz if i give him 2 extra legs, but I may still try it for fun
>>549402
if it's supposed to be an insect, it should have 6 legs
>>549381
I know it's not a final reader my any means but work on the lighting. I should only take a few minuets to make nice studio lighting. You have an orange and blue light, that's good but the levels are off. Orange (sun) should be %100 blue (fill light) %50 and white (backlight) %20.
Look up studio lighting rigs to get the positions.
>>549407
his problems are deeper than lighting, anon
>>549407
Thanks anon, I haven't got the time to get deep into lighting yet, but I will definitely follow your advice.
>>549408
Fell free to trash talk my model, I'm here for this!
>tfw u make bad poopies on daddeh's floor and he cuts off your legs
>>549415
very edgy, anon.
>>549415
fuck off back to /mlp/, ok?
>>549415
*tips stylus*
Trying to make a low-poly character, sort of comical with huge torso but small legs, I'll focus more on texturing
How is it looking by now?
>>549438
hek pepe ftargnh
>>549438
the lighting is hilarious
>>549438
Hard to tell. Keep at it
>>549445
Are you using a model sheet or you just go yolo?
>>549447
This is more of a exercise, so I'm not following strictly the reference (which is just a quick sketch I did)
Kind of a gay question, but how do you remove this ugly noise? I use Arnold btw.
>>549455
Why are you using Arnold if you're too stupid not to read the documentation or look up ANY tutorial? It's the most basic thing. It's like asking how to change the resolution. Use more samples. Either by using more Camera AA samples, diffuse samples or samples in your light sources, or a combination of the three.
>>549455
You are missing a light bulb.
>>549458
Holy fucking shit! I was just changing the light samples and I couldn't find the Camera AA samples there.
Yes I'm a paraplegic in lighting.
>>549455
git gud
playing with modifiers
>30 hours rendering on my toaster
>I forgot to disable the BG, so now I have no alpha channel info.
>have to re-render again tonight.
>>549473
just re-render the alpha ffs.. or without any materials and lighting
>>549474
This.
What the fuck are you doing?
>>549474
Well crap, good point.
I'm still very new to compositing, but I'll try something like that FOR SURE.
>>549473
Was that one frame rendered for 30 hours? If so, you need to fix your render settings unless you're on a Pentium from 2002 or something. If you did a sequence that rendered for 30hrs, remember to take a look at the first frame after its been rendered to make sure everything's working.
>>549468
To be fair, you should increase the diffuse samples before the Camera AA samples unless you're planning to render in DoF or motion blur.
>>549479
>remember to take a look at the first frame after its been rendered to make sure everything's working.
Yeah, my bad I really should have done that.
Took 30 hours to render 360 frames
(13 seconds of footage @ 30 frames per second)
>>549540
I wish he would try to kill himself (and succeed)
>>549540
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
WHAT THE FUCK IS THIS SHIT
WHY WOULD SOMEONE DO THIS
small update on the kitchen, any more ideas?
>>549580
Can you randomize the rotation of X Y and Z on the titles? My shower wall tiles aren't all uniformly level or flat, it's more organic.
If the counter is marble or something else cut then the edges will be beveled but it won't be perfectly smooth, it'll be like a 4 or 5 face bevel and those edges are smoothed. Otherwise it might be some other material and then a thin strip glued to the edge, like a higher quality version of those particle board desks from school with the plastic or rubber sides.
The gap between the faceplate and the section with the outlet holes should be larger and wiggle it a little. The tall thin holes seem too thin also.
On the fridge / freezer you should be able to see a large rod between the two doors where the doors hinge.
Add a circular faceplate of sorts at the base of the sink faucet to cover up where a large hole would be to route the faucet piping through. The sink edges don't go out far enough either, it's essentially resting on what appears to be almost one centimeter of material.
Right now everything's too exactly cut in, give everything more room to intersect, loosen it up, and jiggle the contents.
>>549580
>>549582
1. bevel your shit
2. why are the tiles like this? the gaps between them are just painted in the diffuse tex, dafuq? also they read very poorly (not at all) from far away, this could be solved by giving them bump and actual material properties but they could also stand to be bigger, and have bigger gaps between them
3. please send me a photo of a faucet that looks remotely like this, it looks like someone modeled it with NURBS back in 1995 and then shrunk it to half size
>>549584
sorry for the bad quality picture, but this is the type of counter top I'm going for: itās that cheap fake wood MDMF stuff. the procedural texture Iām currently using does not allow tile rotation variance but itās just a place holder anyway, I make a note to randomize the rotation of them for the final one.
Thanks for the other advice, I've made all those changes. will upload a pic when itās done rendering.
>>549588
what render did you use for that???!
>>549590
lumion
>>549587
>>549584
it's hard to see because of the noise filtering, it filters out all small detail. All of the textures are just place holders. I should of mentioned that, my bad.
Profile of a tap coming in a few moments.
>>549591
this is a photograph :)
>>549591
GOAT!!!!
>>549587
>>549596
The LOD is not important because it will be seen far away anyway :)
>>549540
>>549433
>>549432
>>549423
>>549415
>>549313
>>549311
>>549305
>>549304
>>549300
>>549299
>>549229
>>549216
>>549215
>>549209
>>549208
>>549203
>>549202
>>549201
>>549200
>>549198
>>549197
>>549194
>>549192
>>549191
>>549187
>>549183
>>549148
>>549137
>>549129
>>549122
>>549109
>>549596
that's an outdoor spigot, not a kitchen faucet
>>549605
It's Red Green's kitchen.
>>549596
That's not a kitchen tap.
>>549604
>calling others autistic when making a post like that
Hilarious.
God damn it I get so FUCKING HARD FROM THIS SHIT
3D CREATION
I CUM FOR YOU
>>549605
This building is in the fevela, Brazil. The kitchen is made of second hand reclyed parts gender there ware on the cabinets and shutters. The point being that im sure any kind of tap would work regardless of design. Aside from that I've seen very similar designed taps inside British homes so it's multipurpose
>>549649
the mindfuck didn't even start
>>549637
Why are you making that? What is your project?
>>549649
Those proportions are a bit off man.
>>549682
Wew not doing so well on the high poly. Think I need to look at some more tutorials.
first post in 3dcg. im guessing this is the thread where you post random shit you made.
so i made this. gotta texture it now, but all the materials for steel and iron just seem bad. im procrastinating cuz i dont know what to do.
lemat revolver
>>548925
Low poly for my minecraft mod
>>549707
this is the fish wheelie edition sorry
substance painter isn't allowed on the fish wheelie edition
I'm already immersed in your fully realized worlds!
>>549758
Thats not "low" poly.
But its nice.
>>549758
Yeah, unless that's for normals that is very high poly.
>>549800
nah its 2 million Tris highpoly going to be baked onto a 35k Tri Lowpoly mesh
>>549809
>35k Tri Lowpoly
that'll look right at home in the world of 12 tri blocks
Would it make sense to break this sofa into 3 parts like so to add more detail/support loops? I'm having trouble adding support loops for turbosmooth.
>>549820
Have you tried creasing?
>>549820
don't model all these detailsoaters forniga lot of this shitgger, you can use floate
>>549822
...what?
>>549820
>model each individual sofa part
>model the path that seal the fabric ontop
>sculpt detail with subdivison
that's what i do. its not great. but archviz niggers are experts in making couches/beds so i would watch them do it
>>549822
Gottcha, anon.
This nignog right here explains floate
https://www.youtube.com/watch?v=lupx4OwPfNs
>>549842
>links to part 2
Nigga...
>>548939
cool lightsaber
>>549473
rendering goals, better than chappie
also r8 skeletal pls, for vr game on android
>>549866
Needs moar lumbal/cervical lordosis.
>>549866
needs more anatomy, looks like he's got no muscles
i made a mannikin to try an animation, and here's the animation. it's only with 1 sample on the render pass.hopefully the looping works this time
this is a 1,000 sample render of just the model. it's still grainy as shit though for some reason...
>>549916
>wobbly camera movement.
>>549916
People always make this mistake when new to CGI, keep the camera slow for fuck sake. Think about it like this: could a man with a tripod make the animation you made? Well unless your doing something very interesting with the camera (your not) if he can't you should't.
>>549917
search up "blender fireflies" or whaever program you are using, fireflies are buggd renders mostly caused bypoor lightning. I think in your case the emitting light is too near to the model itself, rather delet them and test how it works with environment lightning first.
>>549866
why is the lower part not moving
>>549604
caring so much about fucking 4chan developing an religion about autism not realising being autisitc himself
>>549455
light is too near to the wall
>>549947
update
shes /ourqueen/
>>549955
but lumion is already our queen
>>549951
Arnold is not Cycles. Your knowledge about Cycles doesn't help in this case.
>>549455
You are using an physically implausible point light.
Just don't.
Use a meshlight or something.
If there is still noise increase Camera AA or Diffuse samples (not both at the same time unless you know what you're doing).
>>549929
i noticed that too, but how do i fix that? do i just manually try to create a smooth movement? because that seems very time consuming. or is there some way i can create a path for the camera to follow?
>>549930
ok, i can understand going fast all the time is bad, but wouldn't you at least want to vary the camera speed a little for interest? mainly the reason i spun it was because i wanted multiple angle shots, but i don't know how to do that without actually moving the 1 camera i have in the scene.
>>549948
yeah it's blender. i used a plane as an emitter for the light. that might be it. i didn't think about that. it is very close, so maybe next time i'll use a spot light or something or just move it away/lower its intensity.
>>549968
You're a noob, you don't know shit.
How about learning some basics first about cameras and how to use them.
What is a long shot, what a wide angle, when to use them, what is the meaning of "crossing the line" and why you should not do it, etc...
Also some editing basics.
Telling you what to do is like telling a 3 year old how to walk.
No matter what you do, without learning the basics it will always be shit.
Also start with modelling, animation is like 3 years to early for you.
>>549968
I'd look up some tutorials on camera movement. Personally I have no clue, but yes you can make paths for the camera to follow and control it's speed.
>>549968
Dont ever move the camera like that.
or on a path.
Look at movies, shots are usually pans, dollies, zoom, natural and smooth movements.
Never orbiting around an object like a madman.
use more than 1 camera in static positions and switch between them.
>>549996
i'm going to keep learning about camera and modelling and all that. i want to do it all at once though, because if i learn modelling without learning animation, then i won't know what pitfalls i might get into when i transition to animation.
>>550003
>>549998
that's what i'm going to do next time i animate a camera, so i can get it to look better
>>549916
HORRIBLE
>>550005
1.ignore the nasty comments
2.download a proper doll online
3.learn how to use cycles
>>550005
((((((((next time)))))))))
Is 4892 triangles good enough for a Unity game?
Still blocking out all the props
Just a fisher who hunt mutant ugly stupid dolphine
>>550034
as long as they're all going to be about that detail level then sure
>>550034
If unity has a hard poly limit, which i doubt it does, you're nowhere near it. Your games performance will have very little to do with polycount unless you're in the millions, and more to do with drawcalls, texture resolutions, complexity of code etc.
Don't sacrifice the quality of your model's form and function to reduce polycount.
>>550041
>very little to do with polycount
good meme there friend
>>550067
well, 5k polycount is actually decent to low for a generic monster. Modern console game characters have 45-60k tris, but this is Unity we're talking about.
>>550074
It kinda depends on what platform your aiming towards, not the game engine itself. So asking if said mesh is optimized enough for said engine is redundant unless you're dealing with a sculpt mesh.
>>550075
yeah, good point, when reading Unity I just assumed PC (dumb of me I know, don't even have a phone so I tend to forget about mobile).
but it's true that platform will be a lot more important than engine, performance across unity-unreal-cryengine will be relatively similar in comparison.
i animated some metaballs today :)
>>548925
Hey guys, animatorfag here
I'm extremely desperate to figure this out, I've seen this "technique" used in every Halo animation reel. I don't know how they're doing it or if it has a name, but check this out:
https://www.youtube.com/watch?v=7-5_FDzp7Kc
If you watch closely, you'll notice every time the actor moves or does something with great force (being thrown to the ground, striking a forceful pose, being stabbed by a knife, etc), the body jiggles/shakes a bit after to convey the force. It looks like it's done with a simulation of somekind, but maybe it's keyframe animated. Either way, I want to learn how it's done and eventually be able to implement it into my work.
Do you guys know what this is called or what it is?
>>550121
I like that bouncy effect :)
>>550122
you mean this?
https://en.wikipedia.org/wiki/Secondary_animation
>>550123
hehe thanks!
>>550121
it's really nice effect! maybe add some bounce to the other part too?
>>550129
i was thinking if i could make it pulse a little bit every time the metaballs collide with each other, and maybe ejaculating some fluid
>>550140
i would very much like to see that
does anyoneknow what text to speech software he uses?
https://www.youtube.com/watch?v=0iw1EnLvm88
>>550189
Sounds like regular text to speech that has been autotuned.
Post your references friendos
I did this for a helmet in going to do in ZBrush
I think I made a small mistake on the lower part of the visor but its easily fixed
>>550210
your helmet does not line up, may want to fix that.
Finished the highpoly today.
Still need to make some adjustments then retopologize, bake and texture.
>>549717
Pretty nice pal, as unweildy as old revolvers were they do look pretty tasty
>>550238
not really highpoly with those kind of wheels but understood
>>550294
lacks objects and dust/wallpaper stains(trust me, those wallpapers receive age stains)
>>550226
Oh I know, I was struggling to make it look right
>>550334
That wallpaper looks covered in age staining. Are you blind?
Floor looks too highly polished for the wear that the diffuse is showing though. Turn that down a scooch.
>>550294
floors way to glossy, almost no gloss left on them, may just want to invert the spec map.
frankly boring to look at, have a focal point and composite the secean in a nice way
>>550342
*constructive*
>>550346
>implying the post you're replying to isn't constructive
>>550346
Take a look at this OP, now, take a look at your render. Now tell the class why my image is objectively better in every way?
Don't know why? I'll help:
To start off the images is taken with the rule of thirds in mind, the fireplace takes up the 1/3 the right side more of less, this make the images visually appealing to look at.
Next, look at the colours, washed out but plesent to look at. The levels allow this image to be view on most screen with relative ease. Now back your your render: it's basically black with a hideous yellow and a light reflection on the floor from seemingly nowhere.
In my image this is depth and an array of items to gradually make your way around admiring the wear and tear on each all telling a story, your image gives me nothing, all I can see is some kind of dark box and another dark blob on the other side.
So tell me, without being a dick. Was that constructive enough?
>>550419
your pic looks like raytraced trash
>>550420
I bet it was done in Lumion
>>550419
>Rule of thirds
Compositional genius!
>>550420
You realise this is a photo, right?
>>550423
Because you present yourself as an immense douche.
Take your own advice in the future and give people critique without being a dick.
>>550294
It's way to dark I can't see anything. In the thumbnail it looks like a light smudge on flat black.
>>550423
I like OP's pic better than yours. But again I have severe brain damage and a monkey types all of my 4chan posts for me, so what do I know.
>>550419
>Just add wear to everything and it's good.
>>550429
> "Take a small portion of text out of context and rephrase it"
>>550425
The reason it seems like I was a dick was because I gave some advice to op who then regected it with no reason. so, I decided to give critique in detail on why ops render is bad. Does being blunt make me a dick? Maybe.
>>550430
>"Take ma a s s lo l"
>>550039
needs more anatomy
How's my Tricephalous?
Still untextured.
>>550440
>>550440
I think on the original, the heads are smaller in comparison to the body and the body is thicker than on your model.
Also, it's very low poly. Is this for a game or an animation? Be sure to post the finished thing here too
some progress on the "scifi" sofa. Think i'll work on everything else and come back to it later.
>>550567
Aren't you the guy who was making that sci fi environment and wouldn't change the paneling on the walls? Hard to tell, haven't seen his pic as of late.
>>550576
Nah, the project is to model this image though.
Trying to learn C4D
>>550576
Funny how I immediately knew who you were talking about just by mentioning the panels
>>550122
Man, Halo 5 has some good fuckin animation. A bit too jerky, and the Spartans seem to move a little too fast sometimes tho. (watch knife guy's right foot at :18)
Still think I prefer Bungie's animation style in Reach, but it's still nice.
>If you watch closely, you'll notice every time the actor moves or does something with great force, the body jiggles/shakes a bit after to convey the force.
That technique is a few of the 12 principles of animation put into practice and exaggerated.
If I HAD to pin it on a specific one, I guess it would be "Follow Through and Overlapping Action".
It's very unlikely that it's simulated, but even if it were, you could achieve the same effect keyframing it by hand.
I recommend you read up on the principles if you're serious about learning this stuff.
https://en.wikipedia.org/wiki/12_basic_principles_of_animation
Also, obligatory "read the animator's survival kit by richard williams" meme.
>>550034
Basic texturing done. I'll add normal maps later.
>>550472
The perspective makes it looks strange, but the body really needs to be thicker. Also, the model is a bit stylized from the comics, as a I tried to do my own style.
It's for a game.
>>550472
Some more. This one looks amazing animated.
This one is old. Now I modeled the 4 logo independently of the body. This way I can keep the body topology and have a detailed logo.
>>550703
i bet it does anon
>>550705
>>550707
The arms were too long, but I already fixed that.
>>549026
>Somewhat likes render
>Finds out it was made with blender
>Hates Render, even though they thought it was made with "muh-better softwares" initially
>>550711
Need more polys on your trigger guard but I like.
>>550671
Looks good friend :>]
>>550711
What's the unwrap look like? Super nice man.
>>550712
Yeah thanks
>>550717
Thanks, nothing fancy really.
If anyone want you can view the model on my artstation https://www.artstation.com/artwork/LB45l
>>550711
nicely done
I started modeling a Jew today...
It is the first "human" model I made so far, so advise is always welcome.
working on its face right now
>>550753
>Jew
>human
the word you're looking for is humanoid
>>550753
Needs more anatomy.
>>550767
stop spreading lies on the internet kÅhai
>>550767
>violence against muslims has increased with Nazis emboldened by Trump, Pence, Netantahu and Bannon's rise to power.
fixed
>>550753
>started modeling a jew
>modeling a jew
fucking kek
>>550790
well he isn't wrong about the antisemitism. In NYC someone recently drew swastikas all over all over a subway car. That said, this isn't really the board for that discussion
Right now im working on this, i have no idea how to model an handle. Does someone have any advice?
>>550805
Oh no. Poor jews having to be exposed to a religious symbol of peace.
>>550815
Inventor... never used that.
In AutodeskĀ“s 3dsMAX you have 35 different options to make that, including exporting to zbrush.
A loft spline would be the first option, followed by face extrusion, depending on the result you want.
>>550818
Yeah, I know... If I'd think it would be perfect There would be no need to post it... Its hard finding good reference images of starving people... these were the only legs I had as a reference...
Its probably looking weird because that image is a toddler, while I am trying to model a grown up person
>>550767
correction: YOU don't consider antisemitism funny in this era
>>550817
Yeah, i use inventor since i'm not enough skilled to box model things and i like a lot its workflow. Probably tonight i will study some freeform modelling to create an handle and i will let you know.
>>550822
needs less anatomi
>>550753
you suck as a "human" and 3d modeller
>>550711
give it some polys its on life support
>>550857
Yay made some kind of a handle, one more touch and it will be done.
ue4 apt, just got the bare essentials in and gonna be spending time creating objects to test new skills
>>550936
looks sick man.
does archviz pay better then video games?
the job looks basically the same, but you make everything look clean instead.
>>550940
cheers man, static lighting is still quite off (by far the most challenging thing when using ue4 imo), gonna look a lot better on a higher lighting bake.
honestly no idea, I initially started 3d wanting to get into videogames, but I became addicted to archviz and haven't looked back. Not had any work in 3d/archviz or done thorough research, but I think the industry for interactive archviz is about to find it's feet, at least I hope so.. but yeah, basically the same, just not having to worry about polycount :D
Working on a keyhole sweater outfit.
Any tips on how I'd go about sculpting the sweater ribbing with 3D-Coat.
>>550941
awesome man, think ill make a nice loft apartment for my portfolio too at some point. planning to work on something with wood and rock after i'm done my current project, which will take awhile.
seems like real time isnt a huge part of archviz at the moment, but i imagine that will change.
don't shell fabric by 0.2cm then bring it in to zbrush and start sculpting.
>>550948
I think you made your task 20 times harder by adding ribs after the fabric folds.
Before you could have maybe added a bunch of edgeloops if your topology allowed.
>>550992
There are no edge loops at this point. It's all still voxels
>>550671
Rigged and animated. Still iffy on the run cycle though.
>run/attack/jump/idle basic animations, should be enough to test it in Unity.
>>550936
Why do you have a working iMac on the top shelf?
>>551043
nice
how long did this take u
>>551038
You obviously climb that box thing to get to it.
>>551038
ha nah, here's the other side:
also, I know macs are shit, they just look posh.
>>550936
that looks baller, anything special about your lightmap settings or lighting setup?
>>551070
I started off with koolas lightroom map (which you can get off the marketplace for free) just for the lighting settings he has, then made some modifications and tweaks in-engine to compliment my own scene. Nothing really special, but the colour grading is by far the most important aspect.
>>551067
I know nothing about architecture, but I wonder if the shelf/staircase design would be a bad idea.
>>550710
1) he's kidding
2) only an absolute beginner asks "what software?" unless it's so they can better help you do something in that software
3) I assume those are Tau drones? Have you done any other tau stuff, like some Crisis Suits?
5) How did you get such nice edges? When ever I use the Bevel modifier it looks like shit
>>550767
>Ironic antisemitism
>ironic
>>551067
quite a nice render, and a cool concept too
but all I can think of is that having to dust all those shelves would be a fucking nightmare
>>550936
>>551067
pretty good. a few questions/crits though;
Your whites/highlights go way out of range in places, rendering in a HDRI format if you have not already will make it simple to scale it back in post.
I think the AO is messy and should be scaled back but a large part of that is the empty space in the shelving.
I feel like everything is far to clean even for an architectural render, and some kind of dirt map should be implemented.
The floorboards have some reflection artifacting which is really noticeable next to the doors, into that having a pure white exterior seems strange.
how are you lighting the scene?
>>550936
Looks very good, but the reflections in the floor look odd. It looks like it's reflecting something dark instead of the white part in the middle. The bright windows of the door to the right should also be reflected.
The shelves have too much AO in them, making them look very unnatural.
I don't know what UE's limitations are though so take it with a grain of salt. It kinda looks like a Vray render with shitty irradiance map settings causing artifacts everywhere.
Still one of the better things I've seen on /3/.
Just modeled the Base for now, Idk how my char should look like from here, please go >>551121
Recently started making something every day, mostly 3D gameready props. Posting those I'm pretty happy with so far.
1694 points / 1620 polys, 1024x1024 texture
1109 points / 989 polys, 1024x1024 texture
1014 points / 1850 polys, 1024x1024 texture
744 points / 824 polys, 1024 x 1024 texture
That's it for now.
>>551136
Moss on this one looks a bit too saturated but otherwise they look pretty good.
flashlight for unity5
>>551133
Mind sharing a source on that wood texture?
>>551143
Oh, it's just the basic wood material you get with Substance Painter 2, with the color changed to a darker shade of brown.
I will end up re-texturing these if they end up in the game I'm planning on making.
>>551076>>551105
it's actually based off (well, copied almost entirely) from a real life apartment. agreed on both points though
http://www.archdaily.com/381361/loft-space-in-camden-craft-design/51ab6008b3fc4b3b0e000077-loft-space-in-camden-craft-design-photo
>>551112
rendering in HDRI format? not sure if that's possible with Unreal Engine..?
you're right about AO, and I'm gonna be filling those shelves, but still it evidently is too much.
I'll probably be doing a dirt-map pass once I'm 90% done with it.. glad to see someone point that out though, I was worried it was too clean.
Reflection artifacting is something I struggle with on the daily with UE4, I'm yet to find a solution.. I will resolve it though, if possible.
Lighting is directional sunlight set to stationary and a static skylight...
>>551114
yeah the floor is kinda lame to be honest, I'm thinking of changing it to something slightly brighter cause I can't figure out how to get non-noisy reflections.. I'm gonna turn the AO right down too I think. Cheers for the comments.
>>551161
I missed that you were using unreal, by HDR i mean like an EXR, but again i didn't realize unreal and i have no idea what it renders like.
you seem on top of everything i said though, i look forward to seeing it finished.
>>551161
i don't think the AO is too much. when u fill up the room the AO won't be noticeable. - to the contrary it will be more appealing
Turns out it's way easier to use Awesome Bump to create a normal map than it is to actually attempt to sculpt the ribbing on the sweater.
>>551184
that's nice but i think awsome bump is 2 much work (if you don't work with a viewport)
in substancepainter at least u can direct the flow of the weave depending on where u placed the seams
I made this little robot fellow in about 45 minutes
>>551197
looks like a tor frick
>>551201
I had to look that up to see what it was. Yeah, I see the resemblance haha
2nd try
>>550753
the nose is too small
>>550703
Textured. Looking good.
>>551243
His name is Ugu (the Neolithic), but he doesn't look very kawaii.
[spoiler]~uguu[/spoiler]
Man, how I love Kirby!
>>551242
this.
>>550753
Looks like he's been starving a bit :S
>>550818
How is that violence, again?
havenĀ“t been able to work on this for 3 months now thanks to job
>>551260
how are the people supposed to enter/exit that vehicle with that rack thing on top?
>>551269
i-i dont even
>>551127
cont
>>551260
post a wire frame, i think the topology is fucked. some of the boxs and stuff have very bad pinching
>>551279
na its just normals acting up again
>>551278
>>551314
who is he? some kind of nanohuman?
>>551321
first time making a char, should be an early modern steampunk female or young male engineer
>>551269
They unscrew this like a bottle silly.
I'm still a noob - I'm not sure if the stylization is worked with this model so im just going to scrap it, but didn't want to put a few hours to waste
>>551376
Give him pointy ears and you have a pretty good elf.
>>549916
Can you stop moving the camera like a fucking silly willy
Working on a throne for an environment
>>551135
What the fuck are points?
Making this for Tabletop Simulator. Not intended for animation. Should I up the polys or just move on to textures and props?
>>551449
Vertices. I believe that's the number that matters as far as performance goes.
>>549021
Legit thought they were nicely painted models until I saw the bases and focused on the reflections. GJ.
>>551462
make a high poly to bakefrom
>>549109
Haven't laughed this hard in a while.