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WIP Thread Everyone Posting After Bump Limit Edition

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Thread replies: 322
Thread images: 107

File: WIP WHY.png (1MB, 1297x752px) Image search: [Google]
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Old WIP thread
>>551534
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File: fevela 2.jpg (146KB, 1280x720px) Image search: [Google]
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Still looking for feedback :(
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>>553938
you should use tonemapping like andwew pwice said
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>>553938
needs more dynamic range, if you're in blender then https://youtu.be/m9AT7H4GGrA

also bevels on hard corners and subtle textures. the cupboard doors would be made of several pieces nailed / glued together but i presume it's supposed to be painted so put some painted wood normals on it, like a subtle stucco i guess.
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>>553939
Not sure who that is, but you think the image is over exposed?
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>>553941
https://www.youtube.com/watch?v=m9AT7H4GGrA
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Critz plz
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>>553946
>ugly pattern on the bowl
>bowl is tilted for some reason?
>camera too close for the items
>the closet item should usually be most detailed one
>noise
>scene is bland because too many assets share the same color or there are low amount of assets to begin with
>no interesting attractions like dust,fingerprints,logo's
>post effects like depth of field and film filter should help these type of scenes
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>>553938
>stove does not look metallic at all
>no texture on the kitchen doors
>the chairs need more detail
>the stove needs more detail
>the counters need a texture too, even if you can barely see them
>the window blind could have more detail
overall there is no point in going lowpoly for a still life scene.
you should learn how to add bevels and patterns to things, even if its entirely procedural (vray or what have yo)
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>>553939
>>553940
no using f-20 thanks for the video, never knew about dynamic range before.

>>553950
the only thing textured in this image is the tiles, I textured it because the last time I asked for feedback someone suggested I make the tiles less uniform. everything else is gray while I'm still modeling. I'm very capable of texturing it's just not a priority right now, nor is detail, I'll add that later.
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>>553948

>ugly pattern on the bowl

I agree, its what i had to hand

>bowl is tilted for some reason?

Design choice, its that kind of bowl. Mug is in the way though, will move things and put fruit or something in the bowl.

>camera too close for the items
>the closet item should usually be most detailed one

Will be finished as an amateur or no-effort table photograph, not as a if its high quality 3D or a professional photograph. everything does need a shuffle though. no real reason for doing this just feel like it.

>noise

WIP

>scene is bland because too many assets share the same color or there are low amount of assets to begin with

Fair, But WIP

>no interesting attractions like dust,fingerprints,logo's

This is a WIP thread

>post effects like depth of field and film filter should help these type of scenes

Still a WIP thread, depth blur will be off the chain though.


Thanks for the C+C, hope to receive more when its further along.
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>>553953
didn't expect the scene to be finished neither claimed you should be professional.
just giving you overall advice.
i should have separated my advice to 2 parts, the first would be photography and the other for 3d in general.
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>>553946
Add a defuse pattern to the bowl or at least make it not white, same with the mugs. also this is a coffee table right? as strange as it sounds you would't have a coffee strainer on the table you'd have it in the kitchen. things need dirt.
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>>553954

I wasn't throwing shade, just saying why they are they way they are right now. also not sure if i made it clear, i'm actively trying to avoid a well composed scene.

>>553955

noted. possibly a teapot?
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>>553957
if you want some glass/plastic in there to show of refraction you could make a jug of ice tea or something.
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finished my acoustic, i just can't find a way to inset the proper logo so i left it black. i need a proper font but since the guitar logo is hand lettered the font does not exist
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>>553959
Why is the fourth string bending so weirdly. Also the entire things looks way too clean, needs some finger/handprints on the smooth parts, more color variation, bit dusty/lighter here and there, maybe a few light scratches near the hole, edges and on the tuning pegs depending on how new the guitar is, imagine what the guitar goes through in time. Also the roughness of the materials and especially the metal seem off. Take a look at some high resolution pictures of real guitars and look for minute details, guitars are not completely perfect, especially when handcrafted.
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>>553959
The wood grain on the guitar is fucking horrible.
The body's grain should be rotated like 90 degrees.
The lines go vertical, not horizontal.

Plus it should be a lot more subtle, and polished.
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>>553959
>>553969
loos fine to me. pic related.
agree with >>553959
its well done. looks like a stock image tho. add some spec maps and place ist in a nice setting with some sweet light and use some DOF. would love to see some details.
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>>553971
forgot pic
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>>553964
are you joking?
>>553969
>The lines go vertical, not horizontal.
you have tons of natural finishes
>>553971
thanks bud, already fixing it
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>>553973
pic related. this is how i add small detail. but i rendered it again and you see nothing. it would only matter if i did some closeups.
still working on it and ill post update in the future, if you want to see some of the nodes ill post them here.
btw stuff like dirt,age,fingerprints etc is possible but im have the feeling this detail won't be so visible apart from the color variation. this guitar is supposed to be mint anyway so is there a point is bruising it?
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Messing with SD, not really a WiP but I'm not sure where else to post it.

If anyone knows good SD resources hit me up.
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>>553979

gnomon tutorials
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>>553979
the edgewear feels like it could use a bit more variation. sounds like your done with it though
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>>553979
Could you show the graph?
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>>553986
Sure. But I never said I was well organized.

If I had to sum up the workflow for these tiles, I'd say what's the most important is using various slope blurs to deform the edges, blending a warped voronoi mosaic into the height to create layered cracks, and relying a lot on curvature + AO + Dirt gen. Also good lighting helps tons with showcasing your materials.
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>>553988
thanks
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>>553977
i think im getting there. took me awhile to get it right. tried to change the tuners material abit more buy cycles like to kick me in the nutz
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>>554001
Maybe it's just the lighting but I would expect the finish on an acoustic guitar to be glossier. Looks nice otherwise.
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I've been trying to get some type of animatable physics based car rig going for Blender. I was asking questions in the QTDDTOT thread, just in case anyone had tried to do the same and had some tips, but I haven't gotten anything.

In any case, I've been making progress with it, and I've decided to post it here instead, seeing how I'm not really asking questions.

Right now I'm working on getting some inertia based movement going. It's been pretty hard, due to the fact that any documentation is nonexistent, and the one decent tutorial has been taken down because the dude decided to just sell the rig for $400 instead.
I'm using a cloth sim on a cube to influence the motion of the car body. It's not too bad, I just have to fuck around with the settings until I get something believable going. Right now it's just wrong.
Any tips or anything would be fucking useful. I've been stumbling around in the dark pretty much.
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Making a clock
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I'm starting the uv's now
I wanted to make the hands on a separate plane and use a normal map for depth, but I only have student photoshop.
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>>554015
why aren't you using actual polygonal hands? the uv'd clock heads seem ugly :( Nice model nevertheless
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>>554016
I'm going to be making some LoD for this and I would end up making texture for it anyway.
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>>554013
I know I just posted, but I've made some progress that might work out better than the cloth sim.
I took the same principle and used a jiggle bone instead.
The adjustments are a lot more realistic, than the springy mess before. And on the plus side, it even simulates body roll as well.

The webm shows how the jiggle bone rig works, just in case you're curious.
Basically, the jiggle bone is parented to a cube, and another cube is parented to 3 vertices from the jiggly cube. 2 on the bottom, and one on the opposite side on the top. Then a "child of" constraint is used on the bone that controls the vehicle's body on the vehicle rig.

I don't know if anyone really needs this info, but hopefully it'll help someone.
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>>554015
Why not make texture planes for the hands for the low LoD so that you can keep them at the same time as the high LoD?
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>>554019
That is so much better than your first attempt. Does the body fall back to a neutral position after accelerating? It's hard to tell from that webm. I don't use Blender so idk if it's possible, but can you set a value for the jiggle amount? Then tie that value to anim curves so that it's only active when an acceleration value is increasing.
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>>554021
Yeah it does go back to a neutral position after acceleration/deceleration.
The jiggle bone is an addon, but yeah, I'm able to tune the parameters of the effect. It's pretty touchy though, small adjustments have a pretty big effect. I can try to tie it to some type of driver like you said maybe that will help.

Theres a bunch of fine tuning that I need to do for the whole rig, though. I'm happy with the way the physics work. I'll probably make some sort of tutorial on how to set something like this up, because there isn't a ton of information for something like this.
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File: fevela 6.jpg (149KB, 1280x720px) Image search: [Google]
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Any thoughts on this?
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>>554078
use light portal
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>>554079
I am
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File: fevela 7.jpg (94KB, 1280x720px) Image search: [Google]
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better image
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>>554087
too dark. try lighting the closest room a tad with a complementary color to your main one
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>>554078
>>554087
STILL not tonemapping
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>>554087
push that gamma to 2.2 jesus christ
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>>554087
t. nuclear explosion
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File: maya_2017-03-05_19-55-39.png (161KB, 1354x687px) Image search: [Google]
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Trying to make a little Japanese room, any tips on laying out UV's walls like this? I'm really bad at it but worse yet, I have no reference as to what is an "acceptable" UV mapping of a hard surface.

I don't know if I should try to keep the UVs sewn together to keep the shape cohesive or if it's okay to split all the parts to maximize UV map area, if it's okay to overlap the parts based on material (all the wood parts to one side, dry wall to the other) or if overlapping is a sin and everything needs its own space, I just don't know.

Recessed in bits are dry wall filling, columns are wooden beams. Don't worry about the doors and little slide-y window looking things, and the grid covering the window in the back, those are supposed to be separate actors and will have their own maps.

Reference: https://i0.bookcdn.com/data/Photos/Big/2621/262117/262117749/Iwanai-Kogen-Hotel-photos-Exterior.JPEG
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>>554107
https://docs.chaosgroup.com/display/VRAY3MAX/Color+Mapping

I've been told not to change it.
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>>554117
>rejecting tonemapping
>2017
not gonna make it.
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>>554118
not favela guy, but is there a way to get better dynamic range than vray default?
what I've been doing is saving as exr and manually touching up the exposure in photoshop, but I don't know if there's anything more efficient
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can you fags shut the fuck up about tonemapping?
there are lots of great natural renders. make a good natural render first then start to enhance it
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>>554121
t. Oppenheimer
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>>554124
This is brilliant, thanks.
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>>553947
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>>553973
is he joking about what? the string is bent as fuck, shouldn't the spaces between the strings be even all the way down the fretboard? There's a massive bend from like 4th fret to 8th fret (1st being top.. I'm not a guitar player).. unless I'm missing something
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>>554121
but muh filmic blender
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>>554121
The sheer act of making a scene natural will blow your 8 stops of range unless you resort to unnatural tricks like adding additional lights or environment lighting.

Just start off with a larger dynamic range so you can boost lights to realistic brightness values from the get go.
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>>554142
idk senpai im the one whos making guitars here,not anyone else.
i thought about posting another version but you got super hostile
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>>554151
there are lots of good natural renders. its called lightning up your damn scene and add detail.
compositing is when you are done adding detail and he clearly hasn't.
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(not my model. Using it to learn animation/fuck with lighting)

>tfw you call yourself an animator but can't pull off a simple run cycle
W E W L A D

Also, I thought what I needed was spec highlights on the hair, but in reality I'm pretty close to the look I'm going for with this.
I'd just need to do some minor lighting and texture changes, plus change up my animation style a bit to mimic the bottom left square of this:
https://www.youtube.com/watch?v=NtpvIWV94Sk
(00:15-00:30

Only thing is, once I get there I'd be completely stuck on how to get to the bottom right square.
Is that all just post effects? Looks like it to me, but I'm unsure of how I'd even do that.
It looks like everything is "glowing", but I haven't the faintest idea how to accomplish that in a vfx software like AE or nuke, even though I'm reasonably experienced with those programs.
Anyone have any advice on how to achieve this?

I'm also assuming I'd have to draw in the line work by hand, because Cinema 4D doesn't give you that much control over the lines, which is pretty gay.
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>>554154
what? just saying it looks bent as fuck, what you on about.
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Started working on props for an Unreal scene. Gonna make a couple variations of these windows and have them be modular.

Chromatic aberration/camera distortion is because it's going to be in the final scene, I'm doing a [spoiler]Kane and Lynch 2 tribute.[/spoiler]
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>>553935
Am I good yet?
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>>554161
also >tfw you're too retarded to figure out /3/ doesn't have spoiler tags
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>>554163
Spoiler tags should really be enabled site wide desu.
I don't understand why they aren't. I guess there's not *really* a point to have it on a board about 3d art, but still, having the option is nice.
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First attempt at 3d sculpting. Trying to sculpt this robot I drew a few months ago.
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>>554196
This seems like a hard surface modelling situation to me unless you just really want it to look sculpted.
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>>554151
Small image, but did what you said, better?
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>>554240
favela guy i just pulled this interior render off somewhere. you can clearly see there was no tone mapping or anything. maybe some point lights to get some reflections going. and the best part about it that its made in cycles which is a render engine i won't recommend for interiors.
take notes!
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>>554241
looks reallyl really cg.

watch andwew, take notes
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>>554241
the render is nice, but what do you expect me to gather from this? it's a very different render then mine. are you suggesting I don't tone map now?
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>>554244
its 2017. you tonemap so your background window doesnt look like a nuke just went off in it
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>>554246
https://www.google.co.uk/search?q=dark+interior&biw=1920&bih=990&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiNmtbEm8LSAhWkDsAKHTAsBjsQ_AUIBigB#imgrc=4WX0mSF3gea0bM:

long google url, but all of these image show a common theme: dark lighting, over exposed window. the window has to be over exposed because the iso ajusted to the dark interior just like your eye does in a dark room. I may be wrong but this is my understanding.
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>>554247
its like you want your work to look cg. ANDREW PRICE IS NOT A MEME
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>>554249
At no point did I ever mention photorealism. I'm making a animation with a deadline approaching, there's no way in hell I have get a photorealistic look in my time frame.
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>>554250
bombing of Hiroshima animation lmao
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>>554252
what do you suggest, even with tone mapping the window is over exposed but the room is okay, or the room is too dark but the window is fine. I can't get a middle ground.
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>>554253
proper tone mapping with hdr cubemaps results in the impossibility of over exposure you fucking dumbass
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>>554254
why are you fucking his mind?
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>>554255
what
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>>554254
better or worse?
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am I good for 3d porn? I decided to fuck it and do it... but I won't have enormous tits etc, but I'll do most perverted ones though

Iwant to do 3dddd :'(( but fucking work... I have no fucking time for fun 3d, I;m doing some sitty commercial like amonth, I'll end it either today ortomorrow, I would've finisjhed this character and started new one ..
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>>554270
It' not the worst charter I've seen, but don't quit your day job. Literally.
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>>554273
this is not finished.. when I'll texture it it'll be way better, (I hope) I'm going to handpaint textures, this is my first whole model, before this i've done robot bust and female bust

+ I don't work now I'm a freelancer now, but pobbably I'll start editing some tv show soon, because I'm more free doing that than freelancing.. but 3d porn kinda is cool IMHO )) I'll try it anyway
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>>554261
I think it looks better. The space is more believable.

Is anyone going to know that it's a favela without ever experiencing one?
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>>554278
The hole character is atchaly quite nice. Something about that face that bothers me. The cloths and body are well made.

>>554284
I suppose not, it's very difficult to find a 'avarage' fevela family home. Some homes don't have four walls let alone a roof. Yet others while still not ideal have computers and fully furshed apartments. It's very hard to judge what a fevela looks like.
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>>554289
>atchaly
what the fuck
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>>554290
Sorry, im on my phone, a combination of relying on auto correct and a small keyboard. :) I'm the fevela guy btw
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>>554197
What do you mean exactly by hard surface modeling?
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>>554278
can you post a front view?
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>>554295
The helmate is very ridged, it's makes sense to box model rather then in a sculpting program which excels in organic things.
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>>554278
How is your animation?
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>>554295
subdivision surface (in 3ds or equivalent) would be the best way to model this
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Working on some blade. Not really satisfied with how the grip is turning out since I don't have a lot of experience with this sort of thing, but I need to build up my portfolio somehow.
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>>554289
>Something about that face that bothers me.
Because it's wrong.
>>554270
The face is FAR too elongated, even for muh style. Look up "attractive women" and none of them would look like that. And as much as I like DSL, the lips are too fat, looks exactly like that purple character from Steven Universe.
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Anyone know how big the difference is for multi-mesh vs single mesh performance in game engines?

I just realized that mechanical objects with separate parts will have more meshes than organic characters that are one continuous mesh.

Pic kinda related. He's set up to only move along the pins
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>>554320
nigga you can put all that geo in one mesh, it won't be contiguous but who gives a fuck
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>>554270
Hope this looks better.

A few general things. Her mouth is set too low and her nose is too long and low. And her jaw is pretty narrow for a non-anime character. The lips are also too wide but I didn't really fix it. Probably made it worse with the poor paint over.

And for a female, her mouth is too wide, her upper lips are too large (unless you like that bimbo look), her brow is too heavy, the top of her nose bridge is too wide (her nose has a v-shape).

I also added a head with some terrible eyeliner and eyebrows.

You might also want to reconsider her hair, as women tend to have a smaller forehead, meaning a tighter hairline.
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>>554323
But then I lose the link hierarchy
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>>554301
I 'm very new to it, but I love learning and animation is the main theme fir what I started learning 3d, so I'll got good

>>554325
you've made some sweetheart from my character..
I did nose like that on purpose, I agree on lips and overall mouth should be smaller and slightly upper and maybe chin should be readjusted. this lights and random keyshot skin shader made her look worse than is..


>>554296
I'll post when I'll get home


PS: I don't want this character for porn
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>>554320
just combine the meshes and weight each segment 100% to the respective joints.
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>>554296

here are more views, and without these shitty procedural skin
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>>554356
fuck... I forgot picture


IDK when I make lips smaller it does not look good... can someone tell me why? ))
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>>554346
How will I maintain the pivot around the pins if I combine the meshes?
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>>554316
you should extend the grip and turn it into a 2 handed sword.
When modelling random concepts i wouldn't worry too much about sticking exactly to the concept. follow the main shapes and ideas, but don't worry about minutiae. A lot of concept artists don't spend enough time thinking about the physical form of the shapes they draw from a single angle, which is probably why a lot of people who try to start 3D after years of drawing 2D struggle to conceptualise the shapes they want.
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>>554358
What the hell is a pin? You skin the combined mesh to joints, and paint the skin weights 100% influence to the parent joint for that segment. What game engine are you using that has 'pins' to rig a character?
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>>554357
You have anatomy problems. I'm not that knowledgeable at facial structure myself, but if you're trying to make cute girls there should be some videos on youtube that talk about "cute" anatomical proportions. Also don't be afraid to post on /ic/, they should help even if it's not 2d since it's anatomy-related.

One thing I can think of right away is the "triangle of cuteness". In cute characters, if you draw a triangle connecting the eyes and the mouth, the sides of that triangle should be close to equidistant. Your is elongated, which hints at more mature or noble features, yet the rest of your design is based around cute proportions (small nose, very large eyes) which leads to some weird dissonance.
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>>554366
Have you never rigged anything mechanical? You can see in the pins in the picture, it's a reference object used as a point of rotation like an actual joint in a machine.
>>
>>554357
>>554367
^This. Couldn't say it better myself. In fact I was going to mention something I picked up from /ic/, one anon once pointed out having the eyes of your characters lower on the skull shows adolescents moreso than a more mature lanky proportioned face. I can't seem to find a image that was posted with that comment about it, but I'll post pic related to show the latter. The more mature the character looks, the longer the head will be.
>>
>>554372
yeah, in a rig, that's known as a joint. The difference between rigging an organic form and a machine, is, as i've said twice now, each segment of a mechanic rig, is weighted to a joint 100% so it has no deformation. if you were to leave the segments separate you'd just parent the segment to a joint. a 'pin' isn't a tool/node in 3D rigging.
>>
File: Hard surface.jpg (54KB, 1280x720px) Image search: [Google]
Hard surface.jpg
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>>554295
Hard surface is machinery, rigid surfaces, etc. Organic modeling is smooth, fleshy/organic things. I agree with the other anon - look into subdivision modeling, if you sculpt the head you'd be getting way too many polys and it wouldn't look as "clean" as your drawing. See pic related - hard surface. Sculpting, AFAIK, is mostly (not exclusively) done for characters or vegetation.
>>
>>554364
Will note. I'll try to finish it up as-is so I have something close to the art, but will add the handle after.
>>
>>554367
>>554380


OK I get it, but I was not going for a cute DESU, cartoony style but not cute one... IDK how to explain, but it's definitely not anime or disney style, mmm more like cartoony dishonored style. I'll try to make eyes/head smaller.. but it's like 6 heads already for a stylized female,
+ can not decide to change hair or not change, give small ponytail...and I wanna make ggraohic clothes, with addidas strypes n shit and maybe give her laser butterfly knife or something ))
>>
File: guitarnew6.png (332KB, 600x1194px) Image search: [Google]
guitarnew6.png
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newest version. changed lotsa things and added composition
>>
>>554422
why?
>>
>>554423
>>553964
>>
File: Blade.png (1MB, 3000x3000px) Image search: [Google]
Blade.png
1MB, 3000x3000px
>>554316
I think I've got the model mostly done. I have to "fix" the back parts (leaves/panels) and learn how to add weathering, and then I think it's ready.
>>
>>554473
i like the shape, just change the material to more metallic
>>
>>554475
Still a WIP, just threw a bunch of default materials on there. Any suggestions on what to make the environment that's not too complicated? It looks kind of plain on a grey backdrop.
>>
>>554476
just make like a circle stage that is scifi themed
>>
>>554479
oh and add hdri, render it in transperant rgba then in photoshop add some custom background later if you want to be really nitpicky. if not just slap some hdri
>>
>>554476
Google "free scifi hdri" imo
>>
File: file.png (380KB, 1011x666px) Image search: [Google]
file.png
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Almost finished with the ticky-tock.
>>
File: Material Diffuse klColor.jpg (2MB, 1920x1080px) Image search: [Google]
Material Diffuse klColor.jpg
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My first textured face, im quite happy how it turned out.
>>
>>554506
I hope it's meant to be the horror genre.
>>
>>554514
haha, yeah it should be. I'm just really experimenting though.
>>
>>554506
thank jesuses dick that I'm was never even quarter that bad,
>>
>>554506
You are using too much smoothing groups friend
>>
>>554532
How am I supposed to sculpt with out a decent amount of smoothing groups?
>>
>>554530
thank god I never was this inept at the english language.
>>
>>554534
Holy fuck, that guy forgot an 'a' what a fuck idiot! Haha!
>>
>>554544
You seem to be equally inept.
>>
>>554530
>>554544
Shut the fuck up foreigner.
>>
File: wip.png (711KB, 1920x1080px) Image search: [Google]
wip.png
711KB, 1920x1080px
This isn't too much to go off of, but my first actual scene doing in Blender
>>
made this yesterday

cross linking to wsg for audio

>>>/wsg/1580008
>>
>>554506
you have a balanced mixture of skill and derp in you
>>
>>554562
looks like indian archviz lul
>>
>>554562
Looks like you're missing a floor, but other than that there's really nothing to critique here since it's all so bare. GL though.
>>
>>554506
try modeling simple things first
>>
>>554568
Thanks. I'll post once I've started texturing, I'm just about done with the model
>>554567
I have no idea what that means
>>
>>554157
w2c the model?
>>
Can you r8 my water
>>
File: water1.png (297KB, 360x640px) Image search: [Google]
water1.png
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>>554576
Forgot image
>>
>>554578
good water family
render software?
>>
>>554579
Blender using cycles. First try with water or any fluid.
>>
File: beaker1.png (278KB, 360x640px) Image search: [Google]
beaker1.png
278KB, 360x640px
Now here's a beaker with some doodads in it
>>
>>554581
make something colorful like cereal or beer
>>
>>554578
>>554581
I've never seen refraction that gets distorted by poly edges before, is this a special kind of fuckup?
>>
>>554596
probably caustics
>>
File: Test render 01.png (693KB, 960x540px) Image search: [Google]
Test render 01.png
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Testarossa guy here (>>554019).

Working on another animation loop.
I did this >>>/wsg/1545961 , if you remember me posting the wip in previous threads.

Pic related is where the new animation is at currently.

It's just going to be a simple drive with the car moving between lanes and traffic.
It's in the early stages, and the materials aren't completely done, so there's a bit of work to do. Right now I'm just blocking things in and getting the scene working right. Looping is kind of hard to do when there's a shit ton of things.

Bonus points if you guess what song I'll be looping it to.
>>
>>554141
sharp nose. No nostrils, no eyelids
>>
File: simpsonswavegetout.jpg (44KB, 609x411px) Image search: [Google]
simpsonswavegetout.jpg
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>>554627
>Bonus points if you guess what song I'll be looping it to.
>>
>>554533
I was sarcastic
>>
>>554627
Sun araw - horse steppin
>>
>>554489
Cool clock, Ahmed. Want to bring it to the White House? We should inspire more kids like you to like 3DCG. It's what makes America great again.
>>
>>554273
>It' not the worst charter I've seen, but don't quit your day job. Literally.

This coming from the Favelas_guy, fucking rich.

Here's a new phrase for you to look up in you english phrase book: "The pot calling the kettle black."
>>
>>554660
You know what Anon, I'm going to take that compliment at face value.
>>
>>554660
Fuck off jack ass
>>
>>554683
lmao the butthurt
>>
>>554650
Fuck no, not simpsonswave

>>554659
Nah

It's cliche, but I'm looping it to the intro riff to "Africa" by Toto.

I live near the beach, and hearing that shit on the radio during the sunset was some pretty chill stuff. I want to try to capture some part of that.
>>
>>554596
>>554622
Yeah, I'm pretty new to blender. I saw about causacs after I did these.
>>
>>554671
So because I'm also new my opinion is invalid?
You dont need to be a author to know a book isn't good.
>>
File: Capture.jpg (56KB, 643x735px) Image search: [Google]
Capture.jpg
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>>554278
>>554357


so how's she? is she still sucks?
>>
>>554703
hard to tell with the alphas
>>
File: ue41.png (2MB, 1703x770px) Image search: [Google]
ue41.png
2MB, 1703x770px
nearly done with my UE4 scene, spent about a month and a half on it so far, just need to add a few things here and there. Any critique at this point would be cool. Remember it's UE4 so plz don't hold it to the same standard as vray etc
>>
File: ue42.png (2MB, 1703x770px) Image search: [Google]
ue42.png
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>>554707
another one. oh and yeah it's based heavily off a real place, I'm just trying to get as close to the photo as possible.
>>
>>554710
i don't like the bed sheets, the floor texture might been mapped too much

good scene overall
>>
>>554707
much better with the lighting change.
>>
>>554707
staircase looks too wide. Chairs not casting any kind of shadow looks strange. The red upholstered chair looks like it's casting a shadow in the wrong direction.
The CA is way too heavy.
>>
File: Davenport Blade_dual.png (1MB, 2250x3000px) Image search: [Google]
Davenport Blade_dual.png
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Here's a blade I made based off of concept art. Trying to break into doing models "well" instead of just slapping a solid texture on them.
>>
File: Davenport Blade_blue.png (771KB, 1500x3000px) Image search: [Google]
Davenport Blade_blue.png
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>>554733
Same, but in blue.

Any tips on how to improve the textures? I understand the basic concept and how it all technically should work, but I lack the know-how to make it look nice.
>>
File: alleywip3.png (1MB, 707x933px) Image search: [Google]
alleywip3.png
1MB, 707x933px
Progress on my alley scene.
>>
>>554627

Here's how the animation will look.
It's just a quick viewport render.
Next phase is working with the camera. I'll probably just have it mimic the movements of the car, moving closer and further from the subject.


I had uploaded a version with the sound on /wsg/ but it corrupts on upload.
>>
>>554742
Looks nice and grimy. The corrugated metal change in colour is a bit too sharp, though.
>>
File: FactionGlasses.jpg (153KB, 1200x961px) Image search: [Google]
FactionGlasses.jpg
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My first glass render I've ever done.

I've got a few problem areas:
-Why is the fluted glass like that at the top of the stem (triangles)?
-Why is the base of the fluted glass so dark?
-Why is the right icon so transparent, and the rim of the glass so dark?
-Why are the shadows almost non-existent? It kind of looks like they're hovering in air.

The shaders are the exact same for all 3 glasses, will post pic in a second.

How could I improve this scene?
>>
File: FactionGlasses_shader.png (140KB, 1503x587px) Image search: [Google]
FactionGlasses_shader.png
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>>554768
Well, there's one problem fixed: The right tumbler didn't have the subdivision enabled in the render, somehow, so that's working now at least.
>>
>>554742
reminds me of that one battlefield 4 map where the map floods halfway in

that roof texture kills me and the slime on the walls i feel could be toned down in opacity or blended differently?
>>
File: rpg.png (195KB, 1188x568px) Image search: [Google]
rpg.png
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Been using blender for 2 weeks; it's my first 3d program.

Now what?

My texture skills are garbage I know : / i'm just lazy...
>>
>>554771
model a screwdriver
then model a violin
>>
File: Sunday Morning.png (914KB, 960x540px) Image search: [Google]
Sunday Morning.png
914KB, 960x540px
>>
>>554772
Then what?
>>
>>554735
download substance painter

easymode
>>
>>554752
You made such a nice car rig but it's nearly noticeable. I get what your going for but just make the loop much longer and include speeding up and slowing down to show of that rig.
>>
>>554774
Glass looks unnatural, keys look like that have no texture, shadows are too soft. Napkin is rolled too perfectly. Things need grime and ware.
>>
>>554797
>Glass looks unnatural, keys look like that have no texture, shadows are too soft. Napkin is rolled too perfectly. Things need grime and ware.

nothing you wrote is essenitial to improve the scene, also grime and wear? this isn't WW2 scene you bozo
>>
>>554774

(high)lights are blown, is my major gripe
>>
>>554842
fixing it senpai
>>554787
make a victorian chair
>>
File: wip2.png (2MB, 1920x1080px) Image search: [Google]
wip2.png
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>>554562
More progress (1)
>>
File: wip3.png (3MB, 1920x1080px) Image search: [Google]
wip3.png
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>>554562
>>554848
(2)
>>
>>554792
I would, but I don't have the money for it at the moment. It looks like a really nice program and I wish I could use it.
>>
>>554774
it's just a fucking bowl of milk WHAT THE FUCK
>>
>>554849
>>554848
I am certain Suresh will be happy with the design of his new flat, Pajeet.
>>
>>554768
Almost everything you're complaining about stems from lighting issues, there's nothing wrong with your materials.

Lighting is just as important as shaders/textures and a lot of people seem not to realize this. Compare your picture to commercial photography of glassware and take note of what these people are doing that's missing from your render.

There's a ton of ways to light glass (like all other products), so much that I wouldn't know where to start with pointers, but I can tell you to think about a mix of directional (hard) and bounced (soft) lights, and how to use them. (Just start by trying to copy a lighting setup from a ref).
>>
>>554855
Top tier shitposting
>>
>>554768
like this guy said>>554863

you need better lightning setup. load hdri into your scene and have some kind of directional light
>>
File: ss (2017-03-10 at 12.59.52).jpg (284KB, 1237x984px) Image search: [Google]
ss (2017-03-10 at 12.59.52).jpg
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>>554863
>>554867
I'm very new to rendering (as opposed to modeling), so I haven't really got a good idea of what I'm doing. I followed a little tutorial on how to add engravings to glass, and it showed me how to set up two-point lighting. I know I need to learn how to do that more but frankly am a bit unsure where exactly to start with it.

I know the reflections are a bit dim, but the tutorial rendered them out separately and added them in GIMP; I don't know if that's "how it's done" or if it's a workaround. I also know I need to add imperfections such as scratches or smudges, otherwise the image looks too perfect and "wrong".

Thanks for the suggestions, though.
>>
>>554796
The rig actually wasn't really meant for this one.
I planned on doing more loops/animations with cars and decided to get something working I can use for them.

There's a large (like 3 min) animation that I plan on doing in the summer, so I want to get as much as I can out of the way as far as preparation goes. The car rig was part of that.
>>
>>554850
Student version is free for a year. And you can renew.

I honestly didn't feel like pirating or buying it, and they practically threw a license at me. Substance designer, painter, the works.
3ds Max does this too. A bunch of 3d programs as well, like Terragen.

Look into it, if you're a student I think it's better than the hassle of pirating it.
I'm not even a fucking 3d major.
>>
>>554875
>Student version is free for a year
Well hot damn. I'm going to go grab that now.

Now, if only I could actually get off my ass and use those copies of 3DS and Maya I have, I'd be set...

>Not a 3D major
Neither am I (engineer). What's your specialty?
>>
File: ss (2017-03-10 at 01.17.17).png (11KB, 551x135px) Image search: [Google]
ss (2017-03-10 at 01.17.17).png
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>>554876
>>554875
That dashed my hopes quickly. I don't have a "student card or certificate" and don't know what they look like. Something like a school ID scan? Regardless, I had hoped it would just let my use my .edu email instead of verifying that I'm a student; I just graduated and can't say that I am any longer, but I also don't have a job, so I'm in a weird in-between place.
>>
>>554878
wierd, i didn't need to provide an id, i'm using 3ds max 2016
>>
>>554880
That's a different company (Autodesk) unless something changed in the last few months - I also got 3DS and Maya easily.
>>
File: 32432.png (50KB, 1035x515px) Image search: [Google]
32432.png
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>>554870
please don't use emission planes. use actual light.

go to your lamp node and add light falloff, there is a tutorial explaining it.
and don't render from the interior, you only need a floor
>>
>>554883
I can't seem to find a solid argument why I should use one over the other (and I'm not dead-set on either, as well). Some people say use point lights because they emit in every direction and so are good for ambient lighting; others say use emission planes because they give more even and natural lighting such as from a window etc.

I'll try your way as well, though.
>>
>>554884
people don't know what they are talking about.
light falloff means you the light don't scatter everywhere and you get glare which is essential.
if you want to emulate a window take a plane and make some cuts it in for light to pass through
>>
>>554855
so racist, but so funny lol

i think the room looks fine but kind of boring and the render is grainy.
>>
>>554876
>What's your specialty?
I'm graphic design. I don't really use 3d in my design work, but I do 3d for fun outside of classwork.

>>554878
Yeah I just took a photo of my school ID and they took it fine.
I don't think they actually check if you still go. I know 3ds sent a product key within 5 minutes of sending. Substance was like 30mins.
I'd just try it. Worst case is you don't get it.
>>
>>554884
I use a combination of both.

Point and sun lamps for specific areas where I want lights.
Maybe the ocassional spot. I find it hard to get really sharp shadows with emission planes, so this is a good reason to use lamps.

If I want even lighting over a large area I'll use a large emission plane.
Or if I want some wild effect on the sky or reflections, I'll map a gradient to an emission plane. You can't really do that easily with lamps.

There's things you can do with both that you can't do with one or the other. It's dependent on the scene how to go about it.

Use all the tools given to you, don't gimp yourself because some people favor one over the other.
>>
>>554774
The glass looks like it's full of mercury instead of whatever it's supposed to be, try turning up the transparency and turning down the reflectivity.
>>
>>554933
i just replaced the orange juice with chocolate milk and its fine now
i have custom shader and i don't really know what to tweak
>>
File: zsddz.jpg (57KB, 995x672px) Image search: [Google]
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>>
File: asddsa.jpg (61KB, 923x739px) Image search: [Google]
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>>554942
added new hair. changed facial features, (I mad eeyes smaller as you suggested, inda you suggested the opposite though)

can not wait to texture her, she'll look really badass, can not decide what weapon to give her :v
>>
File: comfyPlace.png (199KB, 1000x700px) Image search: [Google]
comfyPlace.png
199KB, 1000x700px
taking a break (giving up) on one project and starting another.
>>
>>554943
are you planing to leave it as a sculpt? I thought the simplified locks of hair were working very well.

hairs pretty fucking hard, here's some ref for some short messy hair that your going for right now.

i feel the bridge of her nose is a little wide.
>>
File: 1488260246618.gif (972KB, 299x299px) Image search: [Google]
1488260246618.gif
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>>554945
wow it's so comfy anon.
omgggggggggggggggg desu
>>
File: testmodel1.jpg (129KB, 1000x667px) Image search: [Google]
testmodel1.jpg
129KB, 1000x667px
this is the farthest i ever got with a blender sculpt. what should i do to make the next one better? i can see some proportion/anatomy issues, especially the waist looks too flat. i know it looks generic.

the most annoying issue i was having is sometimes when i'm sculpting i would get holes in the mesh that would just grow and grow every time i tried to sculpt over them. i think i can cover them in retopology, but they are still troublesome for me (you can't see them in the pic b/c i filled them with n-gons in edit mode).
>>
File: Sunset Drive Test10000-0155.webm (2MB, 640x360px) Image search: [Google]
Sunset Drive Test10000-0155.webm
2MB, 640x360px
Just a test render of the animation to see how things are working together.
I've only been really been working on the scene from still renders, so this is my first time actually seeing the thing in motion apart from just the viewport. There's some things that need to be changed.

Sound version here >>>/wsg/1583809 (You)
It doesn't loop with the song as well as I'd hoped, but that's a problem with the frame rate. I don't have as fine control trimming a 30fps video as I would with a 60fps video.
The audio loops perfectly at 60fps, but I'm not really a fan of the motion for the video. It's too smooth, makes everything seem fake (it's 3d, but still)

*I posted the wrong version of the webm here, and deleted the post*
>>
>>554963
head is too big hands and feet are too big
>>
>>554968
Why is the car motion blurred?
>>
>>554968
This is cool, but there are still some issues, the road and the cars are a little too bright and can be difrult to see when the god rays shine though the trees and foliage (what methods did you use to make that btw).
>>
File: Image 001.png (126KB, 875x488px) Image search: [Google]
Image 001.png
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>>554976
>Why is the car motion blurred?
It's probably just an error with how I went about doing the motion blur. I didn't want to sit around with the regular mblur, so I just used a directional blur in post. It works fine since everything is flowing in one direction, but I had to mask out the car on a separate scene and I guess there were some inconsistencies.

>>554978
I don't mean to dismiss your crit or anything (because I do appreciate it), but I think the cars are fine as far as the brightness goes.
I do agree about the god rays, I think where I have them aimed makes it seem a little too much, I can target them upwards a bit and make them shorter. The road can be darker as well.

>what methods did you use to make that btw?
I assume you're asking about the god rays.
Pic related may help (though I do admit it's a fucking mess).

Essentially, I just used the "Sun Beams" node. It's as simple as that. Though I had to use an ID mask to get only the sun, or the whole scene would be effected. I just copied the sun streaks on both the ID mask and the sun so it blends properly into the image.
>>
>>554963 He's too flat. Almost like a super detailed gingerbread man. Don't neglect the base curvature of the body. Curving the back a bit is not enough.
You might be salvage some of it by introducing that general curvature in the torso and legs, but that would get you so far.

And back to the details: that muscle definition feels like pasted on, doesn't define the form of the body at all. I suggest you first nail down, block out the basic proportions, then build the muscle definition on that basis. But never forget that muscles aren't just pasted onto the body, they are what definte the form, built on the skeleton. And that's what feels lacking in your sculpt. A properly built skeleton.

Proportins are off: hand and fingers are way too small, the head is way too big for example. Torso proportions are odd too. In general it's an unfortunate middle ground between cartoonis proportions and intended realistic details.

Anyhow: have you studied anatomy? Havi g a few images doesn't count. You need to understand the structure of our body to be able to reproduce it properly. I suggest you look up the Gottfried Bammes anatomy books and study the shit out of them. Admittedly, almost all of them are in german, but going through the images only will be very helpful, becues the guy analyzes the crap out of our bodies and constructs it.
>>
>>554001
Bake ao map, it makes it look so much better
>>
>>554946
I don't know what I'll di with her, I want model to animate and meybe I'll retopo this.. I want simplified one too, I'll try to make simplified messy :v
>>
>>554969
>>554981
i used the skin modifier as a base (i was trying to copy the max puljieros video) then i sculpted on top of it

i'm studying anatomy right now, but i've only studied the torso and face so far, not the arms and legs. also sculpting the anatomy in 3d is a technical hurdle for me too besides just a knowledge one because i don't have much experience sculpting. often i feel like i'm struggling to get the tools to do what i want them to and not fuck up. but i guess that will come with practice. so, thanks for the critique, i think i'm going to start a new sculpt instead of messing around with this one more. i've heard of the bammes book but it's like $80 i think and i don't have the money for it right now
>>
>>555020
I'd say, you should start from the larger picture to get the general picture. Then go to the body parts in isolation. Then go back to the whole picture to piece the thing together.

And yeah, learning the tool and the topic at the same time can be frustrating for sure. But keep it up and be consistent and conscious, and you will get there.

The Bammes books can be found all over the internet in digital versions, and except for that smallen english one, all of them are out of print anyway, so I'd say, you should just look them up.
>>
>>555021
i'm going to go to the library on monday and see if i can print it there. i think they have a fee of like a couple cents per page, and it looks like it's about 100 pages.
>>
>>554945

whenever possible run three personal projects at the same time so you don't burn out.
>>
File: AndiIdle_NoHelmet.gif (4MB, 270x480px) Image search: [Google]
AndiIdle_NoHelmet.gif
4MB, 270x480px
Building an idle animation
>>
File: D8J41ka.png (1MB, 2019x1374px) Image search: [Google]
D8J41ka.png
1MB, 2019x1374px
>>555100
Pretty cool so far. Add head scratching and move the right arm more.
>>
>>555116
textures make zero sense. Look at a real gun.
>>
>>555116
I would love to know how you make your render look this sharp. A combination of good textures and bakes?

Ignore retards like >>555117 until he posts an actual explanation that can be classified as criticism.
>>
>>555118
>Ignore retards like >>555117 until he posts an actual explanation that can be classified as criticism.
the normal map and the scratchecs make zero (0) sense. Again, look at a real gun.
>>
>>555116
4k?
>>
File: 1484893396650.jpg (13KB, 306x272px) Image search: [Google]
1484893396650.jpg
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>>555117
I did look at a real gun. Ever made Love On A Real Gun.

>>555118
Nah no sweat mang. I usually get attacked when posting here.

Yeah it's a pretty phat bake, thiqq edges on the high poly. Also it's just a screen grab in Subpainter 2, so moving nice light around and turning on shadows works. Also for this one I put it into orthographic view, which I rarley ever do, but I like it.


>>555121
Yeah it's 4K because boss man lets the weapons be 4K in game, plus no use not doing the work at the highest res.
>>
>>555120
Yeah normally you'd leave it flat, sometimes for in engine I pop it out a bit so it's readable. I understand what you're saying.
>>
>>555117
then show us how to make realistic gun textures. don't sit on your fat ass and bitch about something only the 1% can do
>>
File: Blockout19_PhysCamera002_03-12.jpg (589KB, 1440x839px) Image search: [Google]
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Environment tutorial on Gnomon I'm working on. Figured I'd post the blockout and a couple of background props I've got done...
>>
>>555143

BeerCrates. Only one set of textures for them so far. Maybe I can get away with just the one. What do you think? And yes, they'll be filled with empty bottles later.
>>
File: barstool.jpg (522KB, 1440x839px) Image search: [Google]
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>>555143
>>555144

Barstools.
>>
File: so_much_excite.jpg (541KB, 1440x839px) Image search: [Google]
so_much_excite.jpg
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>>555143
>>555144
>>555145

Exciting huh? The shop in the foreground is gonna be full of boxes, so - I gotta make boxes. Suck it up, me.
>>
File: motor.jpg (542KB, 1440x839px) Image search: [Google]
motor.jpg
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>>555143
>>555144
>>555145
>>555146

Motor for the garage doors. Not painted yet.
>>
File: side_building_test1.jpg (590KB, 1440x839px) Image search: [Google]
side_building_test1.jpg
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>>555147
>>555146
>>555145
>>555144
>>555143

Test for one of the many iterations of the building in the very foreground to camera left. Can't work out what to put there....
>>
File: 3d_dumpster.jpg (183KB, 1368x822px) Image search: [Google]
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Hey guys, I'm a complete noob, literally started a few days ago. I'm following this course:

https://www.digitaltutors.com/learningpath/105-Quick-Start-to-Modeling-in-3ds-Max

Pic related is my first 3d model, don't know how good this is. I have no idea what could be improved. Feel free to shatter my dreams and hopes. I just went through first 10 videos by Arrimus 3D before starting this, so I was still learning all the tools while creating it.

Just wanted to ask if you think it's good to continue following this course. I'm just a bit worried when I see that character model. I don't want to learn bad habits, that's all.
>>
>>555100

perfect time for a smoke
>>
File: 1484907262087.jpg (8KB, 300x226px) Image search: [Google]
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>>555165
Even if you don't like the look of the character, it will teach you different modelling ideas, so that you don't need to focus so much on the character, but the ideas.

Also your dumpster is fine, You should try making it a high poly with turbosmooth and the likes as a skill booster.

A dumpster is also on of the first things I made and I'm in the industry now so it's a great start in my eyes senpai.
>>
>>555117
>>555120
>scratches
I don't see any, unless you're talking about machining marks. Looks pretty much factory-fresh-but-never-used past the cylinder to me.
>>
>>555143
>>555144
>>555145
>>555146
>>555147
>>555148
Nice. Love the detail on the boxes. I don't suppose it's a free tutorial? I'm wanting to get into professional rendering/modeling but don't have the scratch to do so right now.
>>
>>555169
Thanks, senpai.
>>
File: Headfront.png (267KB, 627x661px) Image search: [Google]
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Front of a Train I'm working on for a project.
>>
>>555143
Normally I would say not to redo the entire Devon Fay alleyway from scratch. There's no point seeing as the tutorial doesn't cover the making-of "part by part" and it's such a big scene the effort would be better spent doing something of your own you could put in a portfolio afterwards.
>>
>>555174
Cacievra is that you?
>>
>>555174
Is it supposed to look kinda organic?
>>
>>555183
yeah, the project is inspired by H.R. Giger
>>
>>555184
Oh, I guess it looks okay then. But you have some waviness in the geometry that I don't really get. Giger had more well defined geometry that fused machine-like objects with the organic hard surfaces like bones.

Your thing kinda resembles a skull with stuff embedded in it. That stuff I get, the strange surface details you have going on seem ill-defined though. Like on the top it looks like you just left accidental marks all over it. I'd say it's probably because soft geometry doesn't look that good when used for small-medium sized details. Looks fine for fine details that create an overall texture, like pores on human skin, but not like this.

You could check out Nihei's older works, like Abara. He does a good job at making mechanical looking objects using familiar organic shapes and he's made a lot of good designs. It's not quite like Giger but it might be more relevant for what you're trying here.
>>
>>555185
Yeah, One of the problems I have with Zbrush is when you append geometry like the hard surface stuff it doesn't really take too well to being played around with. I'm going to transfer into 3D Coat so I can really start making the machinery look like it's growing out of the actual skull itself.
>>
>>555144
Aren't these crates usually made to be easily stackable? Why would anyone put them down like that? Looks awfully unstable
>>
>>555245
Because underpaid Chinese workers don't give a shit if it's safe or done how it's supposed to, they just throw them down and move on.
>>
File: test.jpg (142KB, 1280x720px) Image search: [Google]
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142KB, 1280x720px
hey working on a gas stove, modelings done but the gas flame is the hard part, I can't get it to look like a real one, this is what i have. any tips.
>>
>>555265
>modelings done
No, it's not. Bevel your fucking edges. It's repeated so often that it sounds like a meme at this point, yet so much shit is posted here completely unbeveled. Why do people act like it's an optional step? It's one of the most fundamental aspects of making convincing 3D artwork.
>>
File: Innercity Interior 2-1.png (1MB, 975x650px) Image search: [Google]
Innercity Interior 2-1.png
1MB, 975x650px
im shit at making sofas, can anyone post tuts
>>
File: test.png (716KB, 1280x720px) Image search: [Google]
test.png
716KB, 1280x720px
>>555266
Christ man calm down, I keeping stuff fairy lowpoly so I can't chamfer edges willy-nilly. I'll just smooth the edges when i'm done.
>>
>>555269
you don't have to add bevels to the base geometry, look up bevel weighting if you're in blender
>>
>>555270
Not in blender, using Max but thanks.
>>
File: ss (2017-03-08 at 09.43.12).png (27KB, 1140x462px) Image search: [Google]
ss (2017-03-08 at 09.43.12).png
27KB, 1140x462px
>>555270
>>555266
Not that guy but related: How would I bevel edges after a subdivision? It looks like if I bevel before where I have control over them, the surface gets smoothed and/or looks like this; if I bevel after, then there's an absurd amount of errors since I think subdivision screws up weighting. Is it possible to have it be in the modifier stack at all times, or do I have to just bite the bullet and apply it?
>>
>>555281
you don't bevel in subd. subd modeling is a skill just like regular modeling.
you have people making guns in subd, crazy as it seems. you need to figure out how add loops and manipulate verts accordingly
>>
File: sddsass.jpg (78KB, 1108x771px) Image search: [Google]
sddsass.jpg
78KB, 1108x771px
am I going the right way with hair? I think not...

+ I'd be happy if someone points me to good stylied hair tutorials
>>
>>555288
>that gash on her jaw
Either there's bone missing, or you need to redo that. Feel your own jaw, it can't go nearly that deep without removing bone or severly deforming the surrounding area.
>>
>>555290
it won't look that deep when it'll became normal map, it's cammy white tribute BTW
>>
>>555124
iray or reg?
>>
>>555124
>not doing 8k for a 2019 HD release
>>
>>555143
yeah I have that tutorial BTW, I'm also gonna do it in near future

GL looks nice
>>
>>555300
>not having fully procedural textures and randomly generated environments
kill your self my man
>>
>>555299
Just the reg for that snap.
>>
File: 1485256564284.jpg (12KB, 204x192px) Image search: [Google]
1485256564284.jpg
12KB, 204x192px
>>555300
Well if sub painter has that 8K option, I'll be good to go for them.
>>
File: Ue4Scene1.png (3MB, 2324x1303px) Image search: [Google]
Ue4Scene1.png
3MB, 2324x1303px
done with this scene now, cheers for the input all, here's a frame from the final vid, happy with how it turned out.
>>
>>555329
Why do people keep adding CA, its so obvious?
>>
>>555330
I hope so, I added it to make sure you could see it. I like it, gutted for you if you don't.
>>
>>555331
You can use CA effectively without having thick coloured borders on everything. Less is more in this case.
>>
>>553935
My WIP

https://imgur.com/a/25juU
>>
>>555352
I don't think the chromatic aberration is to overblown in the slightest if it's what you folks are talking about. I think it's used to a great effect.

Best looking scene I've seen on /3/ in a few months imo lol.

Great job anon,
>>
>>555362
>ballista bolt flies at the same rate as the catapult load
Needs work m8
>>
File: 2.jpg (145KB, 821x578px) Image search: [Google]
2.jpg
145KB, 821x578px
Re worked block out, this time I set up a camera so I could get a better idea what the final render would look like.
>>
>>555366
This is the concept.
The goal is to make a very comfy looking scene.
>>
File: 1486625872298s.jpg (8KB, 221x250px) Image search: [Google]
1486625872298s.jpg
8KB, 221x250px
>>555366
>>555367
Your proportions are way off.
>>
>>555368
care to elaborate? what's standing out to you?
>>
>>555369
Different guy, but most of the staircases are wrong/entire floors too high.
>>
>>555362
>imgur
What are you doing?
>>
File: sphynxcat.jpg (235KB, 866x934px) Image search: [Google]
sphynxcat.jpg
235KB, 866x934px
I've been using zBrush for 3 months now, h-how did i do?
>>
>>555362
very good,
but you are getting into a polishing state which needs alot of work if you want to make it really good
>>
>>555386
this looks very cool, I think you have the most important thing, the right taste,
>>
File: lematt_iray_00.jpg (133KB, 1600x1000px) Image search: [Google]
lematt_iray_00.jpg
133KB, 1600x1000px
>>555116
I did the same gun not long ago, mine looks shittier though, I cant into sculpting, so a lot of the detail wasnt taken into account.
>>
>>555396
i prefer yours m8 desu
>>
>>555396
substance already do alot of work for you, how did you make it look so bland with such a program.

i already know its blender from the default world lightning
>>
>>555396
Not had tho
>>
>>555366
Still looks good, but stairs look a little odd
>>
File: 1485822655659.jpg (453KB, 1350x1536px) Image search: [Google]
1485822655659.jpg
453KB, 1350x1536px
>>555396
Hell yeah man. It's a bitch to make right?. Very strange design.

Also you don't need to do much sculpting if you want, just drag the reference photos into photoshop and trace over the details, then produce and alpha with that, import into sub painter and use it as a mask.

>>555367
>>555366

Make sure you set the camera to the same fov as the reference or you might run into some issues. Also always count the steps on the ladders.

It's pretty good so far.
>>
File: lematt_render4_substance_Iray.jpg (239KB, 1596x935px) Image search: [Google]
lematt_render4_substance_Iray.jpg
239KB, 1596x935px
>>555406
pew pew
>>
File: Creature Side.png (162KB, 821x849px) Image search: [Google]
Creature Side.png
162KB, 821x849px
Something i've been working on in Zbrush
>>
File: 14 marzo_01.jpg (668KB, 1280x720px) Image search: [Google]
14 marzo_01.jpg
668KB, 1280x720px
mah boat keeps on going.

still a lot of work to do.
>>
>>555414
Looks really good tho
>>
>>555414
I wouldn't know without looking at a reference but is the back just a flat face like that? Seems strange.
>>
>>555329
I've seen your progress posts on reddit, I find it impressive how you've managed to become proficient at making top-notch Unreal archviz within one year.
What would you say are your main references, and learning sources?
>>
File: dock1-15fps-1-1.webm (1MB, 1280x720px) Image search: [Google]
dock1-15fps-1-1.webm
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>>555369
It's looking great and I love the concept, I'd love to see it finished. In terms of proportions I'd say the narrower stairs are too narrow and steep, the doorway on the bottom floor might be a bit too wide. The top floor looks like it needs to come down a little bit, but it might be partly perspective/shadows that are making it look different than the concept.

>>555414
Damn, nice
>>555450
A lot of them are like that, yeah.

I just started this little animation today, end product will be a docking/airlock sequence. Lots of work to be done on it throughout the week.
>>
>>554116
I'd recommend you split your UV snapshot in half. One half will be covered by a wood texture, the other half by a dry wall texture.

As for laying UVs together or separating them, it depends on the level of details in your texture. If the dry wall is just a solid color for instance, it's fine to unitize the UVs for those parts. As soon as you start seeing patterns though, it's time to separate the UV shells.

Also recommend you bevel those edges, even if you're taking this to an engine. They look really sharp and that's causing the wooden beams to not mesh well with the dry wall.
>>
>>555414
how to make water like this?
>>
File: galleon.jpg (167KB, 876x587px) Image search: [Google]
galleon.jpg
167KB, 876x587px
>>555450
yep, this is not the same, but pretty similar.
>>
>>555472
I used the demo of Phoenix FD plugin for the water.
Pretty easy to use.
BTW if someone has a cgpeers forum account and can upload somewhere the 3.0.2 version cracked, it would be awesome.
>>
File: Do you fear Death Mr Turner.jpg (453KB, 918x507px) Image search: [Google]
Do you fear Death Mr Turner.jpg
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>>555288
Every time I see this fucking hair.

>filename
>>
>>555414
What kind of boat is this?
What reference?

Your cannons and everything seem really spaced out on the lower part of the hull. If the ship is meant for combat, I'd assume they'd try to use as much space as possible for cannons and shit. Ships this size can easily have like 60 guns on a side.
The rear cannons are really low, but I guess it makes some sense for a tall ship.

I don't know, the whole thing seems really out of proportion.
It looks good, but it just off-putting for some reason.
>>
How do blender and modo compare to Max for a complete workflow? Modeling, texture, rig, animation, etc.

Looking for cheaper options that hopefully have more updates in their future
>>
>>555481
thank
>>
File: perfil-seccion.jpg (441KB, 2000x802px) Image search: [Google]
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>>555489

Yeeah.. i kind of moved the decks a little...

its supposed to be for videogame, and the height of each deck was like 1.6 meters or something like that, so I moved them a little to make them 2 meters.

Even the whole boat is a little "scaled up" on real sizes, because of head room.
>>
>>555487
kek of the day!!
I know it sucks and I asked the question on that post, I'd be thankfull if you answer to it, if it makes you laugh there is clearly a way that you know how it's done correctly :>
>>
>>555452
Cheers mate, I hadn't touched 3D whatsoever before October 2015 so I guess it's around 18 months at this point.

I only use Youtube tutorials, I started a digital tutors one when I got a free subscription, but turned it off after 20 minutes and went back to Youtube.. so much better imo. Obviously Google too and the various forums which come from that, but that's all.

I have a lot of free time luckily, so I've been able to spend upwards of 12 hours a day sometimes on learning, but that wouldn't have been possible without 3D being consistently my favourite way to spend time. I think that's the key over anything.. I don't think you can be half-into it, if you wanna make real progress.
>>
>>555576
nise to see such progress man. I also started mid Dec 2015, now I'm doing my first full character, and I also studied from internet, but I have almost no time because of jobs :< there were some months that I have not touched 3d,
but my progress is also cool, I lean to Character modeling/Zbrush/stylized stuff,. would you suggest any other interet community, besides of this related to this subject?... because I'm posting only here and Instagram, I'd be happy to get normal suggestions, critics, directions...
>>
>>555577
At least you have jobs, just do the best you can with your time right, make sure you don't burn yourself out :D I'm fortunate about my position, but if I was working full-time I wouldn't be anywhere near the level I'm at currently.

I only post here and reddit.. Both of which are usually pretty good with critique, but you might want to look at Polycount too, that seems like the most active community desu.

regarding reddit though, try r/3dmodeling - r/3dma - r/blender(or maya, or 3dsmax)
>>
>>555582
TY. I'll try Reddit in near future..
Ikinda have comfy jobs (I either Edit TV programs or do graphic designe shit) video editing is the best, because it's very routine and does not need much of abrainpower and if you do it quickly you'll have plenty of time )) unless I'm near deadline, but now(past 3 months) I'm kinda freelancer and I have too much shit going on :<
>>
File: 4.jpg (63KB, 1063x696px) Image search: [Google]
4.jpg
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thanks for the feedback, I think it's looking closer now.
>>
>>555655

at the bump limit, id recommend posting to the new thread.
Thread posts: 322
Thread images: 107


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